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[Fix] Weapon Spellcasting Active Effects (#2032)
* . * . * Apply suggestion from @CarlosFdez --------- Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
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parent
1492491998
commit
8e93025947
5 changed files with 32 additions and 15 deletions
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@ -518,7 +518,7 @@ export default function DHApplicationMixin(Base) {
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const doc = await getDocFromElement(target),
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action = doc?.system?.attack ?? doc;
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const config = action.prepareConfig(event);
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config.effects = await game.system.api.data.actions.actionsTypes.base.getEffects(
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config.effects = await game.system.api.data.actions.actionsTypes.base.getActionRelevantEffects(
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this.document,
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doc
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);
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@ -212,7 +212,7 @@ export default class DHBaseActorSheet extends DHApplicationMixin(ActorSheetV2) {
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const doc = await getDocFromElement(target),
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action = doc?.system?.attack ?? doc;
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const config = action.prepareConfig(event);
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config.effects = await game.system.api.data.actions.actionsTypes.base.getEffects(
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config.effects = await game.system.api.data.actions.actionsTypes.base.getActionRelevantEffects(
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this.document,
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doc
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);
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@ -228,7 +228,8 @@ export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel
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let config = this.prepareConfig(event, configOptions);
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if (!config) return;
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config.effects = await game.system.api.data.actions.actionsTypes.base.getEffects(this.actor, this.item);
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config.effects =
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await game.system.api.data.actions.actionsTypes.base.getActionRelevantEffects(this.actor, this.item);
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if (Hooks.call(`${CONFIG.DH.id}.preUseAction`, this, config) === false) return;
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@ -333,27 +334,43 @@ export default class DHBaseAction extends ActionMixin(foundry.abstract.DataModel
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}
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/**
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* Get the all potentially applicable effects on the actor
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* Get the all potentially applicable effects on the actor for the action's RollDialog
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* @param {DHActor} actor The actor performing the action
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* @param {DHItem|DhActor} effectParent The parent of the effect
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* @returns {DhActiveEffect[]}
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*/
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static async getEffects(actor, effectParent) {
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static async getActionRelevantEffects(actor, effectParent) {
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if (!actor) return [];
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return Array.from(await actor.allApplicableEffects({ noTransferArmor: true, noSelfArmor: true })).filter(
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effect => {
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/* Effects on weapons only ever apply for the weapon itself */
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// Changes on weapon effects are not typically only applicable to show in the roll dialog for the weapon itself
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// The exemptions to this rule are listed below
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const weaponTransferredEffectKeys = [
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'system.bonuses.roll.spellcast.bonus'
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];
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return Array.from(await actor.allApplicableEffects({ noTransferArmor: true, noSelfArmor: true })).reduce(
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(acc, effect) => {
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const effectData = effect.toObject();
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/* Effects on weapons only ever apply for the weapon itself, with a few defined exceptions */
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if (effect.parent.type === 'weapon') {
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/* Unless they're secondary - then they apply only to other primary weapons */
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if (effect.parent.system.secondary) {
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if (effectParent?.type !== 'weapon' || effectParent?.system.secondary) return false;
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} else if (effectParent?.id !== effect.parent.id) return false;
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if (effectParent?.type !== 'weapon' || effectParent?.system.secondary) {
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effectData.system.changes =
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effectData.system.changes.filter(x => weaponTransferredEffectKeys.includes(x.key));
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}
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} else if (effectParent?.id !== effect.parent.id) {
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effectData.system.changes =
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effectData.system.changes.filter(x => weaponTransferredEffectKeys.includes(x.key));
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}
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}
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return !effect.isSuppressed;
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}
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);
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if (!effect.isSuppressed) {
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acc.push(effectData);
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}
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return acc;
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}, []);
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}
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/**
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@ -549,7 +549,7 @@ export default class DhpActor extends Actor {
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headerTitle: game.i18n.format('DAGGERHEART.UI.Chat.dualityRoll.abilityCheckTitle', {
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ability: abilityLabel
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}),
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effects: await game.system.api.data.actions.actionsTypes.base.getEffects(this),
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effects: await game.system.api.data.actions.actionsTypes.base.getActionRelevantEffects(this),
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roll: {
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trait: trait,
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type: 'trait'
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@ -167,7 +167,7 @@ export default class DhpChatMessage extends foundry.documents.ChatMessage {
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if (this.system.action) {
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const actor = await foundry.utils.fromUuid(config.source.actor);
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const item = actor?.items.get(config.source.item) ?? null;
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config.effects = await game.system.api.data.actions.actionsTypes.base.getEffects(actor, item);
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config.effects = await game.system.api.data.actions.actionsTypes.base.getActionRelevantEffects(actor, item);
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await this.system.action.workflow.get('damage')?.execute(config, this._id, true);
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}
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}
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