Rollable damages + protection

This commit is contained in:
sladecraven 2022-01-16 22:06:49 +01:00
parent 69b6fbca6b
commit 831b192691
8 changed files with 197 additions and 304 deletions

View File

@ -54,6 +54,7 @@
"BOL.ui.roll" : "Utiliser",
"BOL.ui.equipment" : "Équipement",
"BOL.ui.equipmentProperties" : "Propiétés d'équipement",
"BOL.ui.weaponAttack" : "Weapon attack",
"BOL.ui.weaponProperties" : "Propiétés offensives",
"BOL.ui.protectionProperties" : "Protection",
"BOL.ui.magicalProperties" : "Propriétés magiques",

View File

@ -54,6 +54,7 @@
"BOL.ui.roll" : "Utiliser",
"BOL.ui.equipment" : "Équipement",
"BOL.ui.equipmentProperties" : "Propriétés d'équipement",
"BOL.ui.weaponAttack" : "Attaque d'arme",
"BOL.ui.weaponProperties" : "Propriétés offensives",
"BOL.ui.protectionProperties" : "Protection",
"BOL.ui.magicalProperties" : "Propriétés magiques",

View File

@ -182,6 +182,7 @@ export class BoLActorSheet extends ActorSheet {
const dataset = element.dataset;
const actorData = this.getData();
const rollType = dataset.rollType;
const li = $(event.currentTarget).closest(".item");
switch(rollType) {
case "attribute" :
BoLRoll.attributeCheck(this.actor, actorData, dataset, event);
@ -192,6 +193,12 @@ export class BoLActorSheet extends ActorSheet {
case "weapon":
BoLRoll.weaponCheck(this.actor, actorData, dataset, event);
break;
case "protection":
this.actor.rollProtection(li.data("item-id"))
break;
case "damage":
this.actor.rollWeaponDamage(li.data("item-id"))
break;
default : break;
}
}

View File

@ -1,3 +1,5 @@
import { BoLDefaultRoll } from "../controllers/bol-rolls.js";
/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
@ -270,6 +272,27 @@ export class BoLActor extends Actor {
return (formula == "") ? 0 :formula;
}
/* -------------------------------------------- */
rollProtection( itemId) {
let armor = this.data.items.get( itemId )
if ( armor ) {
let armorFormula = armor.data.data.properties.soak.formula;
let rollArmor = new Roll(armorFormula)
rollArmor.roll( {async: false} ).toMessage();
}
}
/* -------------------------------------------- */
rollWeaponDamage( itemId) {
let weapon = this.data.items.get(itemId )
if ( weapon ) {
console.log("WE", weapon)
let r = new BoLDefaultRoll( { id: randomID(16), isSuccess: true, mode: "weapon", weapon: weapon, actor: this} )
r.setSuccess(true)
r.processResult()
}
}
/* -------------------------------------------- */
toggleEquipItem(item) {
const equipable = item.data.data.properties.equipable;

View File

@ -1,10 +1,16 @@
import { BoLUtility } from "../system/bol-utility.js";
const __adv2dice = { ["1B"]: 3, ["2B"]: 4, ["2"]: 2, ["1M"]: 3, ["2M"]: 4}
export class BoLRoll {
static options() {
return { classes: ["bol", "dialog"] };
}
static convertToAdv( adv) {
if (adv == 0) return "2"
return Math.abs(adv) + (adv < 0)?'M':'B';
}
static attributeCheck(actor, actorData, dataset, event) {
// const elt = $(event.currentTarget)[0];
// let key = elt.attributes["data-rolling"].value;
@ -13,7 +19,17 @@ export class BoLRoll {
let attribute = eval(`actor.data.data.attributes.${key}`);
let label = (attribute.label) ? game.i18n.localize(attribute.label) : null;
let description = actor.name + " - " + game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label);
return this.attributeRollDialog(actor, actorData, attribute, label, description, adv, 0);
return this.displayRollDialog(
{
mode: "attribute",
actor: actor,
actorData: actorData,
attribute: attribute,
label: label,
description: description,
adv: this.convertToAdv(adv),
mod: 0
});
}
static aptitudeCheck(actor, actorData, dataset, event) {
@ -24,7 +40,17 @@ export class BoLRoll {
let aptitude = eval(`actor.data.data.aptitudes.${key}`);
let label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null;
let description = actor.name + " - " + game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label);
return this.aptitudeRollDialog(actor, actorData, aptitude, label, description, adv, 0);
return this.displayRollDialog(
{
mode: "aptitude",
actor: actor,
actorData: actorData,
aptitude: aptitude,
label: label,
description: description,
adv: this.convertToAdv(adv),
mod: 0
});
}
static weaponCheck(actor, actorData, dataset, event) {
@ -39,102 +65,57 @@ export class BoLRoll {
}
let weaponData = weapon.data.data;
let attackDef = {
id: randomID(16),
attacker: actor,
attackerData: actorData,
mode: "weapon",
actor: actor,
actorData: actorData,
weapon: weapon,
mod: 0,
target: target,
defender: (target) ? game.actors.get(target.data.actorId) : undefined,
adv: dataset.adv || 0,
attribute: eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`),
aptitude: eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`),
label: (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'),
description: actor.name + " - " + game.i18n.localize('BOL.ui.weaponAttack'),
adv: "2",
}
console.debug("WEAPON!", attackDef, weaponData);
return this.weaponRollDialog(attackDef);
return this.displayRollDialog(attackDef);
}
/* -------------------------------------------- */
/* ROLL DIALOGS */
/* -------------------------------------------- */
static async attributeRollDialog(actor, actorData, attribute, label, description, adv, mod, onEnter = "submit") {
const rollOptionTpl = 'systems/bol/templates/dialogs/attribute-roll-dialog.hbs';
const dialogData = {
adv: adv,
mod: mod,
attr: attribute,
careers: actorData.features.careers,
boons: actorData.features.boons,
flaws: actorData.features.flaws
};
static async displayRollDialog(rollData, onEnter = "submit") {
const rollOptionContent = await renderTemplate(rollOptionTpl, dialogData);
let d = new Dialog({
title: label,
content: rollOptionContent,
buttons: {
cancel: {
icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize("BOL.ui.cancel"),
callback: () => {
}
},
submit: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("BOL.ui.submit"),
callback: (html) => {
const attr = html.find('#attr').val();
const adv = html.find('#adv').val();
const mod = html.find('#mod').val();
let careers = html.find('#career').val();
const career = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
const isMalus = adv < 0;
const dicePool = (isMalus) ? 2 - parseInt(adv) : 2 + parseInt(adv);
const attrValue = eval(`actor.data.data.attributes.${attr}.value`);
const modifiers = parseInt(attrValue) + parseInt(mod) + parseInt(career);
const formula = (isMalus) ? dicePool + "d6kl2 + " + modifiers : dicePool + "d6kh2 + " + modifiers;
let r = new BoLDefaultRoll(label, formula, description);
r.roll(actor);
}
const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs`
rollData.careers = rollData.actorData.features.careers
rollData.boons = rollData.actorData.features.boons
rollData.flaws = rollData.actorData.features.flaws
rollData.defence = 0
rollData.mod = 0
rollData.id = randomID(16)
// Weapon mode specific management
if (rollData.mode == "weapon") {
if (rollData.defender) { // If target is selected
rollData.defence = rollData.defender.defenseValue,
rollData.shieldBlock = 'none'
let shields = rollData.defender.shields
for (let shield of shields) {
rollData.shieldBlock = (shield.data.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
rollData.shieldAttackMalus = (shield.data.properties.blocking.malus) ? shield.data.properties.blocking.malus : 1;
rollData.applyShieldMalus = false
}
},
default: onEnter,
close: () => { }
}, this.options());
return d.render(true);
}
static async weaponRollDialog(attackDef) {
const rollOptionTpl = 'systems/bol/templates/dialogs/weapon-roll-dialog.hbs';
const dialogData = {
attr: attackDef.attribute,
adv: attackDef.adv,
mod: attackDef.mod,
apt: attackDef.aptitude,
weapon: attackDef.weapon,
attackId: attackDef.id,
careers: attackDef.attackerData.features.careers,
boons: attackDef.attackerData.features.boons,
flaws: attackDef.attackerData.features.flaws,
defence: 0
};
if (attackDef.defender) {
dialogData.defence = attackDef.defender.defenseValue,
dialogData.shieldBlock = 'none'
let shields = attackDef.defender.shields
for (let shield of shields) {
dialogData.shieldBlock = (shield.data.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
dialogData.shieldAttackMalus = (shield.data.properties.blocking.malus) ? shield.data.properties.blocking.malus : 1;
dialogData.applyShieldMalus = false
}
}
const rollOptionContent = await renderTemplate(rollOptionTpl, dialogData);
console.log("ROL1", rollData)
const rollOptionContent = await renderTemplate(rollOptionTpl, rollData);
let d = new Dialog({
title: attackDef.label,
title: rollData.label,
content: rollOptionContent,
rollData: rollData,
buttons: {
cancel: {
icon: '<i class="fas fa-times"></i>',
@ -146,74 +127,34 @@ export class BoLRoll {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("BOL.ui.submit"),
callback: (html) => {
const attr = html.find('#attr').val();
const apt = html.find('#apt').val();
const adv = html.find('#adv').val();
const mod = html.find('#mod').val() || 0;
rollData.attrKey = html.find('#attr').val();
rollData.aptKey = html.find('#apt').val();
rollData.adv = $("input[name='adv']:checked").val() || "2";
//rollData.adv = html.find('#adv').val() || 0;
rollData.mod = html.find('#mod').val() || 0;
let careers = html.find('#career').val();
rollData.career = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
let shieldMalus = 0;
const applyShieldMalus = html.find('#applyShieldMalus').val() || false;
if (applyShieldMalus || dialogData.shieldBlock == 'blockall') {
shieldMalus = dialogData.shieldAttackMalus;
if ( rollData.mode == "weapon") {
const applyShieldMalus = html.find('#applyShieldMalus').val() || false;
if (applyShieldMalus || rollData.shieldBlock == 'blockall') {
shieldMalus = rollData.shieldAttackMalus;
}
}
let careers = html.find('#career').val();
const career = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
const isMalus = adv < 0;
const dicePool = (isMalus) ? 2 - parseInt(adv) : 2 + parseInt(adv);
const attrValue = eval(`attackDef.attacker.data.data.attributes.${attr}.value`);
const aptValue = eval(`attackDef.attacker.data.data.aptitudes.${apt}.value`);
const modifiers = parseInt(attrValue) + parseInt(aptValue) + parseInt(mod) + parseInt(career) - dialogData.defence - shieldMalus;
const isMalus = rollData.adv.includes('M');
const dicePool = __adv2dice[rollData.adv]
//// const dicePool = (isMalus) ? 2 - parseInt(rollData.adv) : 2 + parseInt(rollData.adv);
const attrValue = (rollData.attrKey) && eval(`rollData.actor.data.data.attributes.${rollData.attrKey}.value`) || 0;
const aptValue = (rollData.aptKey) && eval(`rollData.actor.data.data.aptitudes.${rollData.aptKey}.value`) || 0
const modifiers = parseInt(attrValue) + parseInt(aptValue) + parseInt(rollData.mod) + parseInt(rollData.career) - rollData.defence - shieldMalus;
const formula = (isMalus) ? dicePool + "d6kl2 + " + modifiers : dicePool + "d6kh2 + " + modifiers;
attackDef.formula = formula;
let r = new BoLAttackRoll(attackDef);
r.roll();
}
}
},
default: 'submit',
close: () => { }
}, this.options());
return d.render(true);
}
rollData.formula = formula;
static async aptitudeRollDialog(actor, actorData, aptitude, label, description, adv, mod, onEnter = "submit") {
const rollOptionTpl = 'systems/bol/templates/dialogs/aptitude-roll-dialog.hbs';
const dialogData = {
adv: adv,
mod: mod,
apt: aptitude,
careers: actorData.features.careers,
boons: actorData.features.boons,
flaws: actorData.features.flaws
};
const rollOptionContent = await renderTemplate(rollOptionTpl, dialogData);
let d = new Dialog({
title: label,
content: rollOptionContent,
buttons: {
cancel: {
icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize("BOL.ui.cancel"),
callback: () => {
}
},
submit: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("BOL.ui.submit"),
callback: (html) => {
const apt = html.find('#apt').val();
const adv = html.find('#adv').val();
const mod = html.find('#mod').val();
let careers = html.find('#career').val();
const career = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
const isMalus = adv < 0;
const dicePool = (isMalus) ? 2 - parseInt(adv) : 2 + parseInt(adv);
const aptValue = eval(`actor.data.data.aptitudes.${apt}.value`);
const modifiers = parseInt(aptValue) + parseInt(mod) + parseInt(career);
const formula = (isMalus) ? dicePool + "d6kl2 + " + modifiers : dicePool + "d6kh2 + " + modifiers;
let r = new BoLDefaultRoll(label, formula, description);
r.roll(actor);
let r = new BoLDefaultRoll(rollData);
r.roll();
}
}
},
@ -225,192 +166,92 @@ export class BoLRoll {
}
export class BoLDefaultRoll {
constructor(label, formula, description, isWeapon = false) {
this._label = label;
this._formula = formula;
this._isSuccess = false;
this._isCritical = false;
this._isFumble = false;
this._isWeapon = isWeapon;
this._description = description;
}
async roll(actor) {
const r = new Roll(this._formula);
await r.roll({ "async": true });
const activeDice = r.terms[0].results.filter(r => r.active);
const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b);
this._isSuccess = (r.total >= 9);
this._isCritical = (diceTotal === 12);
this._isFumble = (diceTotal === 2);
this._buildChatMessage(actor).then(msgFlavor => {
r.toMessage({
user: game.user.id,
flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({ actor: actor }),
flags: { msgType: "default" }
});
});
if (this._isSuccess && this._isWeapon) {
}
}
_buildChatMessage(actor) {
const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs';
const tplData = {
actor: actor,
label: this._label,
reroll: actor.heroReroll(),
isSuccess: this._isSuccess,
isFailure: !this._isSuccess,
isCritical: this._isCritical,
isFumble: this._isFumble,
hasDescription: this._description && this._description.length > 0,
description: this._description
};
return renderTemplate(rollMessageTpl, tplData);
}
}
export class BoLAttackRoll {
constructor(attackDef) {
this.attackDef = attackDef;
this._isSuccess = false;
this._isCritical = false;
this._isFumble = false;
constructor(rollData) {
BoLUtility.storeRoll(rollData);
this.rollData = rollData
this.rollData.isSuccess = false;
this.rollData.isCritical = false;
this.rollData.isFumble = false;
}
async roll() {
console.log("Attack def",this.attackDef.formula )
const r = new Roll(this.attackDef.formula);
console.log("ROLL", this.rollData)
const r = new Roll(this.rollData.formula);
await r.roll({ "async": false });
await BoLUtility.showDiceSoNice(r);
//await BoLUtility.showDiceSoNice(r);
const activeDice = r.terms[0].results.filter(r => r.active);
const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b);
this._isSuccess = (r.total >= 9);
this._isCritical = (diceTotal === 12);
this._isFumble = (diceTotal === 2);
this._buildChatMessage(this.attackDef.attacker).then(msgFlavor => {
this.rollData.isSuccess = (r.total >= 9);
this.rollData.isCritical = (diceTotal === 12);
this.rollData.isFumble = (diceTotal === 2);
this.rollData.isFailure = !this.rollData.isSuccess
this.rollData.reroll = this.rollData.actor.heroReroll()
this._buildChatMessage(this.rollData).then(msgFlavor => {
r.toMessage({
user: game.user.id,
flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({ actor: this.attackDef.attacker }),
speaker: ChatMessage.getSpeaker({ actor: this.rollData.actor }),
flags: { msgType: "default" }
}).then( this.processResult() );
}).then(this.processResult());
});
}
async processDefense() {
if (this._isCritical) {
if (this.rollData.isCritical) {
ChatMessage.create({
alias: this.attackDef.attacker.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.attackDef.attacker.name),
content: await renderTemplate('systems/bol/templates/chat/rolls/attack-heroic-card.hbs', {
attackId: attackDef.id,
attacker: attackDef.attacker,
defender: attackDef.defender,
defenderWeapons: defenderWeapons,
damageTotal: attackDef.damageRoll.total
})
alias: this.rollData.actor.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.rollData.actor.name),
content: await renderTemplate('systems/bol/templates/chat/rolls/attack-heroic-card.hbs', this.rollData )
})
} else {
BoLUtility.sendAttackSuccess( this.attackDef);
BoLUtility.sendAttackSuccess(this.rollData);
}
}
setSuccess( flag) {
this.rollData.isSuccess = flag
}
async processResult( ) {
if (this._isSuccess) {
let attrDamage = this.attackDef.weapon.data.data.properties.damageAttribute;
let weaponFormula = BoLUtility.getDamageFormula(this.attackDef.weapon.data.data.properties.damage,
this.attackDef.weapon.data.data.properties.damageModifiers,
this.attackDef.weapon.data.data.properties.damageMultiplier)
let damageFormula = weaponFormula + "+" + this.attackDef.attacker.data.data.attributes[attrDamage].value;
console.log("Formula", damageFormula)
this.damageRoll = new Roll(damageFormula);
await this.damageRoll.roll({ "async": false });
await BoLUtility.showDiceSoNice(this.damageRoll);
// Update attackDef object
this.attackDef.damageFormula = damageFormula;
this.attackDef.damageRoll = this.damageRoll;
async processResult() {
if ( this.rollData.mode != "weapon") { // Only specific process in Weapon mode
return;
}
this._buildDamageChatMessage(this.attackDef.attacker, this.attackDef.weapon, this.damageRoll.total).then(msgFlavor => {
this.damageRoll.toMessage({
if (this.rollData.isSuccess) {
let attrDamage = this.rollData.weapon.data.data.properties.damageAttribute;
let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data.properties.damage,
this.rollData.weapon.data.data.properties.damageModifiers,
this.rollData.weapon.data.data.properties.damageMultiplier)
let damageFormula = weaponFormula + ((attrDamage) ? "+" + this.rollData.actor.data.data.attributes[attrDamage].value : "+0");
//console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage)
this.rollData.damageRoll = new Roll(damageFormula);
await this.rollData.damageRoll.roll({ "async": false });
await BoLUtility.showDiceSoNice(this.rollData.damageRoll);
// Update rollData object
this.rollData.damageFormula = damageFormula;
this._buildDamageChatMessage( this.rollData ).then(msgFlavor => {
this.rollData.damageRoll.toMessage({
user: game.user.id,
flavor: msgFlavor,
speaker: ChatMessage.getSpeaker({ actor: this.attackDef.attacker }),
speaker: ChatMessage.getSpeaker({ actor: this.rollData.actor }),
flags: { msgType: "default" }
}).then( this.processDefense() );
}).then(this.processDefense());
});
}
}
_buildDamageChatMessage(actor, weapon, total) {
const rollMessageTpl = 'systems/bol/templates/chat/rolls/damage-roll-card.hbs';
const tplData = {
actor: actor,
label: this._label,
weapon: weapon,
damage: total,
isCritical: this._isCritical,
};
return renderTemplate(rollMessageTpl, tplData);
}
_buildDamageChatMessage(rollData) {
const rollMessageTpl = 'systems/bol/templates/chat/rolls/damage-roll-card.hbs';
return renderTemplate(rollMessageTpl, rollData);
}
_buildChatMessage(actor) {
const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs';
const tplData = {
actor: actor,
label: this._label,
reroll: actor.heroReroll(),
isSuccess: this._isSuccess,
isFailure: !this._isSuccess,
isCritical: this._isCritical,
isFumble: this._isFumble,
hasDescription: this._description && this._description.length > 0,
description: this._description
};
return renderTemplate(rollMessageTpl, tplData);
}
_buildChatMessage(rollData) {
const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs';
return renderTemplate(rollMessageTpl, rollData);
}
}
// export class BoLWeaponRoll {
// constructor(actor, label, formula, isCritical, description){
// this._label = label;
// this._formula = formula;
// this._isCritical = isCritical;
// this._description = description;
// }
//
// _buildChatMessage() {
// const rollMessageTpl = 'systems/bol/templates/chat/rolls/weapon-roll-card.hbs';
// const tplData = {
// label : this._label,
// isCritical : this._isCritical,
// hasDescription : this._description && this._description.length > 0,
// description : this._description
// };
// return renderTemplate(rollMessageTpl, tplData);
// }
// }
// export class BoLSpellRoll {
// constructor(actor, label, formula, isCritical, description){
// this._label = label;
// this._formula = formula;
// this._isCritical = isCritical;
// this._description = description;
// }
//
// _buildChatMessage() {
// const rollMessageTpl = 'systems/bol/templates/chat/rolls/spell-roll-card.hbs';
// const tplData = {
// label : this._label,
// isCritical : this._isCritical,
// hasDescription : this._description && this._description.length > 0,
// description : this._description
// };
// return renderTemplate(rollMessageTpl, tplData);
// }
// }

View File

@ -1,11 +1,11 @@
import { BoLDefaultRoll } from "../controllers/bol-rolls.js";
export class BoLUtility {
/* -------------------------------------------- */
static async init() {
this.attackStore = {};
Hooks.on('renderChatLog', (log, html, data) => BoLUtility.chatListeners(html));
this.attackStore = {}
}
/* -------------------------------------------- */
@ -25,6 +25,16 @@ export class BoLUtility {
return it;
}
/* -------------------------------------------- */
static storeRoll(roll) {
this.lastRoll = roll
}
/* -------------------------------------------- */
static getLastRoll() {
return this.lastRoll
}
/* -------------------------------------------- */
static createDirectOptionList(min, max) {
let options = {};
@ -121,9 +131,13 @@ export class BoLUtility {
}
});
html.on("click", '.hero-reroll', event => {
html.on("click", '.hero-reroll', event => {
event.preventDefault();
ui.notifications.warn("Not implemented up to now");
let rollData = BoLUtility.getLastRoll()
rollData.actor.subHeroPoints(1)
let r = new BoLDefaultRoll( rollData )
r.roll();
} );
html.on("click", '.damage-handling', event => {

View File

@ -30,9 +30,15 @@ export const preloadHandlebarsTemplates = async function () {
"systems/bol/templates/item/parts/properties/feature/flaw-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/origin-properties.hbs",
"systems/bol/templates/item/parts/properties/feature/race-properties.hbs",
// DIALOGS
"systems/bol/templates/roll/parts/roll-dialog-modifiers.hbs",
"systems/bol/templates/roll/parts/roll-dialog-attribute.hbs"
"systems/bol/templates/roll/parts/roll-dialog-attribute.hbs",
"systems/bol/templates/dialogs/aptitude-roll-part.hbs",
"systems/bol/templates/dialogs/attribute-roll-part.hbs",
"systems/bol/templates/dialogs/mod-roll-part.hbs",
"systems/bol/templates/dialogs/adv-roll-part.hbs",
"systems/bol/templates/dialogs/career-roll-part.hbs",
];
// Load the template parts

View File

@ -7,7 +7,7 @@
"url": "https://github.com/ZigmundKreud/bol",
"license": "LICENSE.txt",
"flags": {},
"version": "0.8.9.6",
"version": "0.8.9.7",
"templateVersion": 14,
"minimumCoreVersion": "0.8.6",
"compatibleCoreVersion": "9",