Various fixes for spell and ranged attacks
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@@ -296,6 +296,7 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
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}
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roll.options.diceResults = diceResults
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roll.options.rollTotal = roll.total
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if (game?.dice3d) await game.dice3d.showForRoll(roll, game.user, true)
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await roll.toMessage()
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}
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@@ -261,7 +261,8 @@ export default class LethalFantasyActor extends Actor {
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weapon: weapon,
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weaponSkillModifier: skill.weaponSkillModifier,
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rollKey: rollKey,
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combat: foundry.utils.duplicate(this.system.combat)
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combat: foundry.utils.duplicate(this.system.combat),
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isRangedAttack: weapon.system.weaponType === "ranged"
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}
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if (rollType === "weapon-damage-small" || rollType === "weapon-damage-medium") {
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rollTarget.grantedDice = this.system.granted.damageDice
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@@ -111,17 +111,16 @@ export default class D30Roll {
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if (externalType === "weapon-attack") {
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if (!weapon) {
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console.warn("D30Roll | Weapon object required for weapon-attack type")
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return this.ROLL_TYPES.MELEE_ATTACK // Default to melee
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// Fall through to use options.isRanged if available, otherwise default melee
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}
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return weapon.system?.weaponType === "ranged"
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return (options.isRanged || weapon?.system?.weaponType === "ranged")
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? this.ROLL_TYPES.RANGED_ATTACK
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: this.ROLL_TYPES.MELEE_ATTACK
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}
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// Monster attacks - default to melee
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// Monster attacks - check options.isRanged (set from rollTarget.attackMode) or weapon type
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if (externalType === "monster-attack") {
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// Check if weapon object has range information
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if (weapon?.system?.weaponType === "ranged") {
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if (options.isRanged || weapon?.system?.weaponType === "ranged") {
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return this.ROLL_TYPES.RANGED_ATTACK
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}
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return this.ROLL_TYPES.MELEE_ATTACK
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@@ -237,6 +237,7 @@ export default class LethalFantasyRoll extends Roll {
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baseFormula = "D20"
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hasModifier = true
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hasChangeDice = false
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hasFavor = true
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options.rollTarget.value = options.rollTarget.actorModifiers.levelSpellModifier + options.rollTarget.actorModifiers.intSpellModifier
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options.rollTarget.charModifier = options.rollTarget.actorModifiers.intSpellModifier
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hasStaticModifier = options.rollType === "spell-power"
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@@ -253,6 +254,7 @@ export default class LethalFantasyRoll extends Roll {
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dice = "1D20"
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baseFormula = "D20"
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hasChangeDice = false
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hasFavor = true
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options.rollTarget.value = options.rollTarget.actorModifiers.levelMiracleModifier + options.rollTarget.actorModifiers.chaMiracleModifier
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options.rollTarget.charModifier = options.rollTarget.actorModifiers.chaMiracleModifier
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hasStaticModifier = options.rollType === "miracle-power"
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@@ -592,12 +594,17 @@ export default class LethalFantasyRoll extends Roll {
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}
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options.D30result = rollD30.total
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// Récupérer le message D30 correspondant
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// Compute isRanged for D30: covers defense (isRangedDefense), monster ranged attacks (attackMode),
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// and PC weapon attacks (isRangedAttack or weaponType)
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const isRangedForD30 = options.isRangedDefense
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|| options.rollTarget?.attackMode === "ranged"
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|| options.rollTarget?.isRangedAttack === true
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|| options.rollTarget?.weapon?.system?.weaponType === "ranged"
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const d30Message = D30Roll.getResult(
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rollD30.total,
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options.rollType,
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options.rollTarget?.weapon,
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{ isRanged: options.isRangedDefense }
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{ isRanged: isRangedForD30 }
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)
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options.D30message = d30Message
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}
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@@ -980,7 +987,7 @@ export default class LethalFantasyRoll extends Roll {
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}
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// Range weapon loading
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if (!currentAction.weaponLoaded && currentAction.rangedLoad) {
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if (currentAction.progressionCount <= currentAction.rangedLoad) {
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if (currentAction.progressionCount < currentAction.rangedLoad) {
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let message = `Ranged weapon ${currentAction.name} is loading, loading count : ${currentAction.progressionCount}/${currentAction.rangedLoad}`
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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currentAction.progressionCount += 1
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