fix auto-fixable linting/formatting errors
This commit is contained in:
+27
-27
@@ -49,7 +49,7 @@ export default class DeltaGreenActor extends Actor {
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actorData.system.health.protection = protection;
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//console.log(actor);
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// console.log(actor);
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}
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_prepareNpcData(actor) {
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@@ -74,7 +74,7 @@ export default class DeltaGreenActor extends Actor {
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try {
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system.health.max = Math.ceil(
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(system.statistics.con.value + system.statistics.str.value) / 2
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(system.statistics.con.value + system.statistics.str.value) / 2,
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);
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} catch (ex) {
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system.health.max = 10;
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@@ -227,7 +227,7 @@ export default class DeltaGreenActor extends Actor {
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system.wp.max = system.statistics.pow.value;
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system.health.max = Math.ceil(
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(system.statistics.con.value + system.statistics.str.value) / 2
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(system.statistics.con.value + system.statistics.str.value) / 2,
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);
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// initialize sanity, don't set these afterwards, as they need to be manually edited
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@@ -307,7 +307,7 @@ export default class DeltaGreenActor extends Actor {
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-1 * Math.abs(system.physical.exhaustedPenalty);
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}
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//console.log(agent);
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// console.log(agent);
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}
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/** @override */
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@@ -319,9 +319,9 @@ export default class DeltaGreenActor extends Actor {
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{
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actorLink: true, // this will make the 'Link Actor Data' option for a token is checked by default. So changes to the token sheet will reflect to the actor sheet.
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sight: { enabled: true },
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disposition: 1 // friendly, this is a dangerous assumption to make in the agency
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disposition: 1, // friendly, this is a dangerous assumption to make in the agency
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},
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{ overwrite: false }
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{ overwrite: false },
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);
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}
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return super.create(data, options);
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@@ -345,7 +345,7 @@ export default class DeltaGreenActor extends Actor {
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}
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const handToHandPack = await game.packs.get(
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"deltagreen.hand-to-hand-weapons"
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"deltagreen.hand-to-hand-weapons",
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);
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const itemIndex = await handToHandPack.getIndex();
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const toAdd = []; // createEmbeddedDocument expects an array
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@@ -413,16 +413,16 @@ export default class DeltaGreenActor extends Actor {
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description,
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protection,
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isEquipped,
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expense = "NA"
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expense = "NA",
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) {
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const armorData = {
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type: "armor",
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name: name,
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name,
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system: {
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description: description,
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protection: protection,
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description,
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protection,
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equipped: isEquipped,
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expense: expense,
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expense,
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},
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};
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@@ -443,25 +443,25 @@ export default class DeltaGreenActor extends Actor {
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killRadius = "N/A",
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ammo = "",
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expense = "NA",
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equipped = true
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equipped = true,
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) {
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const weaponData = {
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type: "weapon",
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name: name,
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name,
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system: {
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description: description,
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skill: skill, //custom
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skillModifier: skillModifier,
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customSkillTarget: customSkillTarget,
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range: range,
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damage: damage,
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armorPiercing: armorPiercing,
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lethality: lethality,
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isLethal: isLethal,
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killRadius: killRadius,
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ammo: ammo,
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expense: expense,
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equipped: equipped,
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description,
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skill, // custom
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skillModifier,
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customSkillTarget,
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range,
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damage,
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armorPiercing,
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lethality,
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isLethal,
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killRadius,
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ammo,
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expense,
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equipped,
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},
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};
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@@ -44,14 +44,14 @@ export default class DeltaGreenItemSheet extends foundry.appv1.sheets
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data.enrichedDescription =
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await foundry.applications.ux.TextEditor.implementation.enrichHTML(
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this.object.system.description,
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{ async: true }
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{ async: true },
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);
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if (data.item.type === "tome" || data.item.type === "ritual") {
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data.enrichedHandlerNotes =
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await foundry.applications.ux.TextEditor.implementation.enrichHTML(
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this.object.system.handlerNotes,
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{ async: true }
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{ async: true },
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);
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}
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@@ -110,11 +110,11 @@ export default class DeltaGreenItemSheet extends foundry.appv1.sheets
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return;
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}
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//const item = this.actor.items.get(dataset.iid);
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// const item = this.actor.items.get(dataset.iid);
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const rollOptions = {
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rollType: dataset.rolltype,
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key: dataset.key,
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//actor: this,
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// actor: this,
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specialTrainingName: dataset?.name || null, // Only applies to Special Training Rolls
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item: this,
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};
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+1
-1
@@ -45,7 +45,7 @@ export default class DeltaGreenItem extends Item {
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}
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if (isCrit) {
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diceFormula = "2*(" + diceFormula + ")";
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diceFormula = `2*(${diceFormula})`;
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}
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roll = new DGDamageRoll(
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+9
-10
@@ -1,26 +1,25 @@
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export async function handleInlineActions(btnWithAction, messageId) {
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let action = btnWithAction.dataset?.action;
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let message = game.messages.get(messageId);
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let actor = message?.speakerActor;
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const action = btnWithAction.dataset?.action;
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const message = game.messages.get(messageId);
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const actor = message?.speakerActor;
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if (!actor) return;
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if (action === 'rollback-skill-failure-state') {
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if (action === "rollback-skill-failure-state") {
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const rollbackFlag = message.getFlag("deltagreen", "rollbacks");
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await actor.update(foundry.utils.deepClone(rollbackFlag));
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toggleAllSkillFailures(rollbackFlag)
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toggleAllSkillFailures(rollbackFlag);
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const label = btnWithAction
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.closest(".rollback-section")
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?.querySelector("label");
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const oldHtml = label.outerHTML;
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label.classList.toggle('strike');
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label.classList.toggle("strike");
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message.update({
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[`flags.deltagreen.rollbacks`]: rollbackFlag,
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content: message.content
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.replace(oldHtml, label.outerHTML)
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})
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content: message.content.replace(oldHtml, label.outerHTML),
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});
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}
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}
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@@ -31,4 +30,4 @@ function toggleAllSkillFailures(data) {
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for (const skill of Object.values(data.system?.typedSkills || {})) {
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skill.failure = !skill.failure;
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}
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}
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}
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@@ -44,13 +44,11 @@ export async function createDeltaGreenMacro(data, slot) {
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type: "script",
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img: item.img,
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thumbnail: item.img,
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command: command,
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command,
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flags: { "deltagreen.itemMacro": true },
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});
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await game.user.assignHotbarMacro(macro, slot);
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return;
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}
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/**
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@@ -13,7 +13,7 @@ function GetAttacksFromInput(inputText) {
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let isInAttackSection = false;
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if (lines !== null && lines.length > 0) {
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for (var i = 0; i < lines.length; i++) {
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for (let i = 0; i < lines.length; i++) {
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if (lines[i].toString().toUpperCase().indexOf("ATTACKS:") >= 0) {
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isInAttackSection = true;
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} else if (
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@@ -142,8 +142,8 @@ function GetNotesFromInput(inputText) {
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const lines = results[0].split(/\r?\n/);
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for (var i = 0; i < lines.length; i++) {
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output += lines[i] + "<br>";
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for (let i = 0; i < lines.length; i++) {
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output += `${lines[i]}<br>`;
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}
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notes = output;
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@@ -158,12 +158,12 @@ function GetNotesFromInput(inputText) {
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function GetArmorFromInput(inputText) {
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try {
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let armor = { name: "Armor", description: "", armor: 0 };
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const armor = { name: "Armor", description: "", armor: 0 };
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const lines = inputText.split(/\r?\n/);
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if (lines !== null && lines.length > 0) {
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for (var i = 0; i < lines.length; i++) {
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for (let i = 0; i < lines.length; i++) {
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if (lines[i].toString().toUpperCase().indexOf("ARMOR:") >= 0) {
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armor.description = lines[i]
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.replace("Armor:", "")
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@@ -316,9 +316,9 @@ async function RegexParseNpcStatBlock(inputStr, actorType) {
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actorData.name = "Unknown";
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}
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let armor = GetArmorFromInput(inputStr);
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const armor = GetArmorFromInput(inputStr);
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let attacks = GetAttacksFromInput(inputStr);
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const attacks = GetAttacksFromInput(inputStr);
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if (armor !== null) {
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console.log(armor);
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+1
-1
@@ -256,7 +256,7 @@ class HandlerSettings extends SettingForm {
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type: String,
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choices: DG.skillImprovementFormulas,
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default: "d4",
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}
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},
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};
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}
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}
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