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fix: Correctly adds all ball modifiers
- Ensures the ball capture modifier is added to the d100 roll every time
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@@ -1458,7 +1458,7 @@
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<div>
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<hr class="sheet-skill-separator" />
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<div class="sheet-collapsible-skill sheet-capture">
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<input name="attr_capture_skill_roll" type="hidden" value="[[ 1d20 + @{capture_total} ]] Capture Roll: [[ d100 @{ball_capture_modifier} [@{selected_ball}] + @{capture_roll_bonus} ]]" />
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<input name="attr_capture_skill_roll" type="hidden" value="[[ 1d20 + @{capture_total} ]] Capture Roll: [[ d100 @{ball_capture_modifier} + [@{selected_ball}] + @{capture_roll_bonus} ]]" />
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<input class="sheet-skill-color-setting" name="attr_capture_ability_mod" type="hidden" value="SPD" />
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<button class="sheet-skill-roller" name="roll_capturecheck" type="roll"
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value="@{publicity_roll} &{template:@{skill_template}} {{base-attribute=@{capture_ability_mod}}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Capture Pokémon}} {{skill-roll=@{capture_skill_roll}}}">
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@@ -5052,8 +5052,8 @@ const skillOptionsFlags = [
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selectedBallModifier = "0";
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}
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const showSkillRoll = `[[ 1d20 + @{capture_total} ]] Capture Roll: [[ d100 @{ball_capture_modifier} [${values.selected_ball}}] + @{capture_roll_bonus} ]]`;
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const skipSkillRoll = `[[ d100 @{ball_capture_modifier} [${values.selected_ball}] + @{capture_roll_bonus} ]]`;
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const showSkillRoll = `[[ 1d20 + @{capture_total} ]] Capture Roll: [[ d100 + @{ball_capture_modifier} [${values.selected_ball}}] + @{capture_roll_bonus} ]]`;
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const skipSkillRoll = `[[ d100 + @{ball_capture_modifier} [${values.selected_ball}] + @{capture_roll_bonus} ]]`;
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const skillRoll = values.capture_skill_roll_flag == "on" ? showSkillRoll : skipSkillRoll;
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const ball = values.ball_capture_modifier;
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const bonus = parseInt(values.capture_roll_bonus) || 0;
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@@ -23,6 +23,9 @@ Things we want to add to the character sheet, presented in no particular order o
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## Changelog
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### Aug 16, 2025
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- Resolved an issue with capture rolls not adding all ball modifiers correctly
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### Jul 26, 2025
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- Resolved a few niggling issue with skills
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- Sleight of Hand had a mismatch in attribute name for the selected ability modifier
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