sanity tests work;
remove unused function
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@@ -212,7 +212,6 @@ export class DeltaGreenActorSheet extends ActorSheet {
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});
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// Rollable abilities - bind to everything with the 'Rollable' class
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//html.find('.rollable').click(this._onRoll.bind(this));
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html.find('.rollable').mouseup(this._onRoll.bind(this));
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// Macro for toggling an item's equipped state
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+7
-19
@@ -12,14 +12,17 @@ export class DGPercentileRoll extends Roll {
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switch (rollType) {
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case "stat":
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this.rollBasis = actor.system.statistics[key]
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this.target = this.rollBasis.x5;
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this.localizedKey = key.toUpperCase();
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this.target = actor.system.statistics[key].x5;
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this.localizedKey = game.i18n.localize(`DG.Attributes.${key}`);
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break;
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case "skill":
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this.rollBasis = actor.system.skills[key];
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this.target = this.rollBasis.proficiency;
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this.target = actor.system.skills[key].proficiency;
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this.localizedKey = game.i18n.localize(`DG.Skills.${key}`);
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break;
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case "sanity":
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this.target = actor.system.sanity.value;
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this.localizedKey = game.i18n.localize("DG.Attributes.SAN");
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break;
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default:
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break;
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}
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@@ -160,21 +163,6 @@ export async function sendPercentileTestToChat(roll){
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ChatMessage.create(chatData);
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}
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export function skillCheckResultIsCritical(rollResult){
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let isCritical = false;
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if(rollResult === 1 || rollResult === 100){
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// really good, or reeaaaally bad
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isCritical = true;
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}
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else if(rollResult % 11 === 0){
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// any matching dice are a crit, i.e. 11, 22, 33...99.
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isCritical = true;
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}
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return isCritical;
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}
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export async function sendLethalityTestToChat(actor, weaponName, target, rollMode){
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//let roll = new Roll('1D100', actor.data.data).evaluate(false);
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