New combat management and various improvments
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@@ -273,7 +273,7 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
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* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
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* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
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*/
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async roll(rollType, rollTarget) {
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async roll(rollType, rollTarget, defenderId) {
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const hasTarget = false
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let roll = await LethalFantasyRoll.prompt({
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rollType,
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@@ -282,7 +282,8 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
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actorName: this.parent.name,
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actorImage: this.parent.img,
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hasTarget,
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target: false
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target: false,
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defenderId
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})
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if (!roll) return null
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@@ -311,6 +312,13 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
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}
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async rollProgressionDice(combatId, combatantId, rollProgressionCount) {
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let combatant = game.combats.get(combatId)?.combatants?.get(combatantId)
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// Don't roll if the combatant is defeated
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if (combatant?.isDefeated) {
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ui.notifications.warn(`${this.parent.name} is defeated and cannot attack.`)
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return
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}
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// Get all weapons from the actor
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let weapons = this.parent.items.filter(i => i.type === "weapon" && i.system.weaponType === "melee")
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