Set up basic files for mood skill, added explicit preroll and postroll die hook calls
Removed calls to post_roll die hooks for the moment
Merge remote-tracking branch 'upstream/master' into 90_mood_swing
Changed parameter to BMDie->roll() from $isAttackSuccessful to $isTriggeredByAttack
Added initial logic for mood swing
Added BMSkill-level unit tests for mood
Completed BMSkill-level unit tests for mood
Added logic to associate mood with '?' symbol, added mood to the skill ordering
- Added logic to allow mood only on swing and twin swing dice
- Added logic to show '?' after the die size, instead of before
Added new column 'actual_max' to table 'die' to accommodate mood and turbo swing dice
Added die description logic for Mood Swing
Merge remote-tracking branch 'upstream/master' into 90_mood_swing
Added BMGame-level unit tests for mood swing
Fixed syntax of BMGame-level unit tests
Merge branch '93_option' into 90_mood_swing

Manually fixed conflicts (line endings) in:
	test/src/ui/js/test_Api.js
Fixed incorrect @covers statements
Merge branch '93_option' into 90_mood_swing
Added BMInterface-level unit tests, added logic for saving BMDie->max to die field actual_max
Fixed logic so that $die->swingValue reflects the selected value at all times
Added logic to BMGameAction to account for changing of number of sides