Configurable Rolltable Options
This commit is contained in:
@@ -46,17 +46,17 @@ if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 't
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buttons: {
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button1: {
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label: `Advantage`,
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callback: () => game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`1d10 [+]`,`high`,false,false,null,null),
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callback: () => game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10 [+]`,`high`,false,false,null,null),
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icon: `<i class="fas fa-angle-double-up"></i>`
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},
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button2: {
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label: `Normal`,
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callback: () => game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`1d10`,`high`,false,false,null,null),
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callback: () => game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10`,`high`,false,false,null,null),
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icon: `<i class="fas fa-minus"></i>`
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},
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button3: {
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label: `Disadvantage`,
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callback: () => game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`1d10 [-]`,`high`,false,false,null,null),
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callback: () => game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10 [-]`,`high`,false,false,null,null),
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icon: `<i class="fas fa-angle-double-down"></i>`
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}
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}
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@@ -46,17 +46,17 @@ if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 't
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buttons: {
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button1: {
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label: `Advantage`,
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callback: () => game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`1d10 [+]`,`low`,true,false,null,null),
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callback: () => game.mosh.initRollTable(game.settings.get('mosh','table1eDeath'),`1d10 [+]`,`low`,true,false,null,null),
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icon: `<i class="fas fa-angle-double-up"></i>`
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},
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button2: {
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label: `Normal`,
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callback: () => game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`1d10`,`low`,true,false,null,null),
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callback: () => game.mosh.initRollTable(game.settings.get('mosh','table1eDeath'),`1d10`,`low`,true,false,null,null),
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icon: `<i class="fas fa-minus"></i>`
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},
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button3: {
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label: `Disadvantage`,
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callback: () => game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`1d10 [-]`,`low`,true,false,null,null),
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callback: () => game.mosh.initRollTable(game.settings.get('mosh','table1eDeath'),`1d10 [-]`,`low`,true,false,null,null),
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icon: `<i class="fas fa-angle-double-down"></i>`
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}
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}
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@@ -1 +1 @@
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game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`1d10 [+]`,`high`,false,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10 [+]`,`high`,false,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`1d10 [-]`,`high`,false,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10 [-]`,`high`,false,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`ata3fRz3uoPfNCLh`,`1d10 [+]`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eWoundBleeding'),`1d10 [+]`,`low`,true,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`ata3fRz3uoPfNCLh`,`1d10 [-]`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eWoundBleeding'),`1d10 [-]`,`low`,true,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`ata3fRz3uoPfNCLh`,`1d10`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eWoundBleeding'),`1d10`,`low`,true,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`31YibfjueXuZdNLb`,`1d10 [+]`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eWoundBluntForce'),`1d10 [+]`,`low`,true,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`31YibfjueXuZdNLb`,`1d10 [-]`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eWoundBluntForce'),`1d10 [-]`,`low`,true,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`31YibfjueXuZdNLb`,`1d10`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eWoundBluntForce'),`1d10`,`low`,true,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`1d10 [+]`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eDeath'),`1d10 [+]`,`low`,true,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`1d10 [-]`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eDeath'),`1d10 [-]`,`low`,true,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`lqiaWwh5cGcJhvnu`,`1d10 [+]`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eWoundFireExplosives'),`1d10 [+]`,`low`,true,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`lqiaWwh5cGcJhvnu`,`1d10 [-]`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eWoundFireExplosives'),`1d10 [-]`,`low`,true,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`lqiaWwh5cGcJhvnu`,`1d10`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eWoundFireExplosives'),`1d10`,`low`,true,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`uVfC1CqYdojaJ7yRd`,`1d10 [+]`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eWoundGoreMassive'),`1d10 [+]`,`low`,true,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`uVfC1CqYdojaJ7yR`,`1d10 [-]`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eWoundGoreMassive'),`1d10 [-]`,`low`,true,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`uVfC1CqYdojaJ7yR`,`1d10`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eWoundGoreMassive'),`1d10`,`low`,true,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`XjDU2xFOWEasaZK0`,`1d10 [+]`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eWoundGunshot'),`1d10 [+]`,`low`,true,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`XjDU2xFOWEasaZK0`,`1d10 [-]`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eWoundGunshot'),`1d10 [-]`,`low`,true,false,null,null);
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@@ -1 +1 @@
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game.mosh.initRollTable(`XjDU2xFOWEasaZK0`,`1d10`,`low`,true,false,null,null);
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game.mosh.initRollTable(game.settings.get('mosh','table1eWoundGunshot'),`1d10`,`low`,true,false,null,null);
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+13
-13
@@ -1345,14 +1345,14 @@ export class MothershipActor extends Actor {
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if (firstEdition) {
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if (androidPanic && this.system.class.value.toLowerCase() === 'android') {
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if (useCalm) {
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tableId = 'GCtYeCCQVQJ5M6SE';
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tableId = game.settings.get('mosh','table1ePanicCalmAndroid');
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aimFor = 'low';
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zeroBased = true;
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checkCrit = true;
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rollAgainst = 'system.other.stress.value';
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comparison = '<';
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} else {
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tableId = 'aBnY19jlhPXzibCt';
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tableId = game.settings.get('mosh','table1ePanicStressAndroid');
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aimFor = 'high';
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zeroBased = false;
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checkCrit = false;
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@@ -1361,14 +1361,14 @@ export class MothershipActor extends Actor {
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}
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} else {
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if (useCalm) {
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tableId = 'MOYI6Ntj5OVFYk06';
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tableId = game.settings.get('mosh','table1ePanicCalmNormal');
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aimFor = 'low';
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zeroBased = true;
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checkCrit = true;
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rollAgainst = 'system.other.stress.value';
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comparison = '<';
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} else {
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tableId = 'ypcoikqHLhnc9tNs';
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tableId = game.settings.get('mosh','table1ePanicStressNormal');
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aimFor = 'high';
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zeroBased = false;
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checkCrit = false;
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@@ -1379,14 +1379,14 @@ export class MothershipActor extends Actor {
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} else {
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if (androidPanic && this.system.class.value.toLowerCase() === 'android') {
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if (useCalm) {
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tableId = 'VW6HQ29T7zClNIZ6';
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tableId = game.settings.get('mosh','table0ePanicCalmAndroid');
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aimFor = 'low';
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zeroBased = true;
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checkCrit = true;
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rollAgainst = 'system.other.stress.value';
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comparison = '<';
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} else {
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tableId = 'egJ11m2mJM3HBd6d';
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tableId = game.settings.get('mosh','table0ePanicStressAndroid');
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aimFor = 'high';
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zeroBased = false;
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checkCrit = false;
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@@ -1395,14 +1395,14 @@ export class MothershipActor extends Actor {
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}
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} else {
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if (useCalm) {
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tableId = 'kqKpQAXyLTEEyz6Z';
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tableId = game.settings.get('mosh','table0ePanicCalmNormal');
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aimFor = 'low';
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zeroBased = true;
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checkCrit = true;
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rollAgainst = 'system.other.stress.value';
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comparison = '<';
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} else {
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tableId = '1vCm4ElRPotQXgNB';
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tableId = game.settings.get('mosh','table0ePanicStressNormal');
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aimFor = 'high';
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zeroBased = false;
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checkCrit = false;
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@@ -1426,7 +1426,7 @@ export class MothershipActor extends Actor {
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//set special roll value for use later
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specialRoll = tableId;
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//assign variables
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tableId = 'kqz8GsFVPfjvqO0N';
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tableId = game.settings.get('mosh','table1eMaintenance');
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zeroBased = true;
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checkCrit = true;
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rollAgainst = 'system.stats.systems.value';
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@@ -2405,7 +2405,7 @@ export class MothershipActor extends Actor {
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let compendium = game.packs;
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let currentLocation = ``;
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let tableLocation = ``;
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let tableId = `BsfdIl7CJNs1PViS`;
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let tableId = game.settings.get('mosh','table1eBankruptcy');
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//loop through each compendium
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compendium.forEach(function(pack){
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//is this a pack of rolltables?
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@@ -3417,17 +3417,17 @@ export class MothershipActor extends Actor {
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buttons: {
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button1: {
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label: `Advantage`,
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callback: () => this.rollTable(`UxAjAqUTjYTcCbS8`,`1d10 [+]`,`low`,true,false,null,null),
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callback: () => this.rollTable(game.settings.get('mosh','table1eDistressSignal'),`1d10 [+]`,`low`,true,false,null,null),
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icon: `<i class="fas fa-angle-double-up"></i>`
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},
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button2: {
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label: `Normal`,
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callback: () => this.rollTable(`UxAjAqUTjYTcCbS8`,`1d10`,`low`,true,false,null,null),
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callback: () => this.rollTable(game.settings.get('mosh','table1eDistressSignal'),`1d10`,`low`,true,false,null,null),
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icon: `<i class="fas fa-minus"></i>`
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},
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button3: {
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label: `Disadvantage`,
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callback: () => this.rollTable(`UxAjAqUTjYTcCbS8`,`1d10 [-]`,`low`,true,false,null,null),
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callback: () => this.rollTable(game.settings.get('mosh','table1eDistressSignal'),`1d10 [-]`,`low`,true,false,null,null),
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icon: `<i class="fas fa-angle-double-down"></i>`
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}
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}
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@@ -166,7 +166,7 @@ export class MothershipShipSheetSBT extends ActorSheet {
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const actorData = sheetData.data;
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//A script to return the data from a table.
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let tableId = 'AqGWwoWXzijFs427';
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let tableId = game.settings.get('mosh','table1eMegadamageEffects');
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let currentLocation = '';
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let tableLocation = '';
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//find where this table is located
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+150
-1
@@ -1,3 +1,5 @@
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import { rolltableConfig } from "./windows/settings-rolltables.js";
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export const registerSettings = function () {
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game.settings.register('mosh', 'firstEdition', {
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@@ -295,4 +297,151 @@ export const registerSettings = function () {
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}
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});
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};
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game.settings.registerMenu('mosh', 'rolltableSelector', {
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name: "Rolltable Configuration",
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label: "Choose Tables",
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hint: "Customize which rolltables are used.",
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icon: "fa-solid fa-list",
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type: rolltableConfig
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});
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game.settings.register('mosh', 'rolltableSelector', {
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scope: 'world',
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config: true,
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type: Object
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});
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game.settings.register('mosh', 'table0ePanicStressNormal', {
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scope: 'world',
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config: false,
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type: String,
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default: "1vCm4ElRPotQXgNB"
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});
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game.settings.register('mosh', 'table0ePanicStressAndroid', {
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scope: 'world',
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config: false,
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type: String,
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default: "egJ11m2mJM3HBd6d"
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});
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game.settings.register('mosh', 'table0ePanicCalmNormal', {
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scope: 'world',
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config: false,
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type: String,
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default: "kqKpQAXyLTEEyz6Z"
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});
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game.settings.register('mosh', 'table0ePanicCalmAndroid', {
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scope: 'world',
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config: false,
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type: String,
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default: "VW6HQ29T7zClNIZ6"
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});
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game.settings.register('mosh', 'table1ePanicStressNormal', {
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scope: 'world',
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config: false,
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type: String,
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default: "ypcoikqHLhnc9tNs"
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});
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game.settings.register('mosh', 'table1ePanicStressAndroid', {
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scope: 'world',
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config: false,
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type: String,
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default: "aBnY19jlhPXzibCt"
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});
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game.settings.register('mosh', 'table1ePanicCalmNormal', {
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scope: 'world',
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config: false,
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type: String,
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default: "MOYI6Ntj5OVFYk06"
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});
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game.settings.register('mosh', 'table1ePanicCalmAndroid', {
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scope: 'world',
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config: false,
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type: String,
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default: "GCtYeCCQVQJ5M6SE"
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});
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game.settings.register('mosh', 'table1eWoundBluntForce', {
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scope: 'world',
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config: false,
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type: String,
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default: "31YibfjueXuZdNLb"
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});
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game.settings.register('mosh', 'table1eWoundBleeding', {
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scope: 'world',
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config: false,
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type: String,
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default: "ata3fRz3uoPfNCLh"
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});
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game.settings.register('mosh', 'table1eWoundGunshot', {
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scope: 'world',
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config: false,
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type: String,
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default: "XjDU2xFOWEasaZK0"
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});
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game.settings.register('mosh', 'table1eWoundFireExplosives', {
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scope: 'world',
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config: false,
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type: String,
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default: "lqiaWwh5cGcJhvnu"
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});
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game.settings.register('mosh', 'table1eWoundGoreMassive', {
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scope: 'world',
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config: false,
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type: String,
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default: "uVfC1CqYdojaJ7yR"
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});
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game.settings.register('mosh', 'table0eDeath', {
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scope: 'world',
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config: false,
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type: String,
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default: "cZOHlhEJcYGZsQBM"
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});
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game.settings.register('mosh', 'table1eDeath', {
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scope: 'world',
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config: false,
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type: String,
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default: "W36WFIpCfMknKgHy"
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});
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game.settings.register('mosh', 'table1eDistressSignal', {
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scope: 'world',
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config: false,
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type: String,
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default: "UxAjAqUTjYTcCbS8"
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});
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game.settings.register('mosh', 'table1eMegadamageEffects', {
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scope: 'world',
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config: false,
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type: String,
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default: "AqGWwoWXzijFs427"
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});
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game.settings.register('mosh', 'table1eMaintenance', {
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scope: 'world',
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config: false,
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type: String,
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default: "kqz8GsFVPfjvqO0N"
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});
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game.settings.register('mosh', 'table1eBankruptcy', {
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scope: 'world',
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config: false,
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type: String,
|
||||
default: "BsfdIl7CJNs1PViS"
|
||||
});
|
||||
|
||||
};
|
||||
@@ -0,0 +1,84 @@
|
||||
export class rolltableConfig extends FormApplication {
|
||||
static get defaultOptions() {
|
||||
const options = super.defaultOptions;
|
||||
//options.id = 'sheet-modifiers';
|
||||
//options.classes = ["mosh", "sheet", "actor", "ship"];
|
||||
options.id = 'rolltable-modifiers';
|
||||
options.classes = ["mosh"];
|
||||
options.template = 'systems/mosh/templates/dialogs/settings-rolltableconfig-dialog.html';
|
||||
options.width = 800;
|
||||
options.height = 'auto';
|
||||
options.resizeable = false;
|
||||
return options;
|
||||
}
|
||||
|
||||
/**
|
||||
* Construct and return the data object used to render the HTML template for this form application.
|
||||
* @return {Object}
|
||||
*/
|
||||
getData() {
|
||||
const tableSelection = super.getData();
|
||||
tableSelection.table0ePanicStressNormal = game.settings.get("mosh", "table0ePanicStressNormal");
|
||||
tableSelection.table0ePanicStressAndroid = game.settings.get("mosh", "table0ePanicStressAndroid");
|
||||
tableSelection.table0ePanicCalmNormal = game.settings.get("mosh", "table0ePanicCalmNormal");
|
||||
tableSelection.table0ePanicCalmAndroid = game.settings.get("mosh", "table0ePanicCalmAndroid");
|
||||
tableSelection.table1ePanicStressNormal = game.settings.get("mosh", "table1ePanicStressNormal");
|
||||
tableSelection.table1ePanicStressAndroid = game.settings.get("mosh", "table1ePanicStressAndroid");
|
||||
tableSelection.table1ePanicCalmNormal = game.settings.get("mosh", "table1ePanicCalmNormal");
|
||||
tableSelection.table1ePanicCalmAndroid = game.settings.get("mosh", "table1ePanicCalmAndroid");
|
||||
tableSelection.table1eWoundBluntForce = game.settings.get("mosh", "table1eWoundBluntForce");
|
||||
tableSelection.table1eWoundBleeding = game.settings.get("mosh", "table1eWoundBleeding");
|
||||
tableSelection.table1eWoundGunshot = game.settings.get("mosh", "table1eWoundGunshot");
|
||||
tableSelection.table1eWoundFireExplosives = game.settings.get("mosh", "table1eWoundFireExplosives");
|
||||
tableSelection.table1eWoundGoreMassive = game.settings.get("mosh", "table1eWoundGoreMassive");
|
||||
tableSelection.table0eDeath = game.settings.get("mosh", "table0eDeath");
|
||||
tableSelection.table1eDeath = game.settings.get("mosh", "table1eDeath");
|
||||
tableSelection.table1eDistressSignal = game.settings.get("mosh", "table1eDistressSignal");
|
||||
tableSelection.table1eMegadamageEffects = game.settings.get("mosh", "table1eMegadamageEffects");
|
||||
tableSelection.table1eMaintenance = game.settings.get("mosh", "table1eMaintenance");
|
||||
tableSelection.table1eBankruptcy = game.settings.get("mosh", "table1eBankruptcy");
|
||||
|
||||
return tableSelection;
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
|
||||
// Close Button
|
||||
html.find('.close-button').click(ev => this.close());
|
||||
}
|
||||
|
||||
/**
|
||||
* This method is called upon form submission after form data is validated
|
||||
* @param event {Event} The initial triggering submission event
|
||||
* @param formData {Object} The object of validated form data with which to update the object
|
||||
* @private
|
||||
*/
|
||||
async _updateObject(event, formData) {
|
||||
|
||||
await Promise.all([
|
||||
game.settings.set("mosh", "table0ePanicStressNormal", formData["table0ePanicStressNormal"]),
|
||||
game.settings.set("mosh", "table0ePanicStressAndroid", formData["table0ePanicStressAndroid"]),
|
||||
game.settings.set("mosh", "table0ePanicCalmNormal", formData["table0ePanicCalmNormal"]),
|
||||
game.settings.set("mosh", "table0ePanicCalmAndroid", formData["table0ePanicCalmAndroid"]),
|
||||
game.settings.set("mosh", "table1ePanicStressNormal", formData["table1ePanicStressNormal"]),
|
||||
game.settings.set("mosh", "table1ePanicStressAndroid", formData["table1ePanicStressAndroid"]),
|
||||
game.settings.set("mosh", "table1ePanicCalmNormal", formData["table1ePanicCalmNormal"]),
|
||||
game.settings.set("mosh", "table1ePanicCalmAndroid", formData["table1ePanicCalmAndroid"]),
|
||||
game.settings.set("mosh", "table1eWoundBluntForce", formData["table1eWoundBluntForce"]),
|
||||
game.settings.set("mosh", "table1eWoundBleeding", formData["table1eWoundBleeding"]),
|
||||
game.settings.set("mosh", "table1eWoundGunshot", formData["table1eWoundGunshot"]),
|
||||
game.settings.set("mosh", "table1eWoundFireExplosives", formData["table1eWoundFireExplosives"]),
|
||||
game.settings.set("mosh", "table1eWoundGoreMassive", formData["table1eWoundGoreMassive"]),
|
||||
game.settings.set("mosh", "table0eDeath", formData["table0eDeath"]),
|
||||
game.settings.set("mosh", "table1eDeath", formData["table1eDeath"]),
|
||||
game.settings.set("mosh", "table1eDistressSignal", formData["table1eDistressSignal"]),
|
||||
game.settings.set("mosh", "table1eMegadamageEffects", formData["table1eMegadamageEffects"]),
|
||||
game.settings.set("mosh", "table1eMaintenance", formData["table1eMaintenance"]),
|
||||
game.settings.set("mosh", "table1eBankruptcy", formData["table1eBankruptcy"])
|
||||
]);
|
||||
|
||||
}
|
||||
}
|
||||
@@ -40,7 +40,7 @@ export class DLShipMegaDamage extends FormApplication {
|
||||
const actorData = sheetData.object;
|
||||
|
||||
//A script to return the data from a table.
|
||||
let tableId = 'AqGWwoWXzijFs427';
|
||||
let tableId = game.settings.get('mosh','table1eMegadamageEffects');
|
||||
let currentLocation = '';
|
||||
let tableLocation = '';
|
||||
//find where this table is located
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
{"_id":"2xRvRAixuocjCm40","name":"Death Save","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/rolltables/death_save.png","command":"//init vars\nlet macroTarget = game.settings.get('mosh','macroTarget');\n//warn user if character is not selected\nif ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) {\n //warn player\n game.mosh.noCharSelected();\n//else pop up the dialog\n} else {\n //pop up the death save dialog box\n new Dialog({\n title: `Death Save`,\n content: `\n <style>\n .macro_window{\n background: rgb(230,230,230);\n border-radius: 9px;\n }\n .macro_img{\n display: flex;\n justify-content: center;\n }\n .macro_desc{\n font-family: \"Roboto\", sans-serif;\n font-size: 10.5pt;\n font-weight: 400;\n padding-top: 8px;\n padding-right: 8px;\n padding-bottom: 8px;\n }\n .grid-2col {\n display: grid;\n grid-column: span 2 / span 2;\n grid-template-columns: repeat(2, minmax(0, 1fr));\n gap: 2px;\n padding: 0;\n }\n </style>\n <div class =\"macro_window\" style=\"margin-bottom : 7px;\">\n <div class=\"grid grid-2col\" style=\"grid-template-columns: 150px auto\">\n <div class=\"macro_img\"><img src=\"systems/mosh/images/icons/ui/rolltables/death_save.png\" style=\"border:none\"/></div>\n <div class=\"macro_desc\"><h3>Death Save</h3><strong>Whenever you reach 0 Health, make a Body Save: Failure means you die.</strong> Success means you fall unconscious, make a <strong>Death Save</strong> to find out when you regain consciousness. Crew members with a medscanner, relevant skills like First Aid or Biology, or scientists and androids who pass an <strong>Intellect Check</strong> can determine your condition.</div> \n </div>\n </div>\n <h4>Select your roll type:</h4>\n `,\n buttons: {\n button1: {\n label: `Advantage`,\n callback: () => game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`1d10 [+]`,`high`,false,false,null,null),\n icon: `<i class=\"fas fa-angle-double-up\"></i>`\n },\n button2: {\n label: `Normal`,\n callback: () => game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`1d10`,`high`,false,false,null,null),\n icon: `<i class=\"fas fa-minus\"></i>`\n },\n button3: {\n label: `Disadvantage`,\n callback: () => game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`1d10 [-]`,`high`,false,false,null,null),\n icon: `<i class=\"fas fa-angle-double-down\"></i>`\n }\n }\n },{width: 600,height: 265}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"2xRvRAixuocjCm40","name":"Death Save","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/rolltables/death_save.png","command":"//init vars\nlet macroTarget = game.settings.get('mosh','macroTarget');\n//warn user if character is not selected\nif ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) {\n //warn player\n game.mosh.noCharSelected();\n//else pop up the dialog\n} else {\n //pop up the death save dialog box\n new Dialog({\n title: `Death Save`,\n content: `\n <style>\n .macro_window{\n background: rgb(230,230,230);\n border-radius: 9px;\n }\n .macro_img{\n display: flex;\n justify-content: center;\n }\n .macro_desc{\n font-family: \"Roboto\", sans-serif;\n font-size: 10.5pt;\n font-weight: 400;\n padding-top: 8px;\n padding-right: 8px;\n padding-bottom: 8px;\n }\n .grid-2col {\n display: grid;\n grid-column: span 2 / span 2;\n grid-template-columns: repeat(2, minmax(0, 1fr));\n gap: 2px;\n padding: 0;\n }\n </style>\n <div class =\"macro_window\" style=\"margin-bottom : 7px;\">\n <div class=\"grid grid-2col\" style=\"grid-template-columns: 150px auto\">\n <div class=\"macro_img\"><img src=\"systems/mosh/images/icons/ui/rolltables/death_save.png\" style=\"border:none\"/></div>\n <div class=\"macro_desc\"><h3>Death Save</h3><strong>Whenever you reach 0 Health, make a Body Save: Failure means you die.</strong> Success means you fall unconscious, make a <strong>Death Save</strong> to find out when you regain consciousness. Crew members with a medscanner, relevant skills like First Aid or Biology, or scientists and androids who pass an <strong>Intellect Check</strong> can determine your condition.</div> \n </div>\n </div>\n <h4>Select your roll type:</h4>\n `,\n buttons: {\n button1: {\n label: `Advantage`,\n callback: () => game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10 [+]`,`high`,false,false,null,null),\n icon: `<i class=\"fas fa-angle-double-up\"></i>`\n },\n button2: {\n label: `Normal`,\n callback: () => game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10`,`high`,false,false,null,null),\n icon: `<i class=\"fas fa-minus\"></i>`\n },\n button3: {\n label: `Disadvantage`,\n callback: () => game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10 [-]`,`high`,false,false,null,null),\n icon: `<i class=\"fas fa-angle-double-down\"></i>`\n }\n }\n },{width: 600,height: 265}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"9Bq5LYoToO1sjCn3","name":"Gain Calm","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/relieve_stress.png","command":"//init vars\nlet macroTarget = game.settings.get('mosh','macroTarget');\n//warn user if character is not selected\nif ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) {\n //warn player\n game.mosh.noCharSelected();\n//else pop up the dialog\n} else {\n new Dialog({\n title: `Gain Calm`,\n content: `\n <style>\n .macro_window{\n background: rgb(230,230,230);\n border-radius: 9px;\n }\n .macro_img{\n display: flex;\n justify-content: center;\n }\n .macro_desc{\n font-family: \"Roboto\", sans-serif;\n font-size: 10.5pt;\n font-weight: 400;\n padding-top: 8px;\n padding-right: 8px;\n padding-bottom: 8px;\n }\n .grid-2col {\n display: grid;\n grid-column: span 2 / span 2;\n grid-template-columns: repeat(2, minmax(0, 1fr));\n gap: 2px;\n padding: 0;\n }\n </style>\n \n <div class =\"macro_window\" style=\"margin-bottom : 7px;\">\n <div class=\"grid grid-2col\" style=\"grid-template-columns: 150px auto\">\n <div class=\"macro_img\"><img src=\"systems/mosh/images/icons/ui/macros/relieve_stress.png\" style=\"border:none\"/></div>\n <div class=\"macro_desc\"><h3>Gain Calm</h3>Occasionally, certain moments, places, or events can automatically <strong>calm you down.</strong> Escaping perilous situations, finding a serene location, or experiencing a touching moment with a loved one can have meaningful impacts on your mood and outlook on life. If your Calm is getting close to 0, you should consider making a <strong>Rest Save</strong> - as the effects of a failed <strong>Panic Check</strong> can be devastating.</div> \n </div>\n </div>\n <h4>Select your modification:</h4>\n `,\n buttons: {\n button1: {\n label: `Gain 5 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',5,null,true),\n icon: `<i class=\"fas fa-angle-up\"></i>`\n },\n button2: {\n label: `Gain 10 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',10,null,true),\n icon: `<i class=\"fas fa-angle-double-up\"></i>`\n },\n button3: {\n label: `Gain 1d20 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`1d20`,true),\n icon: `<i class=\"fas fa-arrow-circle-up\"></i>`\n }\n }\n },{width: 600,height: 265}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"ilBclUmPwcd7aNQK","name":"Gain Stress","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/gain_stress.png","command":"//init vars\nlet macroTarget = game.settings.get('mosh','macroTarget');\n//warn user if character is not selected\nif ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) {\n //warn player\n game.mosh.noCharSelected();\n//else pop up the dialog\n} else {\n new Dialog({\n title: `Gain Stress`,\n content: `\n <style>\n .macro_window{\n background: rgb(230,230,230);\n border-radius: 9px;\n }\n .macro_img{\n display: flex;\n justify-content: center;\n }\n .macro_desc{\n font-family: \"Roboto\", sans-serif;\n font-size: 10.5pt;\n font-weight: 400;\n padding-top: 8px;\n padding-right: 8px;\n padding-bottom: 8px;\n }\n .grid-2col {\n display: grid;\n grid-column: span 2 / span 2;\n grid-template-columns: repeat(2, minmax(0, 1fr));\n gap: 2px;\n padding: 0;\n }\n </style>\n \n <div class =\"macro_window\" style=\"margin-bottom : 7px;\">\n <div class=\"grid grid-2col\" style=\"grid-template-columns: 150px auto\">\n <div class=\"macro_img\"><img src=\"systems/mosh/images/icons/ui/macros/gain_stress.png\" style=\"border:none\"/></div>\n <div class=\"macro_desc\"><h3>Gain Stress</h3><strong>You gain 1 Stress every time you fail a Stat Check or Save.</strong> Occasionally, certain locations or entities can automatically give you Stress from interacting with or witnessing them. Your <strong>Minimum Stress</strong> starts at 2, and the <strong>Maximum Stress you can have is 20.</strong> Any Stress you take over 20 instead reduces the most relevant Stat or Save by that amount.</div> \n </div>\n </div>\n \n <h4>Select your modification:</h4>\n `,\n buttons: {\n button1: {\n label: `Gain 1 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',1,null,true),\n icon: `<i class=\"fas fa-angle-up\"></i>`\n },\n button2: {\n label: `Gain 2 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',2,null,true),\n icon: `<i class=\"fas fa-angle-double-up\"></i>`\n },\n button3: {\n label: `Gain 1d5 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`1d5`,true),\n icon: `<i class=\"fas fa-arrow-circle-up\"></i>`\n }\n }\n },{width: 600,height: 265}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"D8ytoUTWfpq8A2td","name":"Lose Calm","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/gain_stress.png","command":"//init vars\nlet macroTarget = game.settings.get('mosh','macroTarget');\n//warn user if character is not selected\nif ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) {\n //warn player\n game.mosh.noCharSelected();\n//else pop up the dialog\n} else {\n new Dialog({\n title: `Lose Calm`,\n content: `\n <style>\n .macro_window{\n background: rgb(230,230,230);\n border-radius: 9px;\n }\n .macro_img{\n display: flex;\n justify-content: center;\n }\n .macro_desc{\n font-family: \"Roboto\", sans-serif;\n font-size: 10.5pt;\n font-weight: 400;\n padding-top: 8px;\n padding-right: 8px;\n padding-bottom: 8px;\n }\n .grid-2col {\n display: grid;\n grid-column: span 2 / span 2;\n grid-template-columns: repeat(2, minmax(0, 1fr));\n gap: 2px;\n padding: 0;\n }\n </style>\n \n <div class =\"macro_window\" style=\"margin-bottom : 7px;\">\n <div class=\"grid grid-2col\" style=\"grid-template-columns: 150px auto\">\n <div class=\"macro_img\"><img src=\"systems/mosh/images/icons/ui/macros/gain_stress.png\" style=\"border:none\"/></div>\n <div class=\"macro_desc\"><h3>Lose Calm</h3>Occasionally, certain locations or entities can automatically give you Stress from interacting with or witnessing them. You live in a terrifying, uncaring universe, so your <strong>Maximum Calm</strong> caps out at 85 and cannot go lower than zero.</div> \n </div>\n </div>\n \n <h4>Select your modification:</h4>\n `,\n buttons: {\n button1: {\n label: `Lose 5 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-5,null,true),\n icon: `<i class=\"fas fa-angle-down\"></i>`\n },\n button2: {\n label: `Lose 10 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-10,null,true),\n icon: `<i class=\"fas fa-angle-double-down\"></i>`\n },\n button3: {\n label: `Lose 1d20 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`-1d20`,true),\n icon: `<i class=\"fas fa-arrow-circle-down\"></i>`\n }\n }\n },{width: 600,height: 265}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
{"_id":"6wsDxyoKPHxpoHtF","name":"Cover","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/attributes/armor.png","command":"prepCover();\n\n//tell the actor to run the function\nasync function prepCover() {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //is there a selected character? warn if no\n if (!game.user.character) {\n //warn player\n game.mosh.noCharSelected();\n } else {\n //run the function for the player's 'Selected Character'\n game.user.character.chooseCover();\n }\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //is there a selected character? warn if no\n if (!canvas.tokens.controlled.length) {\n //warn player\n game.mosh.noCharSelected();\n } else {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.chooseCover();\n });\n }\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"NsRHfRuuNGPfkYVf","name":"Death Save","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/rolltables/death_save.png","command":"//init vars\nlet macroTarget = game.settings.get('mosh','macroTarget');\n//warn user if character is not selected\nif ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) {\n //warn player\n game.mosh.noCharSelected();\n//else pop up the dialog\n} else {\n //pop up the death save dialog box\n new Dialog({\n title: `Death Save`,\n content: `\n <style>\n .macro_window{\n background: rgb(230,230,230);\n border-radius: 9px;\n }\n .macro_img{\n display: flex;\n justify-content: center;\n }\n .macro_desc{\n font-family: \"Roboto\", sans-serif;\n font-size: 10.5pt;\n font-weight: 400;\n padding-top: 8px;\n padding-right: 8px;\n padding-bottom: 8px;\n }\n .grid-2col {\n display: grid;\n grid-column: span 2 / span 2;\n grid-template-columns: repeat(2, minmax(0, 1fr));\n gap: 2px;\n padding: 0;\n }\n </style>\n <div class =\"macro_window\" style=\"margin-bottom : 7px;\">\n <div class=\"grid grid-2col\" style=\"grid-template-columns: 150px auto\">\n <div class=\"macro_img\"><img src=\"systems/mosh/images/icons/ui/rolltables/death_save.png\" style=\"border:none\"/></div>\n <div class=\"macro_desc\"><h3>Death Save</h3>Your character is incapacitated when you receive a fatal wound, or once your Current Wounds equal your Maximum Wounds. As soon as someone spends a turn checking your vitals, make a <strong>Death Save</strong> to reveal your fate. If your death seems imminent, make your last moments count: save someone’s life, solve an important mystery, or give the others time to escape.</div> \n </div>\n </div>\n <h4>Select your roll type:</h4>\n `,\n buttons: {\n button1: {\n label: `Advantage`,\n callback: () => game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`1d10 [+]`,`low`,true,false,null,null),\n icon: `<i class=\"fas fa-angle-double-up\"></i>`\n },\n button2: {\n label: `Normal`,\n callback: () => game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`1d10`,`low`,true,false,null,null),\n icon: `<i class=\"fas fa-minus\"></i>`\n },\n button3: {\n label: `Disadvantage`,\n callback: () => game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`1d10 [-]`,`low`,true,false,null,null),\n icon: `<i class=\"fas fa-angle-double-down\"></i>`\n }\n }\n },{width: 600,height: 265}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"NsRHfRuuNGPfkYVf","name":"Death Save","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/rolltables/death_save.png","command":"//init vars\nlet macroTarget = game.settings.get('mosh','macroTarget');\n//warn user if character is not selected\nif ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) {\n //warn player\n game.mosh.noCharSelected();\n//else pop up the dialog\n} else {\n //pop up the death save dialog box\n new Dialog({\n title: `Death Save`,\n content: `\n <style>\n .macro_window{\n background: rgb(230,230,230);\n border-radius: 9px;\n }\n .macro_img{\n display: flex;\n justify-content: center;\n }\n .macro_desc{\n font-family: \"Roboto\", sans-serif;\n font-size: 10.5pt;\n font-weight: 400;\n padding-top: 8px;\n padding-right: 8px;\n padding-bottom: 8px;\n }\n .grid-2col {\n display: grid;\n grid-column: span 2 / span 2;\n grid-template-columns: repeat(2, minmax(0, 1fr));\n gap: 2px;\n padding: 0;\n }\n </style>\n <div class =\"macro_window\" style=\"margin-bottom : 7px;\">\n <div class=\"grid grid-2col\" style=\"grid-template-columns: 150px auto\">\n <div class=\"macro_img\"><img src=\"systems/mosh/images/icons/ui/rolltables/death_save.png\" style=\"border:none\"/></div>\n <div class=\"macro_desc\"><h3>Death Save</h3>Your character is incapacitated when you receive a fatal wound, or once your Current Wounds equal your Maximum Wounds. As soon as someone spends a turn checking your vitals, make a <strong>Death Save</strong> to reveal your fate. If your death seems imminent, make your last moments count: save someone’s life, solve an important mystery, or give the others time to escape.</div> \n </div>\n </div>\n <h4>Select your roll type:</h4>\n `,\n buttons: {\n button1: {\n label: `Advantage`,\n callback: () => game.mosh.initRollTable(game.settings.get('mosh','table1eDeath'),`1d10 [+]`,`low`,true,false,null,null),\n icon: `<i class=\"fas fa-angle-double-up\"></i>`\n },\n button2: {\n label: `Normal`,\n callback: () => game.mosh.initRollTable(game.settings.get('mosh','table1eDeath'),`1d10`,`low`,true,false,null,null),\n icon: `<i class=\"fas fa-minus\"></i>`\n },\n button3: {\n label: `Disadvantage`,\n callback: () => game.mosh.initRollTable(game.settings.get('mosh','table1eDeath'),`1d10 [-]`,`low`,true,false,null,null),\n icon: `<i class=\"fas fa-angle-double-down\"></i>`\n }\n }\n },{width: 600,height: 265}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"GSFEBhrKC9yuD88V","name":"Gain Calm","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/relieve_stress.png","command":"//init vars\nlet macroTarget = game.settings.get('mosh','macroTarget');\n//warn user if character is not selected\nif ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) {\n //warn player\n game.mosh.noCharSelected();\n//else pop up the dialog\n} else {\n new Dialog({\n title: `Gain Calm`,\n content: `\n <style>\n .macro_window{\n background: rgb(230,230,230);\n border-radius: 9px;\n }\n .macro_img{\n display: flex;\n justify-content: center;\n }\n .macro_desc{\n font-family: \"Roboto\", sans-serif;\n font-size: 10.5pt;\n font-weight: 400;\n padding-top: 8px;\n padding-right: 8px;\n padding-bottom: 8px;\n }\n .grid-2col {\n display: grid;\n grid-column: span 2 / span 2;\n grid-template-columns: repeat(2, minmax(0, 1fr));\n gap: 2px;\n padding: 0;\n }\n </style>\n \n <div class =\"macro_window\" style=\"margin-bottom : 7px;\">\n <div class=\"grid grid-2col\" style=\"grid-template-columns: 150px auto\">\n <div class=\"macro_img\"><img src=\"systems/mosh/images/icons/ui/macros/relieve_stress.png\" style=\"border:none\"/></div>\n <div class=\"macro_desc\"><h3>Gain Calm</h3>Occasionally, certain moments, places, or events can automatically <strong>calm you down.</strong> Escaping perilous situations, finding a serene location, or experiencing a touching moment with a loved one can have meaningful impacts on your mood and outlook on life. If your Calm is getting close to 0, you should consider making a <strong>Rest Save</strong> - as the effects of a failed <strong>Panic Check</strong> can be devastating.</div> \n </div>\n </div>\n <h4>Select your modification:</h4>\n `,\n buttons: {\n button1: {\n label: `Gain 5 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',5,null,true),\n icon: `<i class=\"fas fa-angle-up\"></i>`\n },\n button2: {\n label: `Gain 10 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',10,null,true),\n icon: `<i class=\"fas fa-angle-double-up\"></i>`\n },\n button3: {\n label: `Gain 1d20 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`1d20`,true),\n icon: `<i class=\"fas fa-arrow-circle-up\"></i>`\n }\n }\n },{width: 600,height: 265}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"X0L0NnWt53b0rHYG","name":"Gain Stress","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/gain_stress.png","command":"//init vars\nlet macroTarget = game.settings.get('mosh','macroTarget');\n//warn user if character is not selected\nif ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) {\n //warn player\n game.mosh.noCharSelected();\n//else pop up the dialog\n} else {\n new Dialog({\n title: `Gain Stress`,\n content: `\n <style>\n .macro_window{\n background: rgb(230,230,230);\n border-radius: 9px;\n }\n .macro_img{\n display: flex;\n justify-content: center;\n }\n .macro_desc{\n font-family: \"Roboto\", sans-serif;\n font-size: 10.5pt;\n font-weight: 400;\n padding-top: 8px;\n padding-right: 8px;\n padding-bottom: 8px;\n }\n .grid-2col {\n display: grid;\n grid-column: span 2 / span 2;\n grid-template-columns: repeat(2, minmax(0, 1fr));\n gap: 2px;\n padding: 0;\n }\n </style>\n \n <div class =\"macro_window\" style=\"margin-bottom : 7px;\">\n <div class=\"grid grid-2col\" style=\"grid-template-columns: 150px auto\">\n <div class=\"macro_img\"><img src=\"systems/mosh/images/icons/ui/macros/gain_stress.png\" style=\"border:none\"/></div>\n <div class=\"macro_desc\"><h3>Gain Stress</h3><strong>You gain 1 Stress every time you fail a Stat Check or Save.</strong> Occasionally, certain locations or entities can automatically give you Stress from interacting with or witnessing them. Your <strong>Minimum Stress</strong> starts at 2, and the <strong>Maximum Stress you can have is 20.</strong> Any Stress you take over 20 instead reduces the most relevant Stat or Save by that amount.</div> \n </div>\n </div>\n \n <h4>Select your modification:</h4>\n `,\n buttons: {\n button1: {\n label: `Gain 1 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',1,null,true),\n icon: `<i class=\"fas fa-angle-up\"></i>`\n },\n button2: {\n label: `Gain 2 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',2,null,true),\n icon: `<i class=\"fas fa-angle-double-up\"></i>`\n },\n button3: {\n label: `Gain 1d5 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`1d5`,true),\n icon: `<i class=\"fas fa-arrow-circle-up\"></i>`\n }\n }\n },{width: 600,height: 265}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"trU0DtBJvJCPddsQ","name":"Lose Calm","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/gain_stress.png","command":"//init vars\nlet macroTarget = game.settings.get('mosh','macroTarget');\n//warn user if character is not selected\nif ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) {\n //warn player\n game.mosh.noCharSelected();\n//else pop up the dialog\n} else {\n new Dialog({\n title: `Lose Calm`,\n content: `\n <style>\n .macro_window{\n background: rgb(230,230,230);\n border-radius: 9px;\n }\n .macro_img{\n display: flex;\n justify-content: center;\n }\n .macro_desc{\n font-family: \"Roboto\", sans-serif;\n font-size: 10.5pt;\n font-weight: 400;\n padding-top: 8px;\n padding-right: 8px;\n padding-bottom: 8px;\n }\n .grid-2col {\n display: grid;\n grid-column: span 2 / span 2;\n grid-template-columns: repeat(2, minmax(0, 1fr));\n gap: 2px;\n padding: 0;\n }\n </style>\n \n <div class =\"macro_window\" style=\"margin-bottom : 7px;\">\n <div class=\"grid grid-2col\" style=\"grid-template-columns: 150px auto\">\n <div class=\"macro_img\"><img src=\"systems/mosh/images/icons/ui/macros/gain_stress.png\" style=\"border:none\"/></div>\n <div class=\"macro_desc\"><h3>Lose Calm</h3>Occasionally, certain locations or entities can automatically give you Stress from interacting with or witnessing them. You live in a terrifying, uncaring universe, so your <strong>Maximum Calm</strong> caps out at 85 and cannot go lower than zero.</div> \n </div>\n </div>\n \n <h4>Select your modification:</h4>\n `,\n buttons: {\n button1: {\n label: `Lose 5 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-5,null,true),\n icon: `<i class=\"fas fa-angle-down\"></i>`\n },\n button2: {\n label: `Lose 10 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-10,null,true),\n icon: `<i class=\"fas fa-angle-double-down\"></i>`\n },\n button3: {\n label: `Lose 1d20 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`-1d20`,true),\n icon: `<i class=\"fas fa-arrow-circle-down\"></i>`\n }\n }\n },{width: 600,height: 265}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
|
||||
@@ -62,8 +62,8 @@
|
||||
{"_id":"5N4b4Q2OhEj1zv0P","name":"Combat Check","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100','low','combat',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"N20OKT1TDhywkeco","name":"Combat Check -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100 [-]','low','combat',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"voAUUe17Qw4MJlup","name":"Combat Check +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100 [+]','low','combat',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"4hmYrNF0uWVqsfEk","name":"Death Save -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`1d10 [-]`,`high`,false,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"Az3RocMlh0JFxAlu","name":"Death Save +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`1d10 [+]`,`high`,false,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"4hmYrNF0uWVqsfEk","name":"Death Save -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10 [-]`,`high`,false,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"Az3RocMlh0JFxAlu","name":"Death Save +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10 [+]`,`high`,false,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"Er4ULzvdn2urxuet","name":"Fear Save","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100','low','fear',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"RdJ2nh41wDUT4ZTP","name":"Fear Save -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100 [-]','low','fear',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"RzOmeM0RNSpFAna0","name":"Fear Save +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100 [+]','low','fear',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
|
||||
@@ -78,32 +78,32 @@
|
||||
{"_id":"ISd2nEMYvWCPQpl0","name":"-2d10 Body Save","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initModifyActor('system.stats.body.value',null,'-2d10',true);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"pS6A6OklvM6S3bvO","name":"-2d10 Health","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initModifyActor('system.health.value',null,'-2d10',true);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"nECUu4pcwsNTE8C5","name":"-3d10 Health","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initModifyActor('system.health.value',null,'-3d10',true);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"1DD8i6eCS6nx2Ip0","name":"Bleeding Wound","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`ata3fRz3uoPfNCLh`,`1d10`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"tFcWNddtZvlv7tsg","name":"Bleeding Wound -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`ata3fRz3uoPfNCLh`,`1d10 [-]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"xr2o2PU5vdrR6fxQ","name":"Bleeding Wound +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`ata3fRz3uoPfNCLh`,`1d10 [+]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"TAjlQjA5AAy3qYL3","name":"Blunt Force Wound","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`31YibfjueXuZdNLb`,`1d10`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"oL3GH0HoEPlP8vzG","name":"Blunt Force Wound -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`31YibfjueXuZdNLb`,`1d10 [-]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"k0zf8ZGivRguc0wb","name":"Blunt Force Wound +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`31YibfjueXuZdNLb`,`1d10 [+]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"1DD8i6eCS6nx2Ip0","name":"Bleeding Wound","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eWoundBleeding'),`1d10`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"tFcWNddtZvlv7tsg","name":"Bleeding Wound -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eWoundBleeding'),`1d10 [-]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"xr2o2PU5vdrR6fxQ","name":"Bleeding Wound +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eWoundBleeding'),`1d10 [+]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"TAjlQjA5AAy3qYL3","name":"Blunt Force Wound","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eWoundBluntForce'),`1d10`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"oL3GH0HoEPlP8vzG","name":"Blunt Force Wound -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eWoundBluntForce'),`1d10 [-]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"k0zf8ZGivRguc0wb","name":"Blunt Force Wound +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eWoundBluntForce'),`1d10 [+]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"X3gqTFFwMe7AudiS","name":"Body Save","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100','low','body',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"ItHLy3URKFQVLipe","name":"Body Save -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100 [-]','low','body',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"IG2NQgEnqvPjiV5C","name":"Body Save +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100 [+]','low','body',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"9FOBS5lQCwtVtrgh","name":"Combat Check","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100','low','combat',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"vxcDSg3xiAxDYQIb","name":"Combat Check -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100 [-]','low','combat',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"5hlvK0p68imanBmy","name":"Combat Check +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100 [+]','low','combat',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"E2bDXSVfH57BnGEI","name":"Death Save -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`1d10 [-]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"KHL2lJ6RRvhupFZ3","name":"Death Save +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`1d10 [+]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"E2bDXSVfH57BnGEI","name":"Death Save -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eDeath'),`1d10 [-]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"KHL2lJ6RRvhupFZ3","name":"Death Save +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eDeath'),`1d10 [+]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"R2KizR1soAhFYDZm","name":"Fear Save","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100','low','fear',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"wVhApjRP5MXue2kh","name":"Fear Save -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100 [-]','low','fear',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"DadBoZJblU4uBY5E","name":"Fear Save +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100 [+]','low','fear',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"bZi1qKmcKLFvnhZ2","name":"Fire & Explosives Wound","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`lqiaWwh5cGcJhvnu`,`1d10`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"dJnQKDf0AlwK27QD","name":"Fire & Explosives Wound -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`lqiaWwh5cGcJhvnu`,`1d10 [-]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"7rYhbDAaFeok1Daq","name":"Fire & Explosives Wound +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`lqiaWwh5cGcJhvnu`,`1d10 [+]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"S9nnHKWYGSQmjQdp","name":"Gore & Massive Wound","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`uVfC1CqYdojaJ7yR`,`1d10`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"DuVjNlE4lsnR7Emc","name":"Gore & Massive Wound -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`uVfC1CqYdojaJ7yR`,`1d10 [-]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"eQPuDgwv8evetFIk","name":"Gore & Massive Wound +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`uVfC1CqYdojaJ7yRd`,`1d10 [+]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"XgCOLv9UunBddUyW","name":"Gunshot Wound","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`XjDU2xFOWEasaZK0`,`1d10`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"fnVATRHYJEUlS3pR","name":"Gunshot Wound -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`XjDU2xFOWEasaZK0`,`1d10 [-]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"LTpa1ZYVZl4m9k6z","name":"Gunshot Wound +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(`XjDU2xFOWEasaZK0`,`1d10 [+]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"bZi1qKmcKLFvnhZ2","name":"Fire & Explosives Wound","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eWoundFireExplosives'),`1d10`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"dJnQKDf0AlwK27QD","name":"Fire & Explosives Wound -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eWoundFireExplosives'),`1d10 [-]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"7rYhbDAaFeok1Daq","name":"Fire & Explosives Wound +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eWoundFireExplosives'),`1d10 [+]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"S9nnHKWYGSQmjQdp","name":"Gore & Massive Wound","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eWoundGoreMassive'),`1d10`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"DuVjNlE4lsnR7Emc","name":"Gore & Massive Wound -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eWoundGoreMassive'),`1d10 [-]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"eQPuDgwv8evetFIk","name":"Gore & Massive Wound +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eWoundGoreMassive'),`1d10 [+]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"XgCOLv9UunBddUyW","name":"Gunshot Wound","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eWoundGunshot'),`1d10`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"fnVATRHYJEUlS3pR","name":"Gunshot Wound -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eWoundGunshot'),`1d10 [-]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"LTpa1ZYVZl4m9k6z","name":"Gunshot Wound +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollTable(game.settings.get('mosh','table1eWoundGunshot'),`1d10 [+]`,`low`,true,false,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"DMjVDa7vUq7xGpn8","name":"Intellect Check","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100','low','intellect',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"ln3OpNFK4mN4Ym5q","name":"Intellect Check -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100 [-]','low','intellect',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
{"_id":"DXfAjkwJVwSCOqZ1","name":"Intellect Check +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100 [+]','low','intellect',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}}
|
||||
|
||||
@@ -0,0 +1,119 @@
|
||||
<form class="mosh sheet actor ship" autocomplete="off">
|
||||
<header class="sheet-header">
|
||||
<!-- Header -->
|
||||
<div class="header-fields"></div>
|
||||
</header>
|
||||
<!-- Page Title -->
|
||||
<div class="circlestattitle black" style="font-size: 1.25rem;">Rolltable Configuration <i class="fa-solid fa-list"></i></div>
|
||||
<div class="greyline"></div>
|
||||
<!-- Panic Tables -->
|
||||
<div class="circle-statwrapper" style="gap: 2px;">
|
||||
<div class="circlestattitle">Panic Check <i class="fa-solid fa-bolt"></i></div>
|
||||
<div class="grid grid-4col" style="padding-left: 8px; padding-right: 8px;">
|
||||
<div class="resource">
|
||||
<label class="resource-label">Stress, Normal (0e)</label>
|
||||
<input type="text" name="table0ePanicStressNormal" id="table0ePanicStressNormal" value="{{table0ePanicStressNormal}}" data-dtype="String" />
|
||||
</div>
|
||||
<div class="resource">
|
||||
<label class="resource-label">Stress, Android (0e)</label>
|
||||
<input type="text" name="table0ePanicStressAndroid" id="table0ePanicStressAndroid" value="{{table0ePanicStressAndroid}}" data-dtype="String" />
|
||||
</div>
|
||||
<div class="resource">
|
||||
<label class="resource-label">Calm, Normal (0e)</label>
|
||||
<input type="text" name="table0ePanicCalmNormal" id="table0ePanicCalmNormal" value="{{table0ePanicCalmNormal}}" data-dtype="String" />
|
||||
</div>
|
||||
<div class="resource">
|
||||
<label class="resource-label">Calm, Android (0e)</label>
|
||||
<input type="text" name="table0ePanicCalmAndroid" id="table0ePanicCalmAndroid" value="{{table0ePanicCalmAndroid}}" data-dtype="String" />
|
||||
</div>
|
||||
<div class="resource">
|
||||
<label class="resource-label">Stress, Normal (1e)</label>
|
||||
<input type="text" name="table1ePanicStressNormal" id="table1ePanicStressNormal" value="{{table1ePanicStressNormal}}" data-dtype="String" />
|
||||
</div>
|
||||
<div class="resource">
|
||||
<label class="resource-label">Stress, Android (1e)</label>
|
||||
<input type="text" name="table1ePanicStressAndroid" id="table1ePanicStressAndroid" value="{{table1ePanicStressAndroid}}" data-dtype="String" />
|
||||
</div>
|
||||
<div class="resource">
|
||||
<label class="resource-label">Calm, Normal (1e)</label>
|
||||
<input type="text" name="table1ePanicCalmNormal" id="table1ePanicCalmNormal" value="{{table1ePanicCalmNormal}}" data-dtype="String" />
|
||||
</div>
|
||||
<div class="resource">
|
||||
<label class="resource-label">Calm, Android (1e)</label>
|
||||
<input type="text" name="table1ePanicCalmAndroid" id="table1ePanicCalmAndroid" value="{{table1ePanicCalmAndroid}}" data-dtype="String" />
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<br/>
|
||||
<!-- Wounds Tables -->
|
||||
<div class="circle-statwrapper" style="gap: 2px;">
|
||||
<div class="circlestattitle">Wound Check <i class="fa-solid fa-user-injured"></i></div>
|
||||
<div class="grid grid-5col" style="padding-left: 8px; padding-right: 8px;">
|
||||
<div class="resource">
|
||||
<label class="resource-label">Blunt Force</label>
|
||||
<input type="text" name="table1eWoundBluntForce" id="table1eWoundBluntForce" value="{{table1eWoundBluntForce}}" data-dtype="String" />
|
||||
</div>
|
||||
<div class="resource">
|
||||
<label class="resource-label">Bleeding</label>
|
||||
<input type="text" name="table1eWoundBleeding" id="table1eWoundBleeding" value="{{table1eWoundBleeding}}" data-dtype="String" />
|
||||
</div>
|
||||
<div class="resource">
|
||||
<label class="resource-label">Gunshot</label>
|
||||
<input type="text" name="table1eWoundGunshot" id="table1eWoundGunshot" value="{{table1eWoundGunshot}}" data-dtype="String" />
|
||||
</div>
|
||||
<div class="resource">
|
||||
<label class="resource-label">Fire & Explosives</label>
|
||||
<input type="text" name="table1eWoundFireExplosives" id="table1eWoundFireExplosives" value="{{table1eWoundFireExplosives}}" data-dtype="String" />
|
||||
</div>
|
||||
<div class="resource">
|
||||
<label class="resource-label">Gore & Massive</label>
|
||||
<input type="text" name="table1eWoundGoreMassive" id="table1eWoundGoreMassive" value="{{table1eWoundGoreMassive}}" data-dtype="String" />
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<br/>
|
||||
<!-- Death Tables -->
|
||||
<div class="circle-statwrapper" style="gap: 2px;">
|
||||
<div class="circlestattitle">Death Check <i class="fa-solid fa-heartbeat"></i></div>
|
||||
<div class="grid grid-4col" style="padding-left: 8px; padding-right: 8px;">
|
||||
<div></div>
|
||||
<div class="resource">
|
||||
<label class="resource-label">Death Save (0e)</label>
|
||||
<input type="text" name="table0eDeath" id="table0eDeath" value="{{table0eDeath}}" data-dtype="String" />
|
||||
</div>
|
||||
<div class="resource">
|
||||
<label class="resource-label">Death Save (1e)</label>
|
||||
<input type="text" name="table1eDeath" id="table1eDeath" value="{{table1eDeath}}" data-dtype="String" />
|
||||
</div>
|
||||
<div></div>
|
||||
</div>
|
||||
</div>
|
||||
<br/>
|
||||
<!-- Ship Tables -->
|
||||
<div class="circle-statwrapper" style="gap: 2px;">
|
||||
<div class="circlestattitle">Ship Checks <i class="fa-solid fa-rocket"></i></div>
|
||||
<div class="grid grid-4col" style="padding-left: 8px; padding-right: 8px;">
|
||||
<div class="resource">
|
||||
<label class="resource-label">Distress Signal</label>
|
||||
<input type="text" name="table1eDistressSignal" id="table1eDistressSignal" value="{{table1eDistressSignal}}" data-dtype="String" />
|
||||
</div>
|
||||
<div class="resource">
|
||||
<label class="resource-label">Megadamage Effects</label>
|
||||
<input type="text" name="table1eMegadamageEffects" id="table1eMegadamageEffects" value="{{table1eMegadamageEffects}}" data-dtype="String" />
|
||||
</div>
|
||||
<div class="resource">
|
||||
<label class="resource-label">Maintenance Check</label>
|
||||
<input type="text" name="table1eMaintenance" id="table1eMaintenance" value="{{table1eMaintenance}}" data-dtype="String" />
|
||||
</div>
|
||||
<div class="resource">
|
||||
<label class="resource-label">Bankruptcy Check</label>
|
||||
<input type="text" name="table1eBankruptcy" id="table1eBankruptcy" value="{{table1eBankruptcy}}" data-dtype="String" />
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<br/>
|
||||
<!-- Finish -->
|
||||
<div class="" style="gap: 10px;">
|
||||
<div class="button-white close-button list-roll" style="width: 100%;">FINISH <i class="fa-solid fa-right-long"></i></div>
|
||||
</div>
|
||||
</form>
|
||||
Reference in New Issue
Block a user