Fix lethargy + charaster race
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Release Creation / build (release) Successful in 43s
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@ -617,8 +617,6 @@ export default class LethalFantasyRoll extends Roll {
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...options
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}
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console.log("CTX PROGRESSION", dialogContext)
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const content = await renderTemplate("systems/fvtt-lethal-fantasy/templates/roll-progression-dice-dialog.hbs", dialogContext)
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const label = game.i18n.localize("LETHALFANTASY.Label.rollProgressionDice")
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@ -649,7 +647,7 @@ export default class LethalFantasyRoll extends Roll {
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rejectClose: false // Click on Close button will not launch an error
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})
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console.log("RollContext", rollContext)
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console.log("RollContext", dialogContext,rollContext)
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if (rollContext === null || !rollContext?.progressionDiceId) {
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let combat = game.combats.get(options.combatId)
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let combatant = combat.combatants.get(options.combatantId)
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@ -673,8 +671,30 @@ export default class LethalFantasyRoll extends Roll {
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searchId = searchId.replace("focusedAim", "")
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rangedMode = "focusedAim"
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}
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if (searchId.match("spellLevel")) {
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let spellConfig = SYSTEM.SPELL_LETHARGY_DICE[searchId]
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let formula = spellConfig.dice
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let roll = new Roll(formula)
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await roll.evaluate()
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let message
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if (options.rollProgressionCount <= roll.total ) {
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message = `Spell Lethargy ongoing ... (${roll.total}/${options.rollProgressionCount}, spell level ${spellConfig.level})`
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} else {
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let combat = game.combats.get(options.combatId)
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combat.resetProgression(options.combatantId)
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message = `Spell Lethargy ended ! (${roll.total}/${options.rollProgressionCount}, spell level ${spellConfig.level})`
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}
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let msg = await roll.toMessage({ flavor: message }, { rollMode: rollContext.visibility })
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if (game?.dice3d) {
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await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
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}
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return
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}
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let weapon = actor.items.find(i => i.type === "weapon" && i.id === searchId)
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let formula = weapon.system.combatProgressionDice
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let rangedLoad
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if (rangedMode) {
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let toSplit = weapon.system.speed[rangedMode]
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