give luck roll modifier on shift click
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+5
-3
@@ -1,14 +1,16 @@
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## Release/Patch Notes
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### Verion 1.0.0 - 2021-06-03 [BREAKING CHANGE: COMPATIBILE WITH FOUNDRY 0.8.6 OR HIGHER ONLY!]
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### Verion 1.0.0 - 2021-06-03 [BREAKING CHANGE: THIS VERSION FORWARD COMPATIBILE WITH FOUNDRY 0.8.6 OR HIGHER ONLY!!!]
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* Changes to support 0.8.6+ Foundry
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* Revamped data model for actor sheet. Note due to the changes, the new system is not backwards compatible with older versions of Foundry now.
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* Rolls all asynchronous now. Should allow less work to be required in future versions when asynchronous rolls are required.
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* Enhancement - Added option to choose roll mode in the roll modifier dialogue for both percentile/lethality tests and damage rolls.
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* Enhancement - Based on a character's strength, formula will automatically adjust for Melee and Unarmed damage rolls per the rules on page 55 of the Agent's Handbook (+1 for 13-16 STR, etc...). Some adjustment to damage formulas on existing weapons may need to be made if it was manually added already.
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* Enhancement - Changed d100 Roll Modifier dialogue to have a +/- dropdown instead of needing to type it into the box.
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* Enhancement - Added a descriptor field, 'Relationship' to bonds, so you can give a name, and then the relationship as two separate fields.
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* Enhancement - More CSS Improvements
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* Enhancement - Can now SHIFT+CLICK to get the Roll Modifier Dialogue for LUCK rolls. Cannot seem to make it feasible to get the right-click option to work on the menu currently.
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* Enhancement - Added a descriptor field, 'Relationship' to bonds, so you can give a name, and then the relationship as two separate fields. Makes discerning who is who on the bonds sheet easier at a glance.
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* Enhancement - More CSS Improvements, mostly to Item Sheets.
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* Cleaned up layout on bonds, armor, weapons, gear item sheets
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* Made weapons, armor and gear Item Sheets slightly more uniform in how the same fields are laid out.
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+26
-15
@@ -82,6 +82,7 @@ export class DeltaGreenActorSheet extends ActorSheet {
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let buttons = super._getHeaderButtons();
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let label = "Roll Luck";
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let label2 = "Luck";
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try{
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label = game.i18n.translations.DG.RollLuck;
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label2 = game.i18n.translations.DG.Luck;
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@@ -90,25 +91,35 @@ export class DeltaGreenActorSheet extends ActorSheet {
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ui.notifications.warn('Missing translation key for either DG.RollLuck or DG.Luck key.')
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}
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buttons = [
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{
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label: label,
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class: "test-extra-icon",
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icon: "fas fa-dice",
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onclick: (ev) => sendPercentileTestToChat(this.actor, label2, 50)
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}].concat(buttons);
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//buttons = [
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// {
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// label: "Active Effect",
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// class: "test-extra-icon",
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// icon: "fas fa-bolt",
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// onclick: (ev) => this.activeEffectTest(this)
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// }].concat(buttons);
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buttons = [{
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label: label,
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class: "test-extra-icon",
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icon: "fas fa-dice",
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onclick: (ev) => this.luckRollOnClick(ev, this.actor, label2)
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}].concat(buttons);
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return buttons;
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}
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// This only exists to give a chance to activate the modifier dialogue if desired
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// Cannot seem to trigger the event on a right-click, so unfortunately only applies to a shift-click currently.
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luckRollOnClick(event, actor, label){
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if(event && event.which === 2){
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// probably don't want rolls to trigger from a middle mouse click so just kill it here
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return;
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}
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let requestedModifyRoll = (event && event.shiftKey || event.which === 3);
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let target = 50;
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if(requestedModifyRoll){
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showModifyPercentileTestDialogue(actor, label, target, false);
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}
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else{
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sendPercentileTestToChat(actor, label, target, game.settings.get("core", "rollMode"));
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}
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}
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activeEffectTest(sheet){
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console.log(sheet.actor.uuid);
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let owner = sheet.actor;
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