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Fix Include Item Damage error in v14 damage system
- Change behavior from 'Include Item Damage' to 'Use Item Damage' - Replace action damage with weapon base damage instead of unshift - Fixes error where unshift fails due to v14 single damage instance limit - Update label to reflect new behavior Fixes Foundryborne/daggerheart#1794 Signed-off-by: codebytaki <codebytaki@users.noreply.github.com>
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---
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name: Bug report
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about: Create a bug report to help us identify issues and resolve them
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title: "[Bug] <Insert Title here> "
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labels: bug
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type: bug
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name: 🐛 Bug Report
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about: Create a report to help us improve
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title: '[BUG] '
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labels: 'bug'
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assignees: ''
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---
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**Describe the bug**
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A clear and concise description of what the bug is.
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## Bug Description
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## Steps To Reproduce
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**To Reproduce**
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Steps to reproduce the behavior:
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1. Go to '...'
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2. Click on '....'
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3. Scroll down to '....'
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4. See error
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**Expected behavior**
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A clear and concise description of what you expected to happen.
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## Expected Behavior
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**Screenshots**
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If applicable, add screenshots to help explain your problem.
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**Setup Information:**
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- OS: [e.g. iOS, Windows]
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- Browser [e.g. chrome, safari]
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- Foundry Version [e.g. v13 b342]
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- System Version [e.g. v.1.0, v.1.0.1]
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## Actual Behavior
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- Foundry VTT Version: [e.g. 12.331]
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- Daggerheart System Version: [e.g. 1.0.0]
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## Description
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<!-- Provide a brief description of what this PR does -->
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## Type of Change
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- [ ] 🐛 Bug fix (non-breaking change which fixes an issue)
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- [ ] ✨ New feature (non-breaking change which adds functionality)
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- [ ] 💥 Breaking change (fix or feature that would cause existing functionality to not work as expected)
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- [ ] 📝 Documentation update
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- [ ] 🎨 UI/UX improvement
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- [ ] 🔧 Code refactoring
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- [ ] ⚡ Performance improvement
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## Testing
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- [ ] I have tested this locally in Foundry VTT
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- [ ] All existing tests pass
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- [ ] I have added tests that prove my fix is effective or that my feature works
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## Screenshots (if applicable)
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## Checklist
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- [ ] My code follows the project's style guidelines
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- [ ] I have performed a self-review of my code
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- [ ] I have commented my code, particularly in hard-to-understand areas
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- [ ] I have made corresponding changes to the documentation
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- [ ] My changes generate no new warnings
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- [ ] Any dependent changes have been merged and published
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## Related Issues
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Fixes #
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## Additional Notes
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<!-- Add any other context about the PR here -->
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@ -11,9 +11,13 @@ export default class DHAttackAction extends DHDamageAction {
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prepareData() {
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super.prepareData();
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if (!!this.item?.system?.attack) {
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// In v14, we only allow a single instance of damage
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// If includeBase is checked, use the weapon's damage instead of the action's damage
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if (this.damage.includeBase) {
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const baseDamage = this.getParentDamage();
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this.damage.parts.unshift(new DHDamageData(baseDamage));
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// Replace the action damage with the weapon's base damage
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this.damage.parts = new Map();
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this.damage.parts.set('hitPoints', new DHDamageData(baseDamage));
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}
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if (this.roll.useDefault) {
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this.roll.trait = this.item.system.attack.roll.trait;
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@ -16,7 +16,7 @@ export default class DamageField extends fields.SchemaField {
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parts: new IterableTypedObjectField(DHDamageData),
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includeBase: new fields.BooleanField({
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initial: false,
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label: 'DAGGERHEART.ACTIONS.Settings.includeBase.label'
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label: 'DAGGERHEART.ACTIONS.Settings.useItemDamage.label'
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}),
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direct: new fields.BooleanField({ initial: false, label: 'DAGGERHEART.CONFIG.DamageType.direct.name' }),
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groupAttack: new fields.StringField({
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