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Allow natural weapons to make ranged attacks without "thrown" #4901

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@arbron arbron commented Dec 18, 2024

Reworks how activities fetch their list of available attack types so they can display "Default (melee or ranged)" in the attack activity dialog if relevant (such as thrown melee weapons).

Adjust how that list of valid attack types is generated to that natural weapons can have ranged attacks so long as they have a range value. To ensure modifiers are properly supported this adds a new attack mode of "Ranged" for natural weapons that don't have the thrown property.

Fixes a bug with extra melee critical damage dice being applied even when the weapon is thrown.

Also fixes a bug causing the "reach" migration to be applied when switching weapon modes.

Reworks how activities fetch their list of available attack types
so they can display "Default (melee or ranged)" in the attack
activity dialog if relevant (such as thrown melee weapons).

Adjust how that list of valid attack types is generated to that
natural weapons can have ranged attacks so long as they have
a range value. To ensure modifiers are properly supported this
adds a new attack mode of "Ranged" for natural weapons that don't
have the thrown property.

Fixes a bug with extra melee critical damage dice being
applied even when the weapon is thrown.

Also fixes a bug causing the "reach" migration to be applied when
switching weapon modes.
@arbron arbron added bug Functionality which is not working as intended system: activities labels Dec 18, 2024
@arbron arbron added this to the D&D5E 4.2.0 milestone Dec 18, 2024
@arbron arbron requested a review from Fyorl December 18, 2024 21:28
@arbron arbron self-assigned this Dec 18, 2024
@krbz999
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krbz999 commented Dec 18, 2024

Certainly gonna be very nice to not have your own hands decrease in quantity just because you got long arms.

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