541 lines
15 KiB
JavaScript
541 lines
15 KiB
JavaScript
/* globals $ Hooks game CONFIG Actors Items ActorSheet ItemSheet Handlebars Macro ChatMessage ui duplicate */
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// Import Modules
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import { DeltaGreenActor } from "./actor/actor.js";
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import { DeltaGreenActorSheet } from "./actor/actor-sheet.js";
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import { DeltaGreenItem } from "./item/item.js";
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import { DeltaGreenItemSheet } from "./item/item-sheet.js";
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import * as DGRolls from "./roll/roll.js";
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import { registerSystemSettings } from "./settings.js"
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import { preloadHandlebarsTemplates } from "./templates.js";
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import { ParseDeltaGreenStatBlock } from "./other/stat-parser-macro.js";
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import DGUtils from "./other/utility-functions.js";
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Hooks.once('init', async function() {
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game.deltagreen = {
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DeltaGreenActor,
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DeltaGreenItem,
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rollItemMacro,
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rollItemSkillCheckMacro,
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rollSkillMacro,
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ParseDeltaGreenStatBlock
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};
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/**
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* Set an initiative formula for the system
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* @type {String}
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*/
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CONFIG.Combat.initiative = {
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formula: "@statistics.dex.value",
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decimals: 0
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};
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// Register custom dice rolls
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Object.values(DGRolls).forEach((cls) => CONFIG.Dice.rolls.push(cls))
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// Register System Settings
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registerSystemSettings();
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// Define custom Entity classes
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CONFIG.Actor.documentClass = DeltaGreenActor;
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CONFIG.Item.documentClass = DeltaGreenItem;
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// Register sheet application classes
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Actors.unregisterSheet("core", ActorSheet);
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Items.unregisterSheet("core", ItemSheet);
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Actors.registerSheet("deltagreen", DeltaGreenActorSheet, { makeDefault: true });
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Items.registerSheet("deltagreen", DeltaGreenItemSheet, { makeDefault: true });
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// Preload Handlebars Templates
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preloadHandlebarsTemplates();
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// Add Handlebars helpers
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Handlebars.registerHelper('localizeWithFallback', function(value, fallbackValue) {
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return DGUtils.localizeWithFallback(value, fallbackValue);
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});
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Handlebars.registerHelper('concat', function() {
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var outStr = '';
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for (var arg in arguments) {
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if (typeof arguments[arg] != 'object') {
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outStr += arguments[arg];
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}
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}
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return outStr;
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});
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Handlebars.registerHelper('toLowerCase', function(str) {
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try {
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return str.toLowerCase();
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} catch (error) {
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return "";
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}
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});
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Handlebars.registerHelper('toUpperCase', function(str) {
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try {
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return str.toUpperCase();
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} catch (error) {
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return "";
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}
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});
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Handlebars.registerHelper('if_eq', function(a, b, opts) {
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if (a == b) {
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return opts.fn(this);
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} else {
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return opts.inverse(this);
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}
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});
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Handlebars.registerHelper('if_not_eq', function(a, b, opts) {
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if (a != b) { return opts.fn(this); }
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return opts.inverse(this);
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});
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Handlebars.registerHelper('if_gt', function(a, b, trueVal, falseVal) {
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if (a > b) {
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return trueVal;
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} else {
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return falseVal;
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}
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});
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Handlebars.registerHelper('cite_ahb', function(page) {
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return `See page ${page} of the Agent's Handbook.`;
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});
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Handlebars.registerHelper('formatLethality', function(lethality) {
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if (lethality > 0) {
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return lethality.toString() + "%";
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}
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else {
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return "";
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}
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});
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// Is this used anywhere?
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Handlebars.registerHelper('getActorSkillProp', function(actorData, skillName, prop) {
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try{
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if(skillName != "" && prop != ""){
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let skills = actorData.data.skills;
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let skill = skills[skillName];
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let propVal = skill[prop];
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return propVal;
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}
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else{
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return "";
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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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return "";
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}
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});
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Handlebars.registerHelper('getAvailableRollModes', function() {
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try {
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return CONFIG.Dice.rollModes;
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} catch (error) {
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console.log(error);
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}
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});
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Handlebars.registerHelper('getDefaultRollMode', function() {
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try {
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return game.settings.get("core", "rollMode");
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} catch (error) {
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console.log(error);
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}
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});
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Handlebars.registerHelper('calculateHandToHandCombatDamageFormulaBonus', function(strength) {
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try {
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let bonus = "";
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if(strength.value < 5){
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bonus = " - 2";
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}
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else if(strength.value < 9){
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bonus = " - 1";
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}
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else if(strength.value > 12 && strength < 17){
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bonus = " + 1";
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}
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else if(strength.value > 16){
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bonus = " + 2";
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}
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return bonus;
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} catch (error) {
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console.log(error);
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}
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});
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Handlebars.registerHelper('localizeWeaponSkill', function(skill) {
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let label = skill;
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try {
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if(skill === 'dex'){
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label = game.i18n.localize("DG.Attributes.dex");
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}
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if(skill === 'DG.Skills.custom'){
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label = game.i18n.localize('DG.ItemWindow.Custom');
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}
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else{
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label = game.i18n.localize("DG.Skills." + skill);
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}
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} catch (error) {
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console.log(error);
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}
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return label;
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});
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Handlebars.registerHelper('hideSkillBasedOnProficiencyAndUserChoice', function(hideUntrainedSkills, proficiency) {
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let showValue = true;
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try {
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if(hideUntrainedSkills === false){
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showValue = true;
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}
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else{
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if(proficiency > 0){
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showValue = true;
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}
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else{
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showValue = false;
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}
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}
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} catch (error) {
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console.log(error);
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}
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return showValue;
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});
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// looks at system setting for what font to use and returns the class that is then used in the handlebars template that
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// generates the character sheet.
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Handlebars.registerHelper('getFontFamilySystemSettingClass', function() {
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let setting = game.settings.get("deltagreen", "characterSheetFont");
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let characterSheetStyle = game.settings.get("deltagreen", "characterSheetStyle");
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/*
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if(setting === "TypeWriterCondensed"){
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return "typewriter-condensed-font";
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}
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else if(setting === "Martel"){
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return "martel-font";
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}
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else if(setting === "Signika"){
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return "signika-font";
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}
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else if(setting === "atwriter"){
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return "atwriter-font";
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}
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else if(setting === "SpecialElite"){
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return "special-elite-font";
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}
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else if(setting === "PublicSans"){
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return "public-sans-font";
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}
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else{
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return "martel-font";
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}
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*/
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/*
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if(characterSheetStyle === "cowboy"){
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return "special-elite-font";
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}
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else{
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return "public-sans-font";
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}
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*/
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});
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Handlebars.registerHelper('getCharacterSheetStyle', function() {
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let characterSheetStyle = game.settings.get("deltagreen", "characterSheetStyle");
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if(characterSheetStyle === "cowboy"){
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return "cowboy-style";
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}
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else if(characterSheetStyle === "outlaw"){
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return "outlaw-style";
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}
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else{
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return "program-style";
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}
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});
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Handlebars.registerHelper('keepSanityPrivate', function() {
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let setting = false;
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try{
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setting = game.settings.get("deltagreen", "keepSanityPrivate");
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if(game.user.isGM){
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setting = false;
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}
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}
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catch(ex){
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setting = false;
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}
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return setting;
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});
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});
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Handlebars.registerHelper('playerHasGamemasterPrivileges', function(){
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return game.user.isGM;
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});
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Handlebars.registerHelper('showImpossibleLandscapesContent', function() {
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let result = false;
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let setting = game.settings.get("deltagreen", "showImpossibleLandscapesContent");
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if(game.user.isGM === true && setting === true){
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result = true;
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}
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return result
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});
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Hooks.once("ready", async function() {
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// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
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Hooks.on("hotbarDrop", (bar, data, slot) => createDeltaGreenMacro(data, slot));
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});
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Hooks.on("ready", ()=> {
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//let backgroundImageSetting = game.settings.get("deltagreen", "characterSheetBackgroundImageSetting");
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//let characterSheetStyle = game.settings.get("deltagreen", "characterSheetStyle");
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//let customCss = "";
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//let customStyle = document.createElement("style");
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//customStyle.id = "dg-custom-css";
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/*
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if(backgroundImageSetting === "OldPaper1"){
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customCss += `div.deltagreen.sheet.actor section.window-content{
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background: url("systems/deltagreen/assets/img/old_paper.jpg") !important;
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}`;
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}
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else if(backgroundImageSetting === "IvoryPaper"){
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customCss += `div.deltagreen.sheet.actor section.window-content{
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background-size: 100% !important;
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}`;
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}
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*/
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/*
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if(characterSheetStyle === "cowboy"){
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customCss += `div.deltagreen.sheet.actor section.window-content{
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background: url("systems/deltagreen/assets/img/old_paper.jpg") !important;
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}`;
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}
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else if(characterSheetStyle === "program"){
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customCss += `div.deltagreen.sheet.actor section.window-content{
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background: url("systems/deltagreen/assets/img/CrumpledPlainPaper10.webp") !important;
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}`;
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}
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customStyle.innerHTML = customCss;
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if(customCss != ""){
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//document.querySelector("head").appendChild(customStyle);
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}
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*/
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});
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Hooks.on("preCreateItem", (item) => {
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console.log("preCreateItem");
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console.log(item.img);
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console.log(item.type);
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if(item.img === 'icons/svg/item-bag.svg'){
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if(item.type === 'bond'){
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item.updateSource({ img: 'systems/deltagreen/assets/icons/person-black-bg.svg'});
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}
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else{
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item.updateSource({ img: 'systems/deltagreen/assets/icons/swap-bag-black-bg.svg'});
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}
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}
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});
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Hooks.on("renderSidebarTab", async (app, html) => {
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if (app.options.id == "actors") {
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let button = $("<button class='import-cd'><i class='fas fa-file-import'></i> Parse Stat Block</button>")
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button.click(function () {
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ParseDeltaGreenStatBlock()
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});
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html.find(".directory-footer").append(button);
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}
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})
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// Note - this event is fired on ALL connected clients...
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Hooks.on('createActor', async function(actor, options, userId){
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try{
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// use this to trap on if this hook is firing for the same user that triggered the create
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// can put logic specific to a particular user session below
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if (userId !== game.user.id) return;
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if (actor !== null){
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if(actor.type === 'agent'){
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// update the default type skill of Art - Painting's labels to try to be localized
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// since I really backed myself into a corner on this with my implementation of it...
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console.log('createActor Hook');
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let artLabel = game.i18n.translations.DG?.TypeSkills?.Art ?? "Art";
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let paintingLabel = game.i18n.translations.DG?.TypeSkills?.Subskills?.Painting ?? "Painting";
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let updatedData = duplicate(actor.system);
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updatedData.typedSkills.tskill_01.group = artLabel;
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updatedData.typedSkills.tskill_01.label = paintingLabel;
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actor.update({"data": updatedData});
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// throw on an unarmed strike item for convenience
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actor.AddUnarmedAttackItemIfMissing();
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}
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else if(actor.type === 'unnatural'){
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// Do nothing.
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}
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else if(actor.type === 'vehicle'){
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actor.AddBaseVehicleItemsIfMissing();
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}
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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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/* Hotbar Macros */
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/* -------------------------------------------- */
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/**
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* Create a Macro from an Item drop.
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* Get an existing item macro if one exists, otherwise create a new one.
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* @param {Object} data The dropped data
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* @param {number} slot The hotbar slot to use
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* @returns {Promise}
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*/
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async function createDeltaGreenMacro(data, slot) {
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// Definitely should not be doing assignments in conditionals but if we fix this, it breaks macro creation.
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// eslint-disable-next-line no-cond-assign
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if (data.type = "Item" && data.itemData.type !== "weapon") return;
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//if (!("data" in data)) return ui.notifications.warn("You can only create macro buttons for owned Items");
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const item = data.itemData;
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// Create the macro command
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let command = '// Uncomment line below to also roll skill check if desired.'
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command += '\n' + `//game.deltagreen.rollItemSkillCheckMacro("${item._id}");`;
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command += '\n' + `game.deltagreen.rollItemMacro("${item._id}");`;
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//let macro = game.macros.entities.find(m => (m.name === data.name) && (m.command === command));
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//if (!macro) {
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let macro = await Macro.create({
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name: data.itemData.name,
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type: "script",
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img: data.itemData.img,
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command: command,
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flags: { "deltagreen.itemMacro": true }
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});
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//}
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game.user.assignHotbarMacro(macro, slot);
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return false;
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}
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/**
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* Create a Macro from an Item drop.
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* Get an existing item macro if one exists, otherwise create a new one.
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* @param {string} itemName
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* @return {Promise}
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*/
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async function rollItemMacro(itemId) {
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const speaker = ChatMessage.getSpeaker();
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let actor;
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if (speaker.token) actor = game.actors.tokens[speaker.token];
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if (!actor) actor = game.actors.get(speaker.actor);
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if(!actor) return ui.notifications.warn('Must have an Actor selected first.');
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let item = actor ? actor.items.find(i => i._id === itemId) : null;
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// for backwards compatibility with older macros, where I unwisely set it to use name instead of id
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if(!item){
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item = actor ? actor.items.find(i => i.name === itemId) : null;
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}
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if (!item) return ui.notifications.warn(`Your controlled Actor does not have an item named ${itemId}`);
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// Trigger the item roll
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const r = await item.roll();
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return r;
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}
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function rollItemSkillCheckMacro(itemId) {
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const speaker = ChatMessage.getSpeaker();
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let actor;
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if (speaker.token) actor = game.actors.tokens[speaker.token];
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if (!actor) actor = game.actors.get(speaker.actor);
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if (!actor) return ui.notifications.warn('Must have an Actor selected first.');
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let item = actor ? actor.items.find(i => i._id === itemId) : null;
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// for backwards compatibility with older macros, where I unwisely set it to use name instead of id
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if(!item){
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item = actor ? actor.items.find(i => i.name === itemId) : null;
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}
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if (!item) return ui.notifications.warn(`Your controlled Actor does not have an item '${item.name}'`);
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let skillName = item.system.skill.toString();
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const roll = new DGRolls.DGPercentileRoll("1D100", {}, { rollType: "weapon", key: skillName, actor, item });
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return actor.sheet.processRoll({}, roll)}
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function rollSkillMacro(skillName) {
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const speaker = ChatMessage.getSpeaker();
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let actor;
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if (speaker.token) actor = game.actors.tokens[speaker.token];
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if (!actor) actor = game.actors.get(speaker.actor);
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if(!actor) return ui.notifications.warn('Must have an Actor selected first.');
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let skill = actor.system.skills[skillName];
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if(!skill) return ui.notifications.warn('Bad skill name passed to macro.');
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const roll = new DGRolls.DGPercentileRoll("1D100", {}, { rollType: "skill", key: skillName, actor });
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actor.sheet.processRoll({}, roll)
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// sendPercentileTestToChat(actor, translatedSkillLabel, skill.proficiency);
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} |