Add monsetr sheet
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266
module/applications/sheets/monster-sheet.mjs
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266
module/applications/sheets/monster-sheet.mjs
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import LethalFantasyActorSheet from "./base-actor-sheet.mjs"
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import LethalFantasyRoll from "../../documents/roll.mjs"
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export default class LethalFantasyMonsterSheet extends LethalFantasyActorSheet {
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/** @override */
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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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height: 780,
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},
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window: {
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contentClasses: ["monster-content"],
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},
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actions: {
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rangedAttackDefense: LethalFantasyMonsterSheet.#onRangedAttackDefense,
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rollInitiative: LethalFantasyMonsterSheet.#onRollInitiative,
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},
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}
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/** @override */
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static PARTS = {
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main: {
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template: "systems/fvtt-lethal-fantasy/templates/monster-main.hbs",
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},
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tabs: {
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template: "templates/generic/tab-navigation.hbs",
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},
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combat: {
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template: "systems/fvtt-lethal-fantasy/templates/monster-combat.hbs",
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},
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biography: {
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template: "systems/fvtt-lethal-fantasy/templates/monster-biography.hbs",
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},
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}
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/** @override */
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tabGroups = {
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sheet: "combat",
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}
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/**
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* Prepare an array of form header tabs.
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* @returns {Record<string, Partial<ApplicationTab>>}
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*/
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#getTabs() {
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let tabs = {
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combat: { id: "combat", group: "sheet", icon: "fa-solid fa-swords", label: "LETHALFANTASY.Label.combat" },
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biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "LETHALFANTASY.Label.biography" },
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}
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for (const v of Object.values(tabs)) {
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v.active = this.tabGroups[v.group] === v.id
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v.cssClass = v.active ? "active" : ""
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}
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return tabs
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}
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/** @override */
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async _prepareContext() {
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const context = await super._prepareContext()
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context.tabs = this.#getTabs()
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return context
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}
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_generateTooltip(type, target) {
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}
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/** @override */
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async _preparePartContext(partId, context) {
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const doc = this.document
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switch (partId) {
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case "main":
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break
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case "combat":
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context.tab = context.tabs.combat
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context.weapons = doc.itemTypes.weapon
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break
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case "biography":
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context.tab = context.tabs.biography
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context.enrichedDescription = await TextEditor.enrichHTML(doc.system.description, { async: true })
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context.enrichedNotes = await TextEditor.enrichHTML(doc.system.notes, { async: true })
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break
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}
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return context
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}
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// #region Drag-and-Drop Workflow
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/**
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* Callback actions which occur when a dragged element is dropped on a target.
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* @param {DragEvent} event The originating DragEvent
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* @protected
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*/
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async _onDrop(event) {
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if (!this.isEditable || !this.isEditMode) return
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const data = TextEditor.getDragEventData(event)
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// Handle different data types
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switch (data.type) {
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case "Item":
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const item = await fromUuid(data.uuid)
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return this._onDropItem(item)
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}
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}
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static async #onRangedAttackDefense(event, target) {
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const hasTarget = false
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let roll = await LethalFantasyRoll.promptRangedDefense({
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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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})
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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 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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}
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getBestWeaponClassSkill(skills, rollType, multiplier = 1.0) {
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let maxValue = 0
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let goodSkill = skills[0]
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for (let s of skills) {
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if (rollType === "weapon-attack") {
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if (s.system.weaponBonus.attack > maxValue) {
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maxValue = Number(s.system.weaponBonus.attack)
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goodSkill = s
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}
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}
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if (rollType === "weapon-defense") {
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if (s.system.weaponBonus.defense > maxValue) {
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maxValue = Number(s.system.weaponBonus.defense)
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goodSkill = s
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}
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}
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if (rollType.includes("weapon-damage")) {
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if (s.system.weaponBonus.damage > maxValue) {
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maxValue = Number(s.system.weaponBonus.damage)
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goodSkill = s
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}
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}
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}
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goodSkill.weaponSkillModifier = maxValue * multiplier
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return goodSkill
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}
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/**
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* Handles the roll action triggered by user interaction.
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*
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* @param {PointerEvent} event The event object representing the user interaction.
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* @param {HTMLElement} target The target element that triggered the roll.
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*
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* @returns {Promise<void>} A promise that resolves when the roll action is complete.
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*
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* @throws {Error} Throws an error if the roll type is not recognized.
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*
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* @description This method checks the current mode (edit or not) and determines the type of roll
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* (save, resource, or damage) based on the target element's data attributes. It retrieves the
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* corresponding value from the document's system and performs the roll.
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*/
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async _onRoll(event, target) {
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if (this.isEditMode) return
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const rollType = event.target.dataset.rollType
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let rollTarget
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let rollKey = event.target.dataset.rollKey
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switch (rollType) {
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case "monster-attack":
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case "monster-defense":
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case "monster-damage":
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rollTarget = foundry.utils.duplicate(this.document.system.attacks[rollKey])
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rollTarget.rollKey = rollKey
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break
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case "resist":
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rollTarget = foundry.utils.duplicate(this.document.system.resists[rollKey])
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rollTarget.rollKey = rollKey
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break
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case "save":
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rollTarget = foundry.utils.duplicate(this.document.system.saves[rollKey])
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rollTarget.rollKey = rollKey
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rollTarget.rollDice = event.target.dataset?.rollDice
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break
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case "weapon-damage-small":
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case "weapon-damage-medium":
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case "weapon-attack":
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case "weapon-defense":
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let weapon = this.actor.items.find((i) => i.type === "weapon" && i.id === rollKey)
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let skill
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let skills = this.actor.items.filter((i) => i.type === "skill" && i.name.toLowerCase() === weapon.name.toLowerCase())
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
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} else {
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skills = this.actor.items.filter((i) => i.type === "skill" && i.name.toLowerCase().replace(" skill", "") === weapon.name.toLowerCase())
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
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} else {
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skills = this.actor.items.filter((i) => i.type === "skill" && i.system.weaponClass === weapon.system.weaponClass)
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 0.5)
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} else {
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skills = this.actor.items.filter((i) => i.type === "skill" && i.system.weaponClass.includes(SYSTEM.WEAPON_CATEGORIES[weapon.system.weaponClass]))
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 0.25)
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} else {
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ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.skillNotFound"))
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return
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}
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}
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}
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}
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if (!weapon || !skill) {
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console.error("Weapon or skill not found", weapon, skill)
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ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.skillNotFound"))
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return
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}
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rollTarget = skill
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rollTarget.weapon = weapon
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rollTarget.weaponSkillModifier = skill.weaponSkillModifier
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rollTarget.rollKey = rollKey
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rollTarget.combat = foundry.utils.duplicate(this.actor.system.combat)
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break
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default:
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ui.notifications.error(game.i18n.localize("LETHALFANTASY.Notifications.rollTypeNotFound") + String(rollType))
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break
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}
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// In all cases
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console.log(rollTarget)
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await this.document.system.roll(rollType, rollTarget)
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}
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// #endregion
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}
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