Implements actions management
All checks were successful
Release Creation / build (release) Successful in 53s

This commit is contained in:
2025-04-17 17:35:45 +02:00
parent cb60bb6027
commit 87a90b73ce
28 changed files with 487 additions and 226 deletions

View File

@ -232,32 +232,6 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
super._onRender();
}
getBestWeaponClassSkill(skills, rollType, multiplier = 1.0) {
let maxValue = 0
let goodSkill = skills[0]
for (let s of skills) {
if (rollType === "weapon-attack") {
if (s.system.weaponBonus.attack > maxValue) {
maxValue = Number(s.system.weaponBonus.attack)
goodSkill = s
}
}
if (rollType === "weapon-defense") {
if (s.system.weaponBonus.defense > maxValue) {
maxValue = Number(s.system.weaponBonus.defense)
goodSkill = s
}
}
if (rollType.includes("weapon-damage")) {
if (s.system.weaponBonus.damage > maxValue) {
maxValue = Number(s.system.weaponBonus.damage)
goodSkill = s
}
}
}
goodSkill.weaponSkillModifier = maxValue * multiplier
return goodSkill
}
/**
* Handles the roll action triggered by user interaction.
@ -277,118 +251,11 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
async _onRoll(event, target) {
if (this.isEditMode) return
const rollType = event.target.dataset.rollType
let rollTarget
let rollKey = event.target.dataset.rollKey
switch (rollType) {
case "granted":
rollTarget = {
name: rollKey,
formula: foundry.utils.duplicate(this.document.system.granted[rollKey]),
rollKey: rollKey
}
if ( rollTarget.formula === "" || rollTarget.formula === undefined) {
rollTarget.formula = 0
}
break;
case "challenge":
rollTarget = foundry.utils.duplicate(this.document.system.challenges[rollKey])
rollTarget.rollKey = rollKey
break
case "save":
rollTarget = foundry.utils.duplicate(this.document.system.saves[rollKey])
rollTarget.rollKey = rollKey
rollTarget.rollDice = event.target.dataset?.rollDice
break
case "spell":
rollTarget = this.actor.items.find((i) => i.type === "spell" && i.id === rollKey)
rollTarget.rollKey = rollKey
break
case "miracle":
rollTarget = this.actor.items.find((i) => i.type === "miracle" && i.id === rollKey)
rollTarget.rollKey = rollKey
break
case "skill":
rollTarget = this.actor.items.find((i) => i.type === "skill" && i.id === rollKey)
rollTarget.rollKey = rollKey
if (rollTarget.system.category === "weapon") {
ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.rollFromWeapon"))
return
}
break
case "miracle-attack":
case "miracle-power":
rollTarget = this.actor.items.find((i) => i.type === "miracle" && i.id === rollKey)
rollTarget.rollKey = rollKey
break
case "spell-attack":
case "spell-power":
rollTarget = this.actor.items.find((i) => i.type === "spell" && i.id === rollKey)
rollTarget.rollKey = rollKey
break
case "shield-roll":
rollTarget = this.actor.items.find((i) => i.type === "shield" && i.id === rollKey)
let shieldSkill = this.actor.items.find((i) => i.type === "skill" && i.name.toLowerCase() === rollTarget.name.toLowerCase())
rollTarget.skill = shieldSkill
rollTarget.rollKey = rollKey
break;
case "weapon-damage-small":
case "weapon-damage-medium":
case "weapon-attack":
case "weapon-defense":
let weapon = this.actor.items.find((i) => i.type === "weapon" && i.id === rollKey)
let skill
let skills = this.actor.items.filter((i) => i.type === "skill" && i.name.toLowerCase() === weapon.name.toLowerCase())
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
} else {
skills = this.actor.items.filter((i) => i.type === "skill" && i.name.toLowerCase().replace(" skill", "") === weapon.name.toLowerCase())
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
} else {
skills = this.actor.items.filter((i) => i.type === "skill" && i.system.weaponClass === weapon.system.weaponClass)
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 0.5)
} else {
skills = this.actor.items.filter((i) => i.type === "skill" && i.system.weaponClass.includes(SYSTEM.WEAPON_CATEGORIES[weapon.system.weaponClass]))
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 0.25)
} else {
ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.skillNotFound"))
return
}
}
}
}
if (!weapon || !skill) {
console.error("Weapon or skill not found", weapon, skill)
ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.skillNotFound"))
return
}
rollTarget = skill
rollTarget.weapon = weapon
rollTarget.weaponSkillModifier = skill.weaponSkillModifier
rollTarget.rollKey = rollKey
rollTarget.combat = foundry.utils.duplicate(this.actor.system.combat)
if ( rollType === "weapon-damage-small" || rollType === "weapon-damage-medium") {
rollTarget.grantedDice = this.actor.system.granted.damageDice
}
if ( rollType === "weapon-attack") {
rollTarget.grantedDice = this.actor.system.granted.attackDice
}
if ( rollType === "weapon-defense") {
rollTarget.grantedDice = this.actor.system.granted.defenseDice
}
break
default:
ui.notifications.error(game.i18n.localize("LETHALFANTASY.Notifications.rollTypeNotFound") + String(rollType))
break
}
let rollKey = event.target.dataset.rollKey;
let rollDice = event.target.dataset?.rollDice;
this.actor.prepareRoll(rollType, rollKey, rollDice)
// In all cases
rollTarget.magicUser = this.actor.system.biodata.magicUser
rollTarget.actorModifiers = foundry.utils.duplicate(this.actor.system.modifiers)
rollTarget.actorLevel = this.actor.system.biodata.level
await this.document.system.roll(rollType, rollTarget)
}
// #endregion
}

View File

@ -41,4 +41,144 @@ export default class LethalFantasyActor extends Actor {
}
}
getBestWeaponClassSkill(skills, rollType, multiplier = 1.0) {
let maxValue = 0
let goodSkill = skills[0]
for (let s of skills) {
if (rollType === "weapon-attack") {
if (s.system.weaponBonus.attack > maxValue) {
maxValue = Number(s.system.weaponBonus.attack)
goodSkill = s
}
}
if (rollType === "weapon-defense") {
if (s.system.weaponBonus.defense > maxValue) {
maxValue = Number(s.system.weaponBonus.defense)
goodSkill = s
}
}
if (rollType.includes("weapon-damage")) {
if (s.system.weaponBonus.damage > maxValue) {
maxValue = Number(s.system.weaponBonus.damage)
goodSkill = s
}
}
}
goodSkill.weaponSkillModifier = maxValue * multiplier
return goodSkill
}
async prepareRoll(rollType, rollKey, rollDice ) {
let rollTarget
switch (rollType) {
case "granted":
rollTarget = {
name: rollKey,
formula: foundry.utils.duplicate(this.system.granted[rollKey]),
rollKey: rollKey
}
if ( rollTarget.formula === "" || rollTarget.formula === undefined) {
rollTarget.formula = 0
}
break;
case "challenge":
rollTarget = foundry.utils.duplicate(this.system.challenges[rollKey])
rollTarget.rollKey = rollKey
break
case "save":
rollTarget = foundry.utils.duplicate(this.system.saves[rollKey])
rollTarget.rollKey = rollKey
rollTarget.rollDice = rollDice
break
case "spell":
rollTarget = this.items.find((i) => i.type === "spell" && i.id === rollKey)
rollTarget.rollKey = rollKey
break
case "miracle":
rollTarget = this.items.find((i) => i.type === "miracle" && i.id === rollKey)
rollTarget.rollKey = rollKey
break
case "skill":
rollTarget = this.items.find((i) => i.type === "skill" && i.id === rollKey)
rollTarget.rollKey = rollKey
if (rollTarget.system.category === "weapon") {
ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.rollFromWeapon"))
return
}
break
case "spell-attack":
case "spell-power":
case "miracle-attack":
case "miracle-power":
rollTarget = this.items.find((i) => (i.type === "miracle" || i.type == "spell") && i.id === rollKey)
rollTarget.rollKey = rollKey
break
case "shield-roll": {
rollTarget = this.items.find((i) => i.type === "shield" && i.id === rollKey)
let shieldSkill = this.items.find((i) => i.type === "skill" && i.name.toLowerCase() === rollTarget.name.toLowerCase())
rollTarget.skill = shieldSkill
rollTarget.rollKey = rollKey
}
break;
case "weapon-damage-small":
case "weapon-damage-medium":
case "weapon-attack":
case "weapon-defense": {
let weapon = this.items.find((i) => i.type === "weapon" && i.id === rollKey)
let skill
let skills = this.items.filter((i) => i.type === "skill" && i.name.toLowerCase() === weapon.name.toLowerCase())
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
} else {
skills = this.items.filter((i) => i.type === "skill" && i.name.toLowerCase().replace(" skill", "") === weapon.name.toLowerCase())
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
} else {
skills = this.items.filter((i) => i.type === "skill" && i.system.weaponClass === weapon.system.weaponClass)
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 0.5)
} else {
skills = this.items.filter((i) => i.type === "skill" && i.system.weaponClass.includes(SYSTEM.WEAPON_CATEGORIES[weapon.system.weaponClass]))
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 0.25)
} else {
ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.skillNotFound"))
return
}
}
}
}
if (!weapon || !skill) {
console.error("Weapon or skill not found", weapon, skill)
ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.skillNotFound"))
return
}
rollTarget = skill
rollTarget.weapon = weapon
rollTarget.weaponSkillModifier = skill.weaponSkillModifier
rollTarget.rollKey = rollKey
rollTarget.combat = foundry.utils.duplicate(this.system.combat)
if ( rollType === "weapon-damage-small" || rollType === "weapon-damage-medium") {
rollTarget.grantedDice = this.system.granted.damageDice
}
if ( rollType === "weapon-attack") {
rollTarget.grantedDice = this.system.granted.attackDice
}
if ( rollType === "weapon-defense") {
rollTarget.grantedDice = this.system.granted.defenseDice
}
}
break
default:
ui.notifications.error(game.i18n.localize("LETHALFANTASY.Notifications.rollTypeNotFound") + String(rollType))
break
}
// In all cases
rollTarget.magicUser = this.system.biodata.magicUser
rollTarget.actorModifiers = foundry.utils.duplicate(this.system.modifiers)
rollTarget.actorLevel = this.system.biodata.level
await this.system.roll(rollType, rollTarget)
}
}

View File

@ -247,7 +247,7 @@ export default class LethalFantasyRoll extends Roll {
hasChangeDice = false
hasMaxValue = false
hasExplode = false
options.rollTarget.value = 0
options.rollTarget.value = 0
} else if (options.rollType.includes("weapon-damage")) {
options.rollName = options.rollTarget.name
@ -602,6 +602,230 @@ export default class LethalFantasyRoll extends Roll {
}
static async promptCombatAction(options = {}) {
const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
const fieldRollMode = new foundry.data.fields.StringField({
choices: rollModes,
blank: false,
default: "public",
})
let combatant = game.combats.get(options.combatId)?.combatants?.get(options.combatantId)
if (!combatant) {
console.error("No combatant found for this combat")
return
}
let currentAction = combatant.getFlag(SYSTEM.id, "currentAction")
let dialogContext = {
progressionDiceId: "",
fieldRollMode,
rollModes,
currentAction,
...options
}
const content = await renderTemplate("systems/fvtt-lethal-fantasy/templates/combat-action-dialog.hbs", dialogContext)
let buttons = []
if (currentAction) {
if (currentAction.type === "weapon") {
buttons.push({
action: "roll",
label: "Roll progression dice",
callback: (event, button, dialog) => {
return "rollProgressionDice"
},
})
} else if (currentAction.type === "spell" || currentAction.type === "miracle") {
let label = ""
if ( currentAction.castingDone) {
label = "Roll lethargy dice"
} else {
label = "Wait casting time"
}
buttons.push({
action: "roll",
label: label,
callback: (event, button, dialog) => {
return "rollLethargyDice"
},
})
}
} else {
buttons.push({
action: "roll",
label: "Select action",
callback: (event, button, dialog) => {
const output = Array.from(button.form.elements).reduce((obj, input) => {
if (input.name) obj[input.name] = input.value
return obj
}, {})
return output
},
},
)
}
buttons.push({
action: "cancel",
label: "Other action, not listed here",
callback: (event, button, dialog) => {
return null;
}
})
const rollContext = await foundry.applications.api.DialogV2.wait({
window: { title: "Combat Action Dialog" },
classes: ["lethalfantasy"],
content,
buttons,
rejectClose: false // Click on Close button will not launch an error
})
console.log("RollContext", dialogContext, rollContext)
// If action is cancelled, exit
if (rollContext === null || rollContext === "cancel") {
await combatant.setFlag(SYSTEM.id, "currentAction", "")
let message = `${combatant.name} : Other action, progression reset`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
return
}
// Setup the current action
if (!currentAction || currentAction === "") {
// Get the item from the returned selectedChoice value
let selectedChoice = rollContext.selectedChoice
let rangedMode
if (selectedChoice.match("simpleAim")) {
selectedChoice = selectedChoice.replace("simpleAim", "")
rangedMode = "simpleAim"
}
if (selectedChoice.match("carefulAim")) {
selectedChoice = selectedChoice.replace("carefulAim", "")
rangedMode = "carefulAim"
}
if (selectedChoice.match("focusedAim")) {
selectedChoice = selectedChoice.replace("focusedAim", "")
rangedMode = "focusedAim"
}
let selectedItem = combatant.actor.items.find(i => i.id === selectedChoice)
// Setup flag for combat action usage
let actionItem = foundry.utils.duplicate(selectedItem)
actionItem.progressionCount = 1
actionItem.rangedMode = rangedMode
actionItem.castingTime = 1
actionItem.castingDone = false
// Set the flag on the combatant
await combatant.setFlag(SYSTEM.id, "currentAction", actionItem)
let message = `${combatant.name} action : ${selectedItem.name}`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
combatant.actor.prepareRoll(actionItem.type === "weapon" ? "weapon-attack" : "spell-attack", selectedChoice)
return
}
if (currentAction) {
if (rollContext === "rollLethargyDice") {
if ( !currentAction.castingDone) {
if ( currentAction.castingTime <= currentAction.system.castingTime) {
let message = `Casting time : ${currentAction.name}, count : ${currentAction.castingTime}/${currentAction.system.castingTime}`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.castingTime += 1
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
return
} else {
let message = `Spell ${currentAction.name} has ben casted !`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.castingTime = 1
currentAction.castingDone = true
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
return
}
} else {
// Roll lethargy dice
let dice = LethalFantasyUtils.getLethargyDice(currentAction.system.level)
let roll = new Roll(dice)
await roll.evaluate()
let max = roll.dice[0].faces - 1
let toCompare = Math.min(options.rollProgressionCount, max)
if (roll.total <= toCompare) {
// Notify that the player can act now with a chat message
let message = game.i18n.format("LETHALFANTASY.Notifications.messageLethargyOK", { name: combatant.actor.name, weapon: currentAction.name, roll: roll.total })
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
// Update the combatant progression count
await combatant.setFlag(SYSTEM.id, "currentAction", "")
// Display the action selection window again
combatant.actor.system.rollProgressionDice(options.combatId, options.combatantId )
} else {
// Notify that the player cannot act now with a chat message
currentAction.progressionCount += 1
combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
let message = game.i18n.format("LETHALFANTASY.Notifications.messageLethargyKO", { name: combatant.actor.name, weapon: currentAction.name, roll: roll.total })
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
}
}
}
if (rollContext === "rollProgressionDice") {
let formula = currentAction.system.combatProgressionDice
if (currentAction?.rangedMode) {
let toSplit = currentAction.system.speed[currentAction.rangedMode]
let split = toSplit.split("+")
currentAction.rangedLoad = Number(split[0]) || 0
formula = split[1]
console.log("Ranged Mode", currentAction.rangedMode, currentAction.rangedLoad, formula)
}
// Range weapon loading
if (!currentAction.weaponLoaded && currentAction.rangedLoad) {
if (currentAction.progressionCount <= currentAction.rangedLoad) {
let message = `Ranged weapon ${currentAction.name} is loading, loading count : ${currentAction.progressionCount}/${currentAction.rangedLoad}`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.progressionCount += 1
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
} else {
let message = `Ranged weapon ${currentAction.name} is loaded !`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
currentAction.weaponLoaded = true
currentAction.progressionCount = 1
await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
}
return
}
// Melee mode
let isMonster = combatant.actor.type === "monster"
// Get the dice and roll it if
let roll = new Roll(formula)
await roll.evaluate()
let max = roll.dice[0].faces - 1
max = Math.min(currentAction.progressionCount, max)
let msg = await roll.toMessage({ flavor: `Progression Roll for ${currentAction.name}, progression count : ${currentAction.progressionCount}/${max}` }, { rollMode: rollContext.visibility })
if (game?.dice3d) {
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
}
if (roll.total <= max) {
// Notify that the player can act now with a chat message
let message = game.i18n.format("LETHALFANTASY.Notifications.messageProgressionOK", { isMonster, name: combatant.actor.name, weapon: currentAction.name, roll: roll.total })
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
// Update the combatant progression count
await combatant.setFlag(SYSTEM.id, "currentAction", "")
// Display the action selection window again
combatant.actor.system.rollProgressionDice(options.combatId, options.combatantId )
} else {
// Notify that the player cannot act now with a chat message
currentAction.progressionCount += 1
combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
let message = game.i18n.format("LETHALFANTASY.Notifications.messageProgressionKO", { isMonster, name: combatant.actor.name, weapon: currentAction.name, roll: roll.total })
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
}
}
}
}
static async promptProgressionDice(options = {}) {
const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
@ -654,11 +878,11 @@ export default class LethalFantasyRoll extends Roll {
rejectClose: false // Click on Close button will not launch an error
})
console.log("RollContext", dialogContext,rollContext)
console.log("RollContext", dialogContext, rollContext)
let combat = game.combats.get(options.combatId)
let actor = game.actors.get(options.actorId)
if ( rollContext === "casting") {
if (rollContext === "casting") {
combat.setCasting(options.combatantId)
let message = `Starting casting a spell !`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
@ -677,25 +901,25 @@ export default class LethalFantasyRoll extends Roll {
// Get the weapons from the actor items
let rangedMode
let searchId = rollContext.progressionDiceId
if ( searchId.match("simpleAim")) {
if (searchId.match("simpleAim")) {
searchId = searchId.replace("simpleAim", "")
rangedMode = "simpleAim"
rangedMode = "simpleAim"
}
if ( searchId.match("carefulAim")) {
if (searchId.match("carefulAim")) {
searchId = searchId.replace("carefulAim", "")
rangedMode = "carefulAim"
rangedMode = "carefulAim"
}
if ( searchId.match("focusedAim")) {
if (searchId.match("focusedAim")) {
searchId = searchId.replace("focusedAim", "")
rangedMode = "focusedAim"
rangedMode = "focusedAim"
}
if (searchId.match("spell")) {
searchId = searchId.replace("spell", "")
let spell = actor.items.find(i => i.type === "spell" && i.id === searchId)
let dice = LethalFantasyUtils.getLethargyDice(spell.system.level)
let dice = LethalFantasyUtils.getLethargyDice(spell.system.level)
if (combat.isCasting(options.combatantId)) {
if (options.rollProgressionCount <= spell.system.castingTime ) {
if (options.rollProgressionCount <= spell.system.castingTime) {
let message = `Spell casting time : ${spell.name}, count : ${options.rollProgressionCount}/${spell.system.castingTime}`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
return
@ -707,7 +931,7 @@ export default class LethalFantasyRoll extends Roll {
combat.resetProgression(options.combatantId)
return
}
} else{
} else {
let formula = dice
let roll = new Roll(formula)
await roll.evaluate()
@ -740,7 +964,7 @@ export default class LethalFantasyRoll extends Roll {
console.log("Ranged Mode", rangedMode, rangedLoad, formula, options.rollProgressionCount)
}
if (rangedLoad && options.rollProgressionCount <= rangedLoad ) {
if (rangedLoad && options.rollProgressionCount <= rangedLoad) {
let message = `Ranged weapon ${weapon.name} is loading, loading count : ${options.rollProgressionCount}/${rangedLoad}`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
return

View File

@ -73,7 +73,7 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
{ description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 },
{ description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 }], min: 8
}),
damageResistance: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
damageResistance: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
})
schema.perception = new fields.SchemaField({
@ -299,11 +299,11 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
let spells = this.parent.items.filter(i => i.type === "spell" || i.type === "miracle")
for (let s of spells) {
let dice = LethalFantasyUtils.getLethargyDice(s.system.level)
weaponsChoices.push({ id: `spell${s.id}`, name: `${s.name} (Time: ${s.system.castingTime}, Lethargy: ${dice})`, combatProgressionDice: `${s.system.castingTime}+${dice}` })
weaponsChoices.push({ id: s.id, name: `${s.name} (Time: ${s.system.castingTime}, Lethargy: ${dice})`, combatProgressionDice: `${s.system.castingTime}+${dice}` })
}
}
let roll = await LethalFantasyRoll.promptProgressionDice({
let roll = await LethalFantasyRoll.promptCombatAction({
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,