Function for combat phase as character info
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@@ -156,6 +156,7 @@ export class M5Character extends Actor {
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ret.initiative = M5Character.initiativeFromAnfuehren(data.calc.skills?.general, (game as Game).i18n.localize("midgard5.anfuehren"), data.skills.general.anfuehren.fw);
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ret.unableToAct = M5Character.unableToActFromEffect(data.calc.gear?.effects);
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ret.group = M5Character.groupFromDisposition(this);
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ret.combatPhase = M5Character.combatPhaseFromEncounter(this);
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ret.attributes.st.value = M5Character.attributeMinMax(data.attributes.st); // TODO item effects
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ret.attributes.gs.value = M5Character.attributeMinMax(data.attributes.gs);
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@@ -635,7 +636,7 @@ export class M5Character extends Actor {
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}
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static groupFromDisposition(actor: any): string {
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console.log("Group:", actor);
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// console.log("Group:", actor);
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let disposition:number = 0;
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if (actor.isToken) {
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disposition = actor.token.disposition;
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@@ -651,6 +652,14 @@ export class M5Character extends Actor {
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}
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}
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static combatPhaseFromEncounter(actor: any): any {
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if (actor.inCombat) {
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let combatPhase = (game as Game).combat.getFlag('world', 'combatPhase');
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return combatPhase ? combatPhase : -1;
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}
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return -1;
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}
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static readonly defenseThreshold: Array<[number, number]> = [
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[30, 18],
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[25, 17],
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