vagabond-rpg-foundryvtt/module/applications/_module.mjs
Cal Corum 27a5f481aa Implement attack and save roll systems with difficulty fix
Phase 2 Tasks 2.6 & 2.7: Complete roll dialog system
- Add AttackRollDialog with weapon selection, grip toggle, attack type display
- Add SaveRollDialog with save type selection, defense options (block/dodge)
- Fix Handlebars template context resolution bug ({{this.difficulty}} pattern)
- Calculate difficulty once in dialog, pass to roll function via options
- Add difficulty/critThreshold pass-through tests for skill checks
- Fix attack check tests: use embedded items, correct damageType to "slashing"
- Add i18n strings for saves, attacks, defense types
- Add chat card and dialog styles for all roll types
- Export all roll dialogs and create system macros

Key technical fix: Handlebars was resolving {{difficulty}} through context
chain to actor.system.skills.X.difficulty (schema default 20) instead of
root template data. Using {{this.difficulty}} explicitly references root.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 19:52:28 -06:00

11 lines
429 B
JavaScript

/**
* Application classes for Vagabond RPG
* @module applications
*/
export { default as VagabondRollDialog } from "./base-roll-dialog.mjs";
export { default as SkillCheckDialog } from "./skill-check-dialog.mjs";
export { default as AttackRollDialog } from "./attack-roll-dialog.mjs";
export { default as SaveRollDialog } from "./save-roll-dialog.mjs";
export { default as FavorHinderDebug } from "./favor-hinder-debug.mjs";