329 lines
11 KiB
JavaScript
329 lines
11 KiB
JavaScript
export function sendPercentileTestToChat(actor, skill, target, inhuman_flag=false){ // flag check if the stat is above 20
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let roll = new Roll('1D100', actor.data.data).roll();
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let total = roll.total;
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let isCritical = false;
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let isSuccess = false;
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let html = '';
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let label = `${game.i18n.localize("DG.Roll.Rolling")} <b>${skill}</b> ${game.i18n.localize("DG.Roll.Target")} ${target}`;
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let resultString = '';
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let styleOverride = '';
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isCritical = skillCheckResultIsCritical(total); // up to this point everything works as intended
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if (inhuman_flag){ // pag 188 of the Handler guide: inhuman stats
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//an entity with a stat at 20 or higher succeeds at any stat test except with a roll of 100, which fails
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//and fumbles. It gets a critical success on any success with matching digits, and with any roll equal
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//to or less than the stat’s value.
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if(total <= 99){
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isSuccess = true;
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if(total <= target){
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isCritical = true;
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}
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}
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}else{ // general case
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if(total <= target){
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isSuccess = true;
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}
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}
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if(isCritical){
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resultString = `${game.i18n.localize("DG.Roll.Critical")} `;
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}
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if(isSuccess){
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resultString += `${game.i18n.localize("DG.Roll.Success")}`;
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if(isCritical){
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resultString = resultString.toUpperCase() + '!';
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styleOverride="color: green";
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}
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}
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else{
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resultString += `${game.i18n.localize("DG.Roll.Failure")}`;
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if(isCritical){
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resultString = resultString.toUpperCase() + '!';
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styleOverride="color: red";
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}
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}
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html = `<div class="dice-roll">`
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html += ` <div class="dice-result">`
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html += ` <div style="${styleOverride}" class="dice-formula">${resultString}</div>`
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html += ` <div class="dice-tooltip">`
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html += ` <section class="tooltip-part">`
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html += ` <div class="dice">`
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html += ` <p class="part-formula">`
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html += ` ${roll.formula}`
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html += ` <span class="part-total">${roll.total}</span>`
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html += ` </p>`
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html += ` <ol class="dice-rolls">`
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html += ` <li class="roll die ${roll.formula}">${roll.total}</li>`
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html += ` </ol>`
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html += ` </div>`
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html += ` </section>`
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html += ` </div>`
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html += ` <h4 class="dice-total">${roll.total}</h4>`
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html += `</div>`
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let chatData = {
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speaker: ChatMessage.getSpeaker({actor: actor}),
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content: html,
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flavor: label,
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type: CHAT_MESSAGE_TYPES.ROLL,
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roll: roll,
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rollMode: game.settings.get("core", "rollMode")
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};
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// play the dice rolling sound, like a regular in-chat roll
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AudioHelper.play({src: "sounds/dice.wav", volume: 0.8, autoplay: true, loop: false}, true);
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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 function sendLethalityTestToChat(actor, weaponName, target){
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let roll = new Roll('1D100', actor.data.data).roll();
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let isCritical = false;
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let skillCheckTotal = roll.total;
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// page 57 of agent's handbook
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// For a failed lethality check, the damage on the tens die is a 10 for a roll of '0'. E.g. '30' + '0' = 13 damage.
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// Lethality rolls do not fumble or critically succeed, but the attack roll can.
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// In this situation, the lethality threshold doubles (e.g. 20% would become 40%),
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// and if the lethality roll fails, the damage is doubled per normal. However right now
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// the attack roll and damage roll are completely separate... Perhaps in the future, use a
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// button in the skill check roll to allow doubling this logic?
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// try to determine what the d100 result would be as if it was two d10's being rolled
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let damageDie1 = Math.floor(skillCheckTotal / 10);
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let damageDie2 = skillCheckTotal - (damageDie1 * 10);
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if(damageDie2 === 0){
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// if the result is evenly divisible by 10 (e.g. 30, 40, 50...)
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// then the percentile die result was actually one lower than the calculation above would show.
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// For example, a '70' is actually a 60 + 10, so the damage die should be 6 + 10 = 16, not 7 + 0 = 7.
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damageDie1 -= 1;
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damageDie2 = 10;
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}
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let damageDie1Label = damageDie1.toString();
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let damageDie2Label = damageDie2.toString();
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if(damageDie1 === 0){
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// a roll of 00 on the tens part of the d100 counts as a ten if it becomes a damage die
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// Will leave the labeling as a '0' though, to be consistent with a regular d10 roll
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damageDie1 = 10;
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}
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if(damageDie2 === 10){
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// keep the labelling consistent, show a '0' for a ten
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damageDie2Label = '0';
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}
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let nonlethalDamage = damageDie1 + damageDie2;
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let isLethal = false;
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let html = '';
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let label = `${game.i18n.localize("DG.Roll.Rolling")} <b>${game.i18n.localize("DG.Roll.Lethality").toUpperCase()}</b> ${game.i18n.localize("DG.Roll.For")} <b>${weaponName.toUpperCase()}</b> ${game.i18n.localize("DG.Roll.Target")} ${target}`;
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let resultString = '';
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let styleOverride = '';
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if(skillCheckTotal <= target){
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isLethal = true;
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resultString = `${game.i18n.localize("DG.Roll.Lethal").toUpperCase()}`;
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styleOverride="color: red";
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}
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else{
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resultString = `${game.i18n.localize("DG.Roll.Failure")}`;
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}
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html = `<div class="dice-roll">`;
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html += ` <div class="dice-result">`;
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html += ` <div style="${styleOverride}" class="dice-formula">${resultString}</div>`;
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html += ` <div class="dice-tooltip">`;
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html += ` <section class="tooltip-part">`;
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html += ` <div class="dice">`;
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html += ` <p class="part-formula">`;
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html += ` d100 ${game.i18n.localize("DG.Roll.Or").toUpperCase()} d10 + d10`;
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html += ` <span class="part-total">${roll.total}</span>`;
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html += ` </p>`;
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html += ` <ol class="dice-rolls">`;
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html += ` <li class="roll die d10">${damageDie1Label}</li>`;
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html += ` <li class="roll die d10">${damageDie2Label}</li>`;
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html += ` </ol>`;
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html += ` </div>`;
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html += ` </section>`;
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html += ` </div>`;
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html += ` <h4 class="dice-total">${roll.total} (${nonlethalDamage} ${game.i18n.localize("DG.Roll.Damage")})</h4>`;
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html += `</div>`;
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let chatData = {
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speaker: ChatMessage.getSpeaker({actor: actor}),
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content: html,
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flavor: label,
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type: CHAT_MESSAGE_TYPES.ROLL,
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roll: roll,
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rollMode: game.settings.get("core", "rollMode")
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});
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}
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export async function showModifyPercentileTestDialogue(actor, label, originalTarget, isLethalityTest,inhuman_flag=false){
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let template = "systems/deltagreen/templates/dialog/modify-percentile-roll.html";
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let backingData = {
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data:{
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label: label,
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originalTarget: originalTarget,
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targetModifier: 20
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},
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};
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// play the dice rolling sound, like a regular in-chat roll
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AudioHelper.play({src: "sounds/dice.wav", volume: 0.8, autoplay: true, loop: false}, true);
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ChatMessage.create(chatData, {});
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}
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export function sendDamageRollToChat(actor, label, diceFormula){
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let roll = new Roll(diceFormula, actor.data.data);
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try{
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label = `${game.i18n.localize("DG.Roll.Rolling")} <b>${game.i18n.localize("DG.Roll.Damage").toUpperCase()}</b> ${game.i18n.localize("DG.Roll.For")} <b>${label.toUpperCase()}</b>`;
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}
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catch{
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label = `Rolling <b>DAMAGE</b> for <b>${label.toUpperCase()}</b>`
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}
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roll.roll().toMessage({
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speaker: ChatMessage.getSpeaker({ actor: actor }),
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flavor: label,
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type: CHAT_MESSAGE_TYPES.ROLL,
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roll: roll,
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rollMode: game.settings.get("core", "rollMode")
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});
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}
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export async function showModifyPercentileTestDialogue(actor, label, originalTarget, isLethalityTest){
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let template = "systems/deltagreen/templates/dialog/modify-percentile-roll.html";
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let backingData = {
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data:{
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label: label,
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originalTarget: originalTarget,
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targetModifier: 20
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},
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};
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let html = await renderTemplate(template, backingData);
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new Dialog({
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content: html,
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title: game.i18n.localize("DG.ModifySkillRollDialogue.Title"),
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default: "roll",
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buttons: {
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roll:{
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label: game.i18n.translations.DG.Roll.Roll,
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callback: html => {
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try{
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let targetModifier = html.find("[name='targetModifier']").val(); // this is text as a heads up
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let newTarget = parseInt(originalTarget); // this should be an int, but technically the incoming value is text, so parse it just to be safe
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if(targetModifier.trim() != "" && !isNaN(targetModifier)){
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newTarget += parseInt(targetModifier);
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}
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let newTarget = parseInt(originalTarget); // this should be an int, but technically the incoming value is text, so parse it just to be safe
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if(targetModifier.trim() != "" && !isNaN(targetModifier)){
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newTarget += parseInt(targetModifier);
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}
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if(isLethalityTest){
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sendLethalityTestToChat(actor, label, newTarget);
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}
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else{
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sendPercentileTestToChat(actor, label, newTarget,inhuman_flag); //take care of inhuman stat, by default the value is false
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}
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if(isLethalityTest){
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sendLethalityTestToChat(actor, label, newTarget);
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}
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else{
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sendPercentileTestToChat(actor, label, newTarget);
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}
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}
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catch(ex){
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console.log(ex);
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}
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}
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}
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}
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}
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).render(true);
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}
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export async function showModifyDamageRollDialogue(actor, label, originalFormula){
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let template = "systems/deltagreen/templates/dialog/modify-damage-roll.html";
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let backingData = {
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data:{
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label: label,
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originalFormula: originalFormula,
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outerModifier: "2 * ",
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innerModifier: "+ 0"
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},
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};
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let html = await renderTemplate(template, backingData);
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new Dialog({
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content: html,
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title: game.i18n.localize("DG.ModifySkillRollDialogue.Title"),
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default: "roll",
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buttons: {
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roll:{
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label: game.i18n.translations.DG.Roll.Roll,
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callback: html => {
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try{
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let outerModifier = html.find("[name='outerModifier']").val(); // this is text as a heads up
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let innerModifier = html.find("[name='innerModifier']").val(); // this is text as a heads up
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let modifiedBaseRoll = html.find("[name='originalFormula']").val(); // this is text as a heads up
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if(innerModifier.replace(" ", "") === "+0"){
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innerModifier = "";
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}
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let newRoll = "";
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if(outerModifier.trim() != ""){
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newRoll += outerModifier + "(" + modifiedBaseRoll + innerModifier.trim() + ")";
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}
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else{
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newRoll += modifiedBaseRoll + innerModifier.trim();
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}
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sendDamageRollToChat(actor, label, newRoll);
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}
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catch(ex){
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console.log(ex);
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}
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}
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}
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}
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}
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).render(true);
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} |