Init/progression dice
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@ -6,7 +6,7 @@ export default class LethalFantasyMonsterSheet extends LethalFantasyActorSheet {
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static DEFAULT_OPTIONS = {
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classes: ["monster"],
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position: {
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width: 980,
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width: 1060,
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height: 780,
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},
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window: {
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@ -118,37 +118,7 @@ export default class LethalFantasyMonsterSheet extends LethalFantasyActorSheet {
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}
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static async #onRollInitiative(event, target) {
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const hasTarget = false
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let actorClass = this.actor.system.biodata.class;
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let wisDef = SYSTEM.CHARACTERISTICS_TABLES.wis.find((c) => c.value === this.actor.system.characteristics.wis.value)
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let maxInit = Number(wisDef.init_cap) || 1000
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let roll = await LethalFantasyRoll.promptInitiative({
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actorId: this.actor.id,
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actorName: this.actor.name,
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actorImage: this.actor.img,
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actorClass,
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maxInit,
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})
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if (!roll) return null
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await roll.toMessage({}, { rollMode: roll.options.rollMode })
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}
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static #onArmorHitPointsPlus(event, target) {
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let armorHP = this.actor.system.combat.armorHitPoints
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armorHP += 1
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this.actor.update({ "system.combat.armorHitPoints": armorHP })
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}
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static #onArmorHitPointsMinus(event, target) {
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let armorHP = this.actor.system.combat.armorHitPoints
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armorHP -= 1
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this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) })
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}
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static #onCreateEquipment(event, target) {
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await this.document.system.rollInitiative(event, target)
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}
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getBestWeaponClassSkill(skills, rollType, multiplier = 1.0) {
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