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Added support for d20 rolls
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commit
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6 changed files with 107 additions and 55 deletions
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@ -1339,6 +1339,7 @@
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"quantity": "Quantity",
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"range": "Range",
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"recovery": "Recovery",
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"reroll": "Reroll",
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"rerollThing": "Reroll {thing}",
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"resource": "Resource",
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"roll": "Roll",
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@ -1616,6 +1617,10 @@
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"title": "Heal - {healing}",
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"heal": "Heal"
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},
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"reroll": {
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"confirmTitle": "Reroll Dice",
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"confirmText": "Are you sure you want to reroll?"
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},
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"resourceRoll": {
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"playerMessage": "{user} rerolled their {name}"
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}
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@ -1,5 +1,3 @@
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import { getDiceSoNicePresets } from '../../config/generalConfig.mjs';
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export default class DhpChatLog extends foundry.applications.sidebar.tabs.ChatLog {
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constructor(options) {
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super(options);
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@ -316,52 +314,23 @@ export default class DhpChatLog extends foundry.applications.sidebar.tabs.ChatLo
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};
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rerollEvent = async (event, message) => {
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const target = event.target.closest('button[data-die-index]');
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let originalRoll_parsed = message.rolls.map(roll => JSON.parse(roll))[0];
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let parsedRoll = game.system.api.dice.DualityRoll.fromData({ ...originalRoll_parsed, evaluated: false });
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const term = parsedRoll.terms[target.dataset.dieIndex];
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await term.reroll(`/r1=${term.total}`);
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if (game.modules.get('dice-so-nice')?.active) {
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const diceSoNiceRoll = {
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_evaluated: true,
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dice: [
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new foundry.dice.terms.Die({
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...term,
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faces: term._faces,
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results: term.results.filter(x => !x.rerolled)
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})
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],
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options: { appearance: {} }
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};
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const diceSoNicePresets = getDiceSoNicePresets();
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switch (target.dataset.type) {
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case 'hope':
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diceSoNiceRoll.dice[0].options = { appearance: diceSoNicePresets.hope };
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break;
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case 'fear':
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diceSoNiceRoll.dice[0].options = { appearance: diceSoNicePresets.fear };
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break;
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case 'advantage':
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diceSoNiceRoll.dice[0].options = { appearance: diceSoNicePresets.advantage };
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break;
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case 'disadvantage':
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diceSoNiceRoll.dice[0].options = { appearance: diceSoNicePresets.disadvantage };
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break;
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}
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await game.dice3d.showForRoll(diceSoNiceRoll, game.user, true);
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if (!event.shiftKey) {
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const confirmed = await foundry.applications.api.DialogV2.confirm({
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window: {
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title: game.i18n.localize('DAGGERHEART.UI.Chat.reroll.confirmTitle')
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},
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content: game.i18n.localize('DAGGERHEART.UI.Chat.reroll.confirmText')
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});
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if (!confirmed) return;
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}
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await parsedRoll.evaluate();
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const newRoll = game.system.api.dice.DualityRoll.postEvaluate(parsedRoll, {
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targets: message.system.targets,
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roll: {
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advantage: message.system.roll.advantage?.type,
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difficulty: message.system.roll.difficulty ? Number(message.system.roll.difficulty) : null
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}
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});
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newRoll.extra = newRoll.extra.slice(2);
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const target = event.target.closest('button[data-die-index]');
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let originalRoll_parsed = message.rolls.map(roll => JSON.parse(roll))[0];
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const rollClass =
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game.system.api.dice[
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message.type === 'dualityRoll' ? 'DualityRoll' : target.dataset.type === 'damage' ? 'DHRoll' : 'D20Roll'
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];
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const { newRoll, parsedRoll } = await rollClass.reroll(originalRoll_parsed, target, message);
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await game.messages.get(message._id).update({
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'system.roll': newRoll,
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@ -172,4 +172,22 @@ export default class D20Roll extends DHRoll {
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resetFormula() {
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return (this._formula = this.constructor.getFormula(this.terms));
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}
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static async reroll(rollString, _target, message) {
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let parsedRoll = game.system.api.dice.D20Roll.fromData(rollString);
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parsedRoll = await parsedRoll.reroll();
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const newRoll = game.system.api.dice.D20Roll.postEvaluate(parsedRoll, {
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targets: message.system.targets,
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roll: {
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advantage: message.system.roll.advantage?.type,
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difficulty: message.system.roll.difficulty ? Number(message.system.roll.difficulty) : null
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}
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});
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if (game.modules.get('dice-so-nice')?.active) {
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await game.dice3d.showForRoll(parsedRoll, game.user, true);
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}
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return { newRoll, parsedRoll };
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}
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}
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@ -1,6 +1,7 @@
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import D20RollDialog from '../applications/dialogs/d20RollDialog.mjs';
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import D20Roll from './d20Roll.mjs';
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import { setDiceSoNiceForDualityRoll } from '../helpers/utils.mjs';
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import { getDiceSoNicePresets } from '../config/generalConfig.mjs';
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export default class DualityRoll extends D20Roll {
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_advantageFaces = 6;
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@ -193,4 +194,53 @@ export default class DualityRoll extends D20Roll {
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return data;
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}
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static async reroll(rollString, target, message) {
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let parsedRoll = game.system.api.dice.DualityRoll.fromData({ ...rollString, evaluated: false });
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const term = parsedRoll.terms[target.dataset.dieIndex];
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await term.reroll(`/r1=${term.total}`);
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if (game.modules.get('dice-so-nice')?.active) {
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const diceSoNiceRoll = {
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_evaluated: true,
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dice: [
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new foundry.dice.terms.Die({
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...term,
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faces: term._faces,
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results: term.results.filter(x => !x.rerolled)
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})
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],
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options: { appearance: {} }
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};
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const diceSoNicePresets = getDiceSoNicePresets();
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switch (target.dataset.type) {
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case 'hope':
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diceSoNiceRoll.dice[0].options = { appearance: diceSoNicePresets.hope };
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break;
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case 'fear':
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diceSoNiceRoll.dice[0].options = { appearance: diceSoNicePresets.fear };
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break;
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case 'advantage':
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diceSoNiceRoll.dice[0].options = { appearance: diceSoNicePresets.advantage };
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break;
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case 'disadvantage':
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diceSoNiceRoll.dice[0].options = { appearance: diceSoNicePresets.disadvantage };
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break;
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}
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await game.dice3d.showForRoll(diceSoNiceRoll, game.user, true);
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}
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await parsedRoll.evaluate();
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const newRoll = game.system.api.dice.DualityRoll.postEvaluate(parsedRoll, {
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targets: message.system.targets,
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roll: {
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advantage: message.system.roll.advantage?.type,
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difficulty: message.system.roll.difficulty ? Number(message.system.roll.difficulty) : null
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}
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});
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newRoll.extra = newRoll.extra.slice(2);
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return { newRoll, parsedRoll };
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}
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}
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@ -60,6 +60,19 @@
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}
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}
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}
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&.rerollable {
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.reroll-button {
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border: none;
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background: initial;
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&:hover {
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background: var(--button-background-color);
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border: 1px solid var(--button-border-color);
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}
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}
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}
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// margin: 0;
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> .roll {
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display: flex;
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@ -12,16 +12,13 @@
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<span class="part-total">{{total}}</span>
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</header>
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<div class="flexrow">
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<ol class="dice-rolls">
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{{#each results}}
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<li class="roll die {{../dice}}{{#if discarded}} discarded{{/if}} min">{{result}}</li>
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{{/each}}
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<ol class="dice-rolls rerollable">
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<button type="checkbox" class="reroll-button" data-die-index="0" data-tooltip="{{localize "DAGGERHEART.GENERAL.reroll"}}">
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{{#each results as |result index|}}
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<li class="roll die {{../dice}}{{#if discarded}} discarded{{/if}} min">{{result.result}}</li>
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{{/each}}
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</button>
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</ol>
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{{#if (eq index 0)}}
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<div class="attack-roll-advantage-container">
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{{#if (eq ../roll.advantage.type 1)}}{{localize "DAGGERHEART.GENERAL.Advantage.full"}}{{/if}}{{#if (eq ../roll.advantage.type -1)}}{{localize "DAGGERHEART.GENERAL.Disadvantage.full"}}{{/if}}
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</div>
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{{/if}}
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</div>
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{{/each}}
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</div>
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