Merge pull request #2108 from BuildAndDie/master
Open Legend: Supernatural to Extraordinary
This commit is contained in:
@@ -1357,7 +1357,7 @@ repeating_items
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getSectionIDs("repeating_actions", function(actionsArray) {
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if(actionsArray.length > 0) {
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_.each(actionsArray, function(currentID, i) {
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getAttrs(["repeating_actions_" + currentID + "_action_attribute", "repeating_actions_" + currentID + "_dice_d20", "repeating_actions_" + currentID + "_use_power_level", "repeating_actions_" + currentID + "_power_level", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(v) {
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getAttrs(["repeating_actions_" + currentID + "_action_attribute", "repeating_actions_" + currentID + "_dice_d20", "repeating_actions_" + currentID + "_dice_modifier", "repeating_actions_" + currentID + "_use_power_level", "repeating_actions_" + currentID + "_power_level", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(v) {
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var update = {};
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var score = 0;
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if(v["repeating_actions_" + currentID + "_action_attribute"] === "Agility") {
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@@ -1397,6 +1397,7 @@ repeating_items
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} else if(v["repeating_actions_" + currentID + "_action_attribute"] === "Protection") {
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score = v.protection_score*1 + v.protection_dice_modifier*1;
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}
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score = score*1 + v["repeating_actions_" + currentID + "_dice_modifier"]*1;
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var number = calcAttributeDiceNumber(score);
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var type = calcAttributeDiceType(score);
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var roll = "";
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@@ -1426,7 +1427,7 @@ repeating_items
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getSectionIDs("repeating_otheractions", function(actionsArray) {
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if(actionsArray.length > 0) {
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_.each(actionsArray, function(currentID, i) {
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getAttrs(["repeating_otheractions_" + currentID + "_action_attribute", "repeating_otheractions_" + currentID + "_dice_d20", "repeating_otheractions_" + currentID + "_use_power_level", "repeating_otheractions_" + currentID + "_power_level", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(v) {
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getAttrs(["repeating_otheractions_" + currentID + "_action_attribute", "repeating_otheractions_" + currentID + "_dice_d20", "repeating_otheractions_" + currentID + "_dice_modifier", "repeating_otheractions_" + currentID + "_use_power_level", "repeating_otheractions_" + currentID + "_power_level", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(v) {
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var updateother = {};
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var score = 0;
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if(v["repeating_otheractions_" + currentID + "_action_attribute"] === "Agility") {
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@@ -1466,6 +1467,7 @@ repeating_items
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} else if(v["repeating_otheractions_" + currentID + "_action_attribute"] === "Protection") {
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score = v.protection_score*1 + v.protection_dice_modifier*1;
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}
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score = score*1 + v["repeating_otheractions_" + currentID + "_dice_modifier"]*1;
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var number = calcAttributeDiceNumber(score);
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var type = calcAttributeDiceType(score);
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var roll = "";
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@@ -1522,8 +1524,8 @@ repeating_items
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});
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});
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// On Change for calculating rolls for Actions
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on("change:repeating_actions:action_attribute change:repeating_actions:dice_d20", function() {
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getAttrs(["repeating_actions_action_attribute", "repeating_actions_dice_d20", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(values) {
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on("change:repeating_actions:action_attribute change:repeating_actions:dice_d20 change:repeating_actions:dice_modifier", function() {
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getAttrs(["repeating_actions_action_attribute", "repeating_actions_dice_d20", "repeating_actions_dice_modifier", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(values) {
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var score = 0;
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if(values.repeating_actions_action_attribute === "Agility") {
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score = values.agility_score*1 + values.agility_dice_modifier*1;
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@@ -1562,6 +1564,7 @@ repeating_items
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} else if(values.repeating_actions_action_attribute === "Protection") {
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score = values.protection_score*1 + values.protection_dice_modifier*1;
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}
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score = score*1 + values.repeating_actions_dice_modifier*1;
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var number = calcAttributeDiceNumber(score);
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var type = calcAttributeDiceType(score);
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var roll = "";
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@@ -1576,8 +1579,8 @@ repeating_items
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});
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});
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// On Change for calculating rolls for Actions
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on("change:repeating_otheractions:action_attribute change:repeating_otheractions:dice_d20", function() {
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getAttrs(["repeating_otheractions_action_attribute", "repeating_otheractions_dice_d20", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(values) {
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on("change:repeating_otheractions:action_attribute change:repeating_otheractions:dice_d20 change:repeating_otheractions:dice_modifier", function() {
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getAttrs(["repeating_otheractions_action_attribute", "repeating_otheractions_dice_d20", "repeating_otheractions_dice_modifier", "agility_score", "agility_dice_modifier", "fortitude_score", "fortitude_dice_modifier", "might_score", "might_dice_modifier", "learning_score", "learning_dice_modifier", "logic_score", "logic_dice_modifier", "perception_score", "perception_dice_modifier", "will_score", "will_dice_modifier", "deception_score", "deception_dice_modifier", "persuasion_score", "persuasion_dice_modifier", "presence_score", "presence_dice_modifier", "alteration_score", "alteration_dice_modifier", "creation_score", "creation_dice_modifier", "energy_score", "energy_dice_modifier", "entropy_score", "entropy_dice_modifier", "influence_score", "influence_dice_modifier", "movement_score", "movement_dice_modifier", "prescience_score", "prescience_dice_modifier", "protection_score", "protection_dice_modifier"], function(values) {
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var score = 0;
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if(values.repeating_otheractions_action_attribute === "Agility") {
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score = values.agility_score*1 + values.agility_dice_modifier*1;
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@@ -1616,6 +1619,7 @@ repeating_items
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} else if(values.repeating_otheractions_action_attribute === "Protection") {
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score = values.protection_score*1 + values.protection_dice_modifier*1;
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}
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score = score*1 + values.repeating_otheractions_dice_modifier*1;
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var number = calcAttributeDiceNumber(score);
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var type = calcAttributeDiceType(score);
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var roll = "";
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@@ -2289,7 +2293,7 @@ var TAS = TAS || (function(){
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<!-- Main body of Character Sheet -->
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<div class="container"> <!-- defines the width/height & behavior of the page -->
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<div class="row width100 padBottom">
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<div class="column textSmall textRight padRight">2016.12.15 <span class="bold">Version 1.7.1 </span> <input class="settings" type="checkbox" name="attr_sheet_settings_flag" value="hide" /><span>y</span></div>
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<div class="column textSmall textRight padRight">2016.12.23 <span class="bold">Version 1.7.3 </span> <input class="settings" type="checkbox" name="attr_sheet_settings_flag" value="hide" /><span>y</span></div>
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</div>
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<div class="row width100">
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<div class="column width10 inlineBlock textSmall bold">Character Info</div>
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@@ -2780,8 +2784,8 @@ var TAS = TAS || (function(){
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</div>
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</div>
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<!-- end mental attributes -->
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<!-- Supernatural Attributes -->
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<div class="column width100 textLeft bold textLarger gray">SUPERNATURAL</div>
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<!-- Extraordinary Attributes -->
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<div class="column width100 textLeft bold textLarger gray">EXTRAORDINARY</div>
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<!-- Header Area -->
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<div class="row width100">
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<div class="column width45 inlineBlock textSmall textLeft bold italic">Click name to Roll</div>
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@@ -3023,7 +3027,7 @@ var TAS = TAS || (function(){
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</div>
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</div>
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</div>
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<!-- end of supernatural attributes -->
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<!-- end of EXTRAORDINARY attributes -->
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</div>
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<!-- end of left column for Attributes -->
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<div class="twoThird inlineBlock">
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@@ -3212,6 +3216,8 @@ var TAS = TAS || (function(){
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</select>
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</div>
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<input type="hidden" name="attr_dice_roll" value=0 />
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<div class="column width75 inlineBlock">Increase/Decrease dice size:</div>
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<div class="column width25 inlineBlock inputNumber30"><input type="number" name="attr_dice_modifier" value=0 /></div>
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<div class="column width55 inlineBlock">d20 for this action is:</div>
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<input type="hidden" name="attr_dice_d20" value="1d20!!" />
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<div class="column width45 inlineBlock inputSelect">
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@@ -3296,6 +3302,8 @@ var TAS = TAS || (function(){
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</select>
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</div>
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<input type="hidden" name="attr_dice_roll" value=0 />
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<div class="column width75 inlineBlock">Increase/Decrease dice size:</div>
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<div class="column width25 inlineBlock inputNumber30"><input type="number" name="attr_dice_modifier" value=0 /></div>
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<div class="column width55 inlineBlock">d20 for this action is:</div>
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<input type="hidden" name="attr_dice_d20" value="1d20!!" />
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<div class="column width45 inlineBlock inputSelect">
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@@ -5,6 +5,13 @@
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### Changelog
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### 1.7.3 on 2016 December 23rd
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* Added an option under "Favored Actions" and "Other Actions" to allow modification of dice size for rolling
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- This is mainly for the "Martial Focus" feat, or anyothers that may come along (maybe even items).
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### 1.7.2 ON 2016 December 23rd
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* Changed refrences from Supernatural to Extraordinary where applicable
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### 1.7.1 on 2016 December 15th
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* Modified power level to have a min and max value to input
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- Success message in chat output based on min value, but tells you for both.
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