feat: D30 combat effects, spell tiers, small damage removal, token HUD luck/grit
- Replace Knockback with Internal Injury on D30 (5, 10, 15); remove Shield Bash from D30 counter-attacks - Eliminate small weapon damage: keep only medium damage labelled Damage in sheets, rolls, and chat - D30 bonus dice (20, 27, 30) auto-resolved before grit/luck/shield decisions; choice dialogs for special strikes - D30 combat effects: bleeding wounds, damage ×2/×3 before DR, DR ×2/×3 with component picker dialog - Add hp.wounds to monster schema for bleeding support - Show Save against spell? checkbox for all save rolls (not just magic users) - Fix mulligan restart: persistent D30 process flags prevent double-application and allow both sides to react - For Dice So Nice, show main roll animation before explosion dice for correct ordering - Spell tier selection: force Standard/Overpowered choice at cast time, tier-specific aether cost, only chosen damage button shown - Add +1/−1 luck and grit controls to Token HUD - Fix inconsistent indentation, remove duplicate i18n key, remove unused includesShield return
This commit is contained in:
+30
-12
@@ -79,16 +79,28 @@ export default class LethalFantasyActor extends Actor {
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}
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/* *************************************************/
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computeDamageReduction() {
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// Pour les monstres, utiliser hp.damageResistance et combat.damageReduction
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getNaturalDR() {
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if (this.type === "monster") {
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let hpDR = Number(this.system.hp?.damageResistance) || 0
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return Number(this.system.hp?.damageResistance) || 0
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}
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return Number(this.system.biodata?.naturalDR) || 0
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}
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/* *************************************************/
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getMagicDR() {
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if (this.type === "monster") return 0
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return Number(this.system.biodata?.magicDR) || 0
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}
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/* *************************************************/
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computeDamageReduction() {
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if (this.type === "monster") {
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let hpDR = this.getNaturalDR()
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let combatDR = Number(this.system.combat?.damageReduction) || 0
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return hpDR + combatDR
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}
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// Pour les personnages, utiliser biodata et items
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let naturalDR = Number(this.system.biodata?.naturalDR) || 0
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let magicDR = Number(this.system.biodata?.magicDR) || 0
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let naturalDR = this.getNaturalDR()
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let magicDR = this.getMagicDR()
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let armorDR = this.getArmorDR()
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return naturalDR + magicDR + armorDR
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}
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@@ -153,7 +165,7 @@ export default class LethalFantasyActor extends Actor {
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}
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/* *************************************************/
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async prepareRoll(rollType, rollKey, rollDice, defenderId, defenderTokenId, extraShieldDr = 0) {
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async prepareRoll(rollType, rollKey, rollDice, defenderId, defenderTokenId, extraShieldDr = 0, d30Effects = {}) {
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console.log("Preparing roll", rollType, rollKey, rollDice, defenderId)
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let rollTarget
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switch (rollType) {
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@@ -198,8 +210,15 @@ export default class LethalFantasyActor extends Actor {
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case "miracle-power":
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rollTarget = this.items.find((i) => (i.type === "miracle" || i.type == "spell") && i.id === rollKey)
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rollTarget.rollKey = rollKey
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// Read damage tier from combatant currentAction if available
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const activeCombatant = game.combat?.combatants?.find(c => c.actorId === this.id)
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const currentAction = activeCombatant?.getFlag(SYSTEM.id, "currentAction")
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const damageTier = currentAction?.damageTier || "standard"
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rollTarget.damageTier = damageTier
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if (rollType === "spell-attack" || rollType === "spell-power") {
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const cost = Number(rollTarget.system?.cost) || 0
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const tierCostMap = { standard: "cost", overpowered: "costOverpowered", overpowered2: "costOverpowered2" }
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const costField = tierCostMap[damageTier] || "cost"
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const cost = Number(rollTarget.system?.[costField]) || 0
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const currentAether = Number(this.system.aetherPoints?.value) || 0
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if (cost > currentAether) {
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ui.notifications.warn(`${this.name} cannot cast ${rollTarget.name}: insufficient Aether (needs ${cost}, has ${currentAether}).`)
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@@ -222,8 +241,7 @@ export default class LethalFantasyActor extends Actor {
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rollTarget.rollKey = rollKey
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}
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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-damage":
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case "weapon-attack":
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case "weapon-defense": {
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let weapon = this.items.find((i) => i.type === "weapon" && i.id === rollKey)
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@@ -264,7 +282,7 @@ export default class LethalFantasyActor extends Actor {
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combat: foundry.utils.duplicate(this.system.combat),
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isRangedAttack: weapon.system.weaponType === "ranged"
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}
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if (rollType === "weapon-damage-small" || rollType === "weapon-damage-medium") {
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if (rollType === "weapon-damage") {
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rollTarget.grantedDice = this.system.granted.damageDice
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}
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if (rollType === "weapon-attack") {
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@@ -287,7 +305,7 @@ export default class LethalFantasyActor extends Actor {
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rollTarget.magicUser = this.system.biodata.magicUser
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rollTarget.actorModifiers = foundry.utils.duplicate(this.system.modifiers)
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rollTarget.actorLevel = this.system.biodata.level
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await this.system.roll(rollType, rollTarget, defenderId, defenderTokenId, extraShieldDr)
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await this.system.roll(rollType, rollTarget, defenderId, defenderTokenId, extraShieldDr, d30Effects)
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}
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}
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+35
-14
@@ -285,13 +285,7 @@ export default class LethalFantasyRoll extends Roll {
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let damageBonus = (options.rollTarget.weapon.system.applyStrengthDamageBonus) ? options.rollTarget.combat.damageModifier : 0
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options.rollTarget.value = damageBonus + options.rollTarget.weaponSkillModifier + options.rollTarget.weapon.system.bonuses.damageBonus
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options.rollTarget.charModifier = damageBonus
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if (options.rollType.includes("small")) {
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options.damageSmall = true
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dice = options.rollTarget.weapon.system.damage.damageS
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} else {
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options.damageMedium = true
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dice = options.rollTarget.weapon.system.damage.damageM
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}
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dice = options.rollTarget.weapon.system.damage.damageM
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if (/NE$/i.test(dice)) {
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hasMaxValue = false
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hasExplode = false
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@@ -529,8 +523,6 @@ export default class LethalFantasyRoll extends Roll {
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rollMode: rollContext.visibility,
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hasTarget: options.hasTarget,
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isDamage: options.isDamage,
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damageSmall: options.damageSmall,
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damageMedium: options.damageMedium,
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pointBlank,
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beyondSkill,
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letItFly,
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@@ -614,6 +606,11 @@ export default class LethalFantasyRoll extends Roll {
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options.D30message = d30Message
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}
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// Show main roll before explosion dice so Dice So Nice animates in correct order
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if (game?.dice3d && rollContext.favor !== "favor" && rollContext.favor !== "disfavor") {
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await game.dice3d.showForRoll(rollBase, game.user, true)
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}
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let rollTotal = 0
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let diceResults = []
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let resultType
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@@ -673,6 +670,10 @@ export default class LethalFantasyRoll extends Roll {
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rollBase.options.defenderId = options.defenderId
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rollBase.options.defenderTokenId = options.defenderTokenId
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rollBase.options.extraShieldDr = options.extraShieldDr || 0
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rollBase.options.damageTier = options.damageTier || "standard"
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rollBase.options.d30Bleed = options.d30Bleed || false
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rollBase.options.d30DamageMultiplier = options.d30DamageMultiplier || 1
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rollBase.options.d30DrMultiplier = options.d30DrMultiplier || 1
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/**
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* A hook event that fires after the roll has been made.
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@@ -903,6 +904,29 @@ export default class LethalFantasyRoll extends Roll {
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actionItem.progressionCount = firstActionTaken ? 1 : (combatant.actor.system.combat?.combatProgressionStart ?? 1)
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if (!firstActionTaken) await combatant.setFlag(SYSTEM.id, "firstActionTaken", true)
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actionItem.rangedMode = rangedMode
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// If this is a spell/miracle with multiple damage tiers, prompt tier choice
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if (actionItem.system?.damageDice) {
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const tiers = [
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{ id: "standard", label: "Standard", dice: actionItem.system.damageDice },
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{ id: "overpowered", label: "Overpowered", dice: actionItem.system.damageDiceOverpowered },
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{ id: "overpowered2", label: "Overpowered 2", dice: actionItem.system.damageDiceOverpowered2 },
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].filter(t => t.dice)
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if (tiers.length > 1) {
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const tierChoice = await foundry.applications.api.DialogV2.wait({
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window: { title: "Choose Damage Tier" },
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classes: ["lethalfantasy"],
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content: `<div class="grit-luck-dialog"><p><strong>${selectedItem.name}</strong> has multiple damage tiers.</p><p>Choose which damage to use when the attack lands:</p></div>`,
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buttons: tiers.map(t => ({
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action: t.id,
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label: `${t.label} (${t.dice.toUpperCase()})`,
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icon: "fa-solid fa-wand-magic-sparkles",
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callback: () => t.id
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})),
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rejectClose: false
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})
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actionItem.damageTier = tierChoice || "standard"
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}
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}
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actionItem.castingTime = 1
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actionItem.spellStatus = "castingTime"
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// Set the flag on the combatant
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@@ -1392,10 +1416,8 @@ export default class LethalFantasyRoll extends Roll {
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return `${game.i18n.localize("LETHALFANTASY.Label.weapon-attack")}`
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case "weapon-defense":
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return `${game.i18n.localize("LETHALFANTASY.Label.weapon-defense")}`
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case "weapon-damage-small":
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return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage-small")}`
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case "weapon-damage-medium":
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return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage-medium")}`
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case "weapon-damage":
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return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage")}`
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case "spell":
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case "spell-attack":
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case "spell-power":
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@@ -1456,7 +1478,6 @@ export default class LethalFantasyRoll extends Roll {
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weaponDamageOptions = {
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weaponId: weapon._id || weapon.id,
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weaponName: weapon.name,
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damageS: weapon.system?.damage?.damageS,
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damageM: weapon.system?.damage?.damageM
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}
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console.log("Weapon damage options:", weaponDamageOptions)
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