change triggered macros to use IDs

This commit is contained in:
Chris Schmalz
2023-09-21 17:21:13 -07:00
parent 9d54b1812b
commit 21238a2aad
36 changed files with 36 additions and 36 deletions
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Bleeding',1);
prepModifyItem('pxtF1NfletmoFFGV',1);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Coward',1);
prepModifyItem('YIF9QkUlexxauSCE',1);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Death Wish',1);
prepModifyItem('srws3n4rpl4oCj83',1);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Deflated',1);
prepModifyItem('waimTU6LXaADcJrT',1);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Doomed',1);
prepModifyItem('x41AwiI03h7wNjaM',1);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Frightened',1);
prepModifyItem('z0avrplKe6M0RcXk',1);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Haunted',1);
prepModifyItem('olC4JytslvUrQN8g',1);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Loss of Confidence',1);
prepModifyItem('kbbVOYgjwzoODs7N',1);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Nightmares',1);
prepModifyItem('MLPSYfWrwY6R7JDy',1);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Spiraling',1);
prepModifyItem('Bt2rl2c5jGyt3QAr',1);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Suspicious',1);
prepModifyItem('8lOkseRbg09YFvv7',1);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Bleeding',2);
prepModifyItem('pxtF1NfletmoFFGV',2);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Bleeding',3);
prepModifyItem('pxtF1NfletmoFFGV',3);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Bleeding',4);
prepModifyItem('pxtF1NfletmoFFGV',4);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Bleeding',5);
prepModifyItem('pxtF1NfletmoFFGV',5);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Bleeding',6);
prepModifyItem('pxtF1NfletmoFFGV',6);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepModifyItem('Bleeding',7);
prepModifyItem('pxtF1NfletmoFFGV',7);
//tell the actor to roll on the table
async function prepModifyItem(itemName,addAmount) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Bleeding Wound`,`1d10 [+]`,`low`,true,false,null,null)
prepTableRoll(`ata3fRz3uoPfNCLh`,`1d10 [+]`,`low`,true,false,null,null)
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Bleeding Wound`,`1d10 [-]`,`low`,true,false,null,null)
prepTableRoll(`ata3fRz3uoPfNCLh`,`1d10 [-]`,`low`,true,false,null,null)
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Bleeding Wound`,`1d10`,`low`,true,false,null,null)
prepTableRoll(`ata3fRz3uoPfNCLh`,`1d10`,`low`,true,false,null,null)
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Blunt Force Wound`,`1d10 [+]`,`low`,true,false,null,null)
prepTableRoll(`31YibfjueXuZdNLb`,`1d10 [+]`,`low`,true,false,null,null)
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Blunt Force Wound`,`1d10 [-]`,`low`,true,false,null,null)
prepTableRoll(`31YibfjueXuZdNLb`,`1d10 [-]`,`low`,true,false,null,null)
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Blunt Force Wound`,`1d10`,`low`,true,false,null,null)
prepTableRoll(`31YibfjueXuZdNLb`,`1d10`,`low`,true,false,null,null)
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Death Save`,`1d10 [+]`,`low`,true,false,null,null);
prepTableRoll(`W36WFIpCfMknKgHy`,`1d10 [+]`,`low`,true,false,null,null);
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Death Save`,`1d10 [-]`,`low`,true,false,null,null);
prepTableRoll(`W36WFIpCfMknKgHy`,`1d10 [-]`,`low`,true,false,null,null);
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Fire & Explosives Wound`,`1d10 [+]`,`low`,true,false,null,null)
prepTableRoll(`lqiaWwh5cGcJhvnu`,`1d10 [+]`,`low`,true,false,null,null)
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Fire & Explosives Wound`,`1d10 [-]`,`low`,true,false,null,null)
prepTableRoll(`lqiaWwh5cGcJhvnu`,`1d10 [-]`,`low`,true,false,null,null)
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Fire & Explosives Wound`,`1d10`,`low`,true,false,null,null)
prepTableRoll(`lqiaWwh5cGcJhvnu`,`1d10`,`low`,true,false,null,null)
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Gore & Massive Wound`,`1d10 [+]`,`low`,true,false,null,null)
prepTableRoll(`uVfC1CqYdojaJ7yRd`,`1d10 [+]`,`low`,true,false,null,null)
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Gore & Massive Wound`,`1d10 [-]`,`low`,true,false,null,null)
prepTableRoll(`uVfC1CqYdojaJ7yR`,`1d10 [-]`,`low`,true,false,null,null)
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Gore & Massive Wound`,`1d10`,`low`,true,false,null,null)
prepTableRoll(`uVfC1CqYdojaJ7yR`,`1d10`,`low`,true,false,null,null)
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Gunshot Wound`,`1d10 [+]`,`low`,true,false,null,null)
prepTableRoll(`XjDU2xFOWEasaZK0`,`1d10 [+]`,`low`,true,false,null,null)
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Gunshot Wound`,`1d10 [-]`,`low`,true,false,null,null)
prepTableRoll(`XjDU2xFOWEasaZK0`,`1d10 [-]`,`low`,true,false,null,null)
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Gunshot Wound`,`1d10`,`low`,true,false,null,null)
prepTableRoll(`XjDU2xFOWEasaZK0`,`1d10`,`low`,true,false,null,null)
//tell the actor to roll on the table
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Panic Check`,`1d20 [+]`,`high`,false,false,'system.other.stress.value','>');
prepTableRoll(`ypcoikqHLhnc9tNs`,`1d20 [+]`,`high`,false,false,'system.other.stress.value','>');
//run the panic check
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
+1 -1
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@@ -1,4 +1,4 @@
prepTableRoll(`Panic Check`,`1d20 [-]`,`high`,false,false,'system.other.stress.value','>');
prepTableRoll(`ypcoikqHLhnc9tNs`,`1d20 [-]`,`high`,false,false,'system.other.stress.value','>');
//run the panic check
async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {