Merge branch 'master' into development
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@@ -1232,3 +1232,7 @@ body:not(.no-theme) #interface:not(.theme-light) .ui-control {
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body:not(.no-theme) #interface:not(.theme-light) #action-bar .slot.full:hover {
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border: 2px solid #215112;
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}
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.target-proficiency-mod {
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color: #247c14;
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}
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@@ -215,6 +215,9 @@ export default class DeltaGreenActor extends Actor {
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} else {
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skill.isCalculatedValue = false;
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}
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// Add field for calculation
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skill.targetProficiency = skill.proficiency;
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}
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system.wp.max = system.statistics.pow.value;
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+2
-1
@@ -387,7 +387,8 @@ export class DGPercentileRoll extends DGRoll {
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localizedKey = game.i18n.localize(`DG.Attributes.${this.key}`);
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}
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if (skillKeys.includes(this.key)) {
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target = actorData.skills[this.key].proficiency;
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// use calculated target proficiency (effects and etc like aim + 20%)
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target = actorData.skills[this.key].targetProficiency || actorData.skills[this.key].proficiency;
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localizedKey = game.i18n.localize(`DG.Skills.${this.key}`);
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}
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if (typedSkillKeys.includes(this.key)) {
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@@ -127,7 +127,7 @@
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{{/if_eq}}
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{{#if_not_eq skill.key 'ritual' }}
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<input class="percentile-skill-input" type="text" name="system.skills.{{skill.key}}.proficiency" value="{{skill.proficiency}}" data-dtype="Number" {{#if skill.isCalculatedValue}} disabled {{/if}}/>
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<input class="percentile-skill-input {{#if_not_eq skill.proficiency skill.targetProficiency}}target-proficiency-mod{{/if_not_eq}}" type="text" name="system.skills.{{skill.key}}.proficiency" value="{{skill.proficiency}}" data-dtype="Number" data-tooltip="{{skill.targetProficiency}}" {{#if skill.isCalculatedValue}} disabled {{/if}}/>
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<input class="checkbox-skill-input" type="checkbox" name="system.skills.{{skill.key}}.failure" {{checked skill.failure}} data-dtype="Boolean" {{#if skill.cannotBeImprovedByFailure}} disabled {{/if}}
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title="{{localize 'DG.Tooltip.SkillFailCheckbox'}}"
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/>
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