Various fixes for spell and ranged attacks
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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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