ATtempt to fix init rolls
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@@ -620,6 +620,7 @@ export default class LethalFantasyRoll extends Roll {
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rollBase.options.badResult = badResult
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rollBase.options.rollData = foundry.utils.duplicate(rollData)
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rollBase.options.defenderId = options.defenderId
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rollBase.options.defenderTokenId = options.defenderTokenId
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/**
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* A hook event that fires after the roll has been made.
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@@ -698,7 +699,7 @@ export default class LethalFantasyRoll extends Roll {
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if (options.combatId && options.combatantId) {
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let combat = game.combats.get(options.combatId)
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await combat.updateEmbeddedDocuments("Combatant", [{ _id: options.combatantId, initiative: initRoll.total, 'system.progressionCount': 0 }])
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await combat.updateEmbeddedDocuments("Combatant", [{ _id: options.combatantId, initiative: initRoll.total, 'system.progressionCount': 0, [`flags.${SYSTEM.id}.firstActionTaken`]: false }])
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}
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}
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@@ -835,7 +836,11 @@ export default class LethalFantasyRoll extends Roll {
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let selectedItem = combatant.actor.items.find(i => i.id === selectedChoice)
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// Setup flag for combat action usage
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let actionItem = foundry.utils.duplicate(selectedItem)
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actionItem.progressionCount = 1
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// First action of this combat: use the class-based starting threshold;
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// all subsequent actions reset to 1 (normal progression).
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const firstActionTaken = combatant.getFlag(SYSTEM.id, "firstActionTaken")
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actionItem.progressionCount = firstActionTaken ? 1 : (combatant.actor.system.combat?.combatProgressionStart ?? 1)
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if (!firstActionTaken) await combatant.setFlag(SYSTEM.id, "firstActionTaken", true)
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actionItem.rangedMode = rangedMode
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actionItem.castingTime = 1
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actionItem.spellStatus = "castingTime"
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