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@ -138,7 +138,6 @@ export class LethalFantasyCombat extends Combat {
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}
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async nextRound() {
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console.log('NEXT ROUND')
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this.turnsDone = false
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let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
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@ -162,13 +161,12 @@ export class LethalFantasyCombat extends Combat {
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for (let c of this.combatants) {
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if ( nextRound >= c.initiative) {
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c.update({ 'system.progressionCount': c.system.progressionCount + 1 });
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let user = game.users.find(u => u.active && u.character && u.character.id === c.actor.id);
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if (user?.hasPlayerOwner) {
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game.socket.emit(`system.${SYSTEM.id}`, { type: "rollProgressionDice", progressionCount: c.system.progressionCount+1, actorId: c.actor.id, combatId: this.id, combatantId: c.id });
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} else {
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user = game.users.find(u => u.active && u.isGM);
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c.actor.system.rollProgressionDice(this.id, c.id, c.system.progressionCount+1);
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c.actor.system.rollProgressionDice(this.id, c.id);
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}
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}
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}
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@ -166,71 +166,8 @@ export default class LethalFantasyMonsterSheet extends LethalFantasyActorSheet {
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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 "monster-skill":
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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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let rollDice = event.target.dataset?.rollDice || "0"
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this.actor.system.prepareMonsterRoll(rollType, rollKey, rollDice)
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}
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// #endregion
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}
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