diff --git a/_macros/hotbar_0e/death_save.js b/_macros/hotbar_0e/death_save.js index 85fbb53..515ed20 100644 --- a/_macros/hotbar_0e/death_save.js +++ b/_macros/hotbar_0e/death_save.js @@ -7,58 +7,45 @@ if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 't //else pop up the dialog } else { //pop up the death save dialog box - new Dialog({ - title: `Death Save`, + new new foundry.applications.api.DialogV2({ + window: { + title: "Death Save" + }, + classes: ["macro-popup-dialog"], + position: {width: 600}, content: ` -
-

Death Save

Whenever you reach 0 Health, make a Body Save: Failure means you die. Success means you fall unconscious, make a Death Save 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 Intellect Check can determine your condition.
+
+

Death Save

+ Whenever you reach 0 Health, make a Body Save: Failure means you die. Success means you fall unconscious, make a Death Save 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 Intellect Check can determine your condition. +
-

Select your roll type:

+
+ Select your roll type: +
`, - buttons: { - button1: { + buttons: [ + { label: `Advantage`, + action: `action_advantage`, callback: () => game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10 [+]`,`high`,false,false,null,null), - icon: `` + icon: `fas fa-angle-double-up` }, - button2: { + { label: `Normal`, + action: `action_normal`, callback: () => game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10`,`high`,false,false,null,null), - icon: `` + icon: `fas fa-minus` }, - button3: { + { label: `Disadvantage`, + action: `action_disadvantage`, callback: () => game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10 [-]`,`high`,false,false,null,null), - icon: `` + icon: `fas fa-angle-double-down` } - } - },{width: 600,height: 265}).render(true); + ] + }).render({force: true}); } \ No newline at end of file diff --git a/_macros/hotbar_0e/gain_calm.js b/_macros/hotbar_0e/gain_calm.js index df7f7f5..0ef6ba5 100644 --- a/_macros/hotbar_0e/gain_calm.js +++ b/_macros/hotbar_0e/gain_calm.js @@ -6,59 +6,45 @@ if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 't game.mosh.noCharSelected(); //else pop up the dialog } else { - new Dialog({ - title: `Gain Calm`, - content: ` - - + new foundry.applications.api.DialogV2({ + window: { + title: "Gain Calm" + }, + classes: ["macro-popup-dialog"], + position: {width: 600}, + content: `
-
-
-

Gain Calm

Occasionally, certain moments, places, or events can automatically calm you down. 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 Rest Save - as the effects of a failed Panic Check can be devastating.
+
+
+
+

Gain Calm

+ Occasionally, certain moments, places, or events can automatically calm you down. 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 Rest Save - as the effects of a failed Panic Check can be devastating. +
+
+
+ Select your modification:
-

Select your modification:

- `, - buttons: { - button1: { - label: `Gain 5 Calm`, - callback: () => game.mosh.initModifyActor('system.other.stress.value',5,null,true), - icon: `` - }, - button2: { - label: `Gain 10 Calm`, - callback: () => game.mosh.initModifyActor('system.other.stress.value',10,null,true), - icon: `` - }, - button3: { - label: `Gain 1d20 Calm`, - callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`1d20`,true), - icon: `` - } + `, + buttons: [ + { + label: `Gain 5 Calm`, + action: `gain_5`, + callback: () => game.mosh.initModifyActor('system.other.stress.value',5,null,true), + icon: `fas fa-angle-up` + }, + { + label: `Gain 10 Calm`, + action: `gain_10`, + callback: () => game.mosh.initModifyActor('system.other.stress.value',10,null,true), + icon: `fas fa-angle-double-up` + }, + { + label: `Gain 1d20 Calm`, + action: `gain_1d20`, + callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`1d20`,true), + icon: `fas fa-arrow-circle-up` } - },{width: 600,height: 265}).render(true); + ] + }).render({force: true}); } \ No newline at end of file diff --git a/_macros/hotbar_0e/gain_stress.js b/_macros/hotbar_0e/gain_stress.js index d12c0f8..9e0cdd1 100644 --- a/_macros/hotbar_0e/gain_stress.js +++ b/_macros/hotbar_0e/gain_stress.js @@ -6,60 +6,45 @@ if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 't game.mosh.noCharSelected(); //else pop up the dialog } else { - new Dialog({ - title: `Gain Stress`, + new foundry.applications.api.DialogV2({ + window: { + title: "Gain Stress" + }, + classes: ["macro-popup-dialog"], + position: {width: 600}, content: ` - - -
-
-
-

Gain Stress

You gain 1 Stress every time you fail a Stat Check or Save. Occasionally, certain locations or entities can automatically give you Stress from interacting with or witnessing them. Your Minimum Stress starts at 2, and the Maximum Stress you can have is 20. Any Stress you take over 20 instead reduces the most relevant Stat or Save by that amount.
-
-
- -

Select your modification:

+
+
+
+
+

Gain Stress

+ You gain 1 Stress every time you fail a Stat Check or Save. Occasionally, certain locations or entities can automatically give you Stress from interacting with or witnessing them. Your Minimum Stress starts at 2, and the Maximum Stress you can have is 20. Any Stress you take over 20 instead reduces the most relevant Stat or Save by that amount. +
+
+
+
+ Select your modification: +
`, - buttons: { - button1: { + buttons: [ + { label: `Gain 1 Stress`, + action: `gain_1`, callback: () => game.mosh.initModifyActor('system.other.stress.value',1,null,true), - icon: `` + icon: `fas fa-angle-up` }, - button2: { + { label: `Gain 2 Stress`, + action: `gain_2`, callback: () => game.mosh.initModifyActor('system.other.stress.value',2,null,true), - icon: `` + icon: `fas fa-angle-double-up` }, - button3: { + { label: `Gain 1d5 Stress`, + action: `gain_1d5`, callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`1d5`,true), - icon: `` + icon: `fas fa-arrow-circle-up` } - } - },{width: 600,height: 265}).render(true); + ] + }).render({force: true}); } \ No newline at end of file diff --git a/_macros/hotbar_0e/lose_calm.js b/_macros/hotbar_0e/lose_calm.js index f43934c..b982b7b 100644 --- a/_macros/hotbar_0e/lose_calm.js +++ b/_macros/hotbar_0e/lose_calm.js @@ -6,60 +6,45 @@ if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 't game.mosh.noCharSelected(); //else pop up the dialog } else { - new Dialog({ - title: `Lose Calm`, + new foundry.applications.api.DialogV2({ + window: { + title: "Lose Calm" + }, + classes: ["macro-popup-dialog"], + position: {width: 600}, content: ` - - -
-
-
-

Lose Calm

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 Maximum Calm caps out at 85 and cannot go lower than zero.
-
-
- -

Select your modification:

+
+
+
+
+

Lose Calm

+ 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 Maximum Calm caps out at 85 and cannot go lower than zero. +
+
+
+
+ Select your modification: +
`, - buttons: { - button1: { + buttons: [ + { label: `Lose 5 Calm`, + action: `lose_5`, callback: () => game.mosh.initModifyActor('system.other.stress.value',-5,null,true), - icon: `` + icon: `fas fa-angle-down` }, - button2: { + { label: `Lose 10 Calm`, + action: `lose_10`, callback: () => game.mosh.initModifyActor('system.other.stress.value',-10,null,true), - icon: `` + icon: `fas fa-angle-double-down` }, - button3: { + { label: `Lose 1d20 Calm`, + action: `lose_1d20`, callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`-1d20`,true), - icon: `` + icon: `fas fa-arrow-circle-down` } - } - },{width: 600,height: 265}).render(true); + ] + }).render({force: true}); } \ No newline at end of file diff --git a/_macros/hotbar_0e/panic_check.js b/_macros/hotbar_0e/panic_check.js index 8d89a4f..18debd8 100644 --- a/_macros/hotbar_0e/panic_check.js +++ b/_macros/hotbar_0e/panic_check.js @@ -7,59 +7,45 @@ if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 't //else pop up the dialog } else { //pop up the panic check dialog box - new Dialog({ - title: `Panic Check`, + new foundry.applications.api.DialogV2({ + window: { + title: "Panic Check" + }, + classes: ["macro-popup-dialog"], + position: {width: 600}, content: ` -
-

Panic Check

Stress, Damage, and emotional wear and tear eventually bring characters to their breaking point. When that happens, there’s a chance they Panic. You determine this by making a Panic Check. Some results of the Panic Table are so severe that they leave a lasting impression on you. These are called Conditions, and they affect you until you are able to treat them. +
+

Panic Check

+ Stress, Damage, and emotional wear and tear eventually bring characters to their breaking point. When that happens, there’s a chance they Panic. You determine this by making a Panic Check. Some results of the Panic Table are so severe that they leave a lasting impression on you. These are called Conditions, and they affect you until you are able to treat them.
-

Select your roll type:

+
+ Select your roll type: +
`, - buttons: { - button1: { + buttons: [ + { label: `Advantage`, + action: `action_advantage`, callback: () => game.mosh.initRollTable(`panicCheck`,`[+]`,null,false,false,null,null), - icon: `` + icon: `fas fa-angle-double-up` }, - button2: { + { label: `Normal`, + action: `action_normal`, callback: () => game.mosh.initRollTable(`panicCheck`,``,null,false,false,null,null), - icon: `` + icon: `fas fa-minus` }, - button3: { + { label: `Disadvantage`, + action: `action_disadvantage`, callback: () => game.mosh.initRollTable(`panicCheck`,`[-]`,null,false,false,null,null), - icon: `` + icon: `fas fa-angle-double-down` } - } - },{width: 600,height: 265}).render(true); + ] + }).render({force: true}); } \ No newline at end of file diff --git a/_macros/hotbar_0e/relieve_stress.js b/_macros/hotbar_0e/relieve_stress.js index 48a5b1f..6baba92 100644 --- a/_macros/hotbar_0e/relieve_stress.js +++ b/_macros/hotbar_0e/relieve_stress.js @@ -6,60 +6,45 @@ if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 't game.mosh.noCharSelected(); //else pop up the dialog } else { - new Dialog({ - title: `Gain Stress`, - content: ` - - + new foundry.applications.api.DialogV2({ + window: { + title: "Relieve Stress" + }, + classes: ["macro-popup-dialog"], + position: {width: 600}, + content: `
-
-
-

Relieve Stress

Occasionally, certain moments, places, or events can automatically relieve your stress. 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 stress is getting close to 20, you should consider making a Rest Save - as the effects of a failed Panic Check can be devastating.
+
+
+
+

Relieve Stress

+ Occasionally, certain moments, places, or events can automatically relieve your stress. 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 stress is getting close to 20, you should consider making a Rest Save - as the effects of a failed Panic Check can be devastating. +
+
+
+ Select your modification:
- -

Select your modification:

- `, - buttons: { - button1: { - label: `Relieve 1 Stress`, - callback: () => game.mosh.initModifyActor('system.other.stress.value',-1,null,true), - icon: `` - }, - button2: { - label: `Relieve 2 Stress`, - callback: () => game.mosh.initModifyActor('system.other.stress.value',-2,null,true), - icon: `` - }, - button3: { - label: `Relieve 1d5 Stress`, - callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`-1d5`,true), - icon: `` - } + `, + buttons: [ + { + label: `Relieve 1 Stress`, + action: `relieve_1`, + callback: () => game.mosh.initModifyActor('system.other.stress.value',-1,null,true), + icon: `fas fa-angle-down` + }, + { + label: `Relieve 2 Stress`, + action: `relieve_2`, + callback: () => game.mosh.initModifyActor('system.other.stress.value',-2,null,true), + icon: `fas fa-angle-double-down` + }, + { + label: `Relieve 1d5 Stress`, + action: `relieve_1d5`, + callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`-1d5`,true), + icon: `fas fa-arrow-circle-down` } - },{width: 600,height: 265}).render(true); + ] + }).render({force: true}); } \ No newline at end of file diff --git a/_macros/hotbar_0e/rest_save.js b/_macros/hotbar_0e/rest_save.js index 2cea2d6..ce83c27 100644 --- a/_macros/hotbar_0e/rest_save.js +++ b/_macros/hotbar_0e/rest_save.js @@ -6,47 +6,30 @@ if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 't game.mosh.noCharSelected(); //else pop up the dialog } else { - new Dialog({ - title: `Rest Save`, + new foundry.applications.api.DialogV2({ + window: { + title: "Rest Save" + }, + classes: ["macro-popup-dialog"], + position: {width: 600}, content: ` - -
-
-
-

Rest Save

You can relieve Stress by resting in a relatively safe place. If you succeed, reduce your Stress; if you fail, you gain 1 Stress instead. Players can gain Advantage on their Rest Save by participating in consensual sex, recreational drug use, a night of heavy drinking, prayer, or any other suitable leisure activity. Unsafe locations may incur Disadvantage.
-
-
+
+
+
+
+

Rest Save

+ You can relieve Stress by resting in a relatively safe place. If you succeed, reduce your Stress; if you fail, you gain 1 Stress instead. Players can gain Advantage on their Rest Save by participating in consensual sex, recreational drug use, a night of heavy drinking, prayer, or any other suitable leisure activity. Unsafe locations may incur Disadvantage. +
+
+
`, - buttons: { - button1: { + buttons: [ + { label: `Next`, + action: `next`, callback: () => game.mosh.initRollCheck(null,'low','restSave',null,null,null), - icon: `` + icon: `fas fa-chevron-circle-right` } - } - },{width: 600,height: 237}).render(true); + ] + }).render({force: true}); } \ No newline at end of file diff --git a/_macros/hotbar_0e/save.js b/_macros/hotbar_0e/save.js index 2a7f22e..cb027f2 100644 --- a/_macros/hotbar_0e/save.js +++ b/_macros/hotbar_0e/save.js @@ -6,43 +6,25 @@ if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 't game.mosh.noCharSelected(); //else pop up the dialog } else { - new Dialog({ - title: `Save`, + new foundry.applications.api.DialogV2({ + window: { + title: "Save" + }, + classes: ["macro-popup-dialog"], + position: {width: 600}, content: ` - -
+
-

Save

You have three Saves which represent your ability to withstand different kinds of trauma. In order to avoid certain dangers, you sometimes need to roll a Save. If you roll less than your Save you succeed. Otherwise you fail, and gain 1 Stress. A roll of 90-99 is always a failure. A Critical Failure means something bad happens, and furthermore you must make a Panic Check.
+
+

Save

+ You have three Saves which represent your ability to withstand different kinds of trauma. In order to avoid certain dangers, you sometimes need to roll a Save. If you roll less than your Save you succeed. Otherwise you fail, and gain 1 Stress. A roll of 90-99 is always a failure. A Critical Failure means something bad happens, and furthermore you must make a Panic Check. +