Various enhancements
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@ -34,6 +34,7 @@ export class BoLRoll {
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description: description,
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorInitMalus(),
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adv: "0",
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mod: 0
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}
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console.log(">>>>>>>>>>", rollData, actor)
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@ -62,6 +63,7 @@ export class BoLRoll {
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armorInitMalus: actor.getArmorInitMalus(),
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label: label,
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careerBonus: 0,
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adv: "0",
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description: description,
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mod: 0
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})
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@ -142,6 +144,7 @@ export class BoLRoll {
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armorInitMalus: actor.getArmorInitMalus(),
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mod: 0,
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modRanged: 0,
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adv: "0",
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label: (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'),
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description: game.i18n.localize('BOL.ui.weaponAttack') + " : " + weapon.name,
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}
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@ -182,6 +185,7 @@ export class BoLRoll {
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attribute: actor.system.attributes.mind,
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attrValue: actor.system.attributes.mind.value,
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aptValue: 0,
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adv: "0",
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careerBonus: actor.getAlchemistBonus(),
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pcCost: Number(alchemyData.properties.pccost),
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pcCostCurrent: Number(alchemyData.properties.pccurrent),
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@ -205,6 +209,7 @@ export class BoLRoll {
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attribute: actor.system.attributes.mind,
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attrValue: actor.system.attributes.mind.value,
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aptValue: 0,
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adv: "0",
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ppCurrent: Number(actor.system.resources.power.value),
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careerBonus: actor.getSorcererBonus(),
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ppCostArmor: actor.getPPCostArmor(),
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@ -380,8 +385,12 @@ export class BoLRoll {
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/* -------------------------------------------- */
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static preProcessWeapon(rollData, defender) {
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if (rollData.mode == "weapon") {
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rollData.weaponModifier = rollData.weapon.system.properties.attackModifiers ?? 0;
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rollData.weaponModifier = rollData.weapon.system.properties.attackModifiers ?? 0
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rollData.attackBonusDice = rollData.weapon.system.properties.attackBonusDice
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if ( rollData.attackBonusDice) {
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rollData.adv = "1B"
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rollData.bDice = 1
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}
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if (defender) { // If target is selected
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rollData.defence = defender.defenseValue
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rollData.armorMalus = defender.armorMalusValue
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@ -470,7 +479,7 @@ export class BoLRoll {
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rollData.registerInit = (rollData.aptitude && rollData.aptitude.key == 'init') ? $('#register-init').is(":checked") : false;
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const isMalus = rollData.nbFlaws > rollData.nbBoons
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rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
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//rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
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let rollbase = rollData.attrValue + rollData.aptValue
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if ( rollData.weapon && rollData.weapon.system.properties.onlymodifier ) {
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