Rolling the Dice
Includes a number of additions and improvements relating to dice rolling as well as a number of fixes and improvements.
Dice rolls
- #182 - Improve all of the popup dialogs relating to rolling dice. Improves the styling of the dialog to better indicate which numbers modify the dice, which numbers modify the obstacle.
- #184 - Enable split pool rerolls -- Now that the fight and duel of wits dialogs allow the players to split rolls into two separate pools, it's important for fate and call-on trait rerolls to apply to both pools equally. Fate-rerolls on open-ended rolls still only apply to one die.
- #190 - Untrained NPC rolls -- Utilizing the same idea as character skills, if skills are marked as being learned on an NPC sheet, they end up sorted into a separate section and rolled as per the beginner's luck rules -- though no advancement is tracked.
Other Improvements
- #199 - Hidden character sheet section rendering -- Hiding a section of a character sheet now doesn't render it at all (rather than setting it as hidden in the css) which improves performance on sheets that contain a large number of items, skills, etc.
- #196 - Set cursor type to pointer on a number of clickables -- A number of interactable UI elements now correctly show the mouse cursor as a pointer, which should make learning the sheet a bit smoother.
- #187 - Add section to wound treatment which allows the player to mark down progress for partially treating existing wounds.
- #198 - Clickable icons on the character sheet that would trigger an item deletion now ask for a confirmation before actually performing the deletion.
Bug fixes
- #192 - The default duel of wits icon displayed when no player was chosen as a participant appeared as a broken link due to the image moving to a different location in the foundry 0.7.5 update.
- #189 - Actor duplication issue -- when using the built in foundry "duplicate actor" functionality, the default beliefs and instincts were added a second time. This doesn't happen anymore.
- #197 - Fixed an issue where the fight dialog could get into a bad state if three actions were scripted in a volley then the second action was unscripted. It is no longer possible to unscript an action if the next action in the volley is already scripted to something specific.