diff --git a/_macros/hotbar_0e/death_save.js b/_macros/hotbar_0e/death_save.js index 85fbb53..1c9c4fa 100644 --- a/_macros/hotbar_0e/death_save.js +++ b/_macros/hotbar_0e/death_save.js @@ -7,8 +7,9 @@ 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`}, + position: {width: 600,height: 265}, 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.
+
+
+

Select your modification:

+ `, + buttons: [ + { + label: `Gain 5 Calm`, + action: `gain_5`, + callback: () => game.mosh.initModifyActor('system.other.stress.value',5,null,true), + icon: `` + }, + { + label: `Gain 10 Calm`, + action: `gain_10`, + callback: () => game.mosh.initModifyActor('system.other.stress.value',10,null,true), + icon: `` + }, + { + label: `Gain 1d20 Calm`, + action: `gain_1d20`, + callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`1d20`,true), + icon: `` } - .macro_img{ - display: flex; - justify-content: center; - } - .macro_desc{ - font-family: "Roboto", sans-serif; - font-size: 10.5pt; - font-weight: 400; - padding-top: 8px; - padding-right: 8px; - padding-bottom: 8px; - } - .grid-2col { - display: grid; - grid-column: span 2 / span 2; - grid-template-columns: repeat(2, minmax(0, 1fr)); - gap: 2px; - padding: 0; - } - - -
-
-
-

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:

- `, - 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: `` - } - } - },{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..5aef660 100644 --- a/_macros/hotbar_0e/gain_stress.js +++ b/_macros/hotbar_0e/gain_stress.js @@ -6,8 +6,9 @@ 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`}, + position: {width: 600,height: 265}, 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.
+
+
+ +

Select your modification:

+ `, + buttons: [ + { + label: `Relieve 1 Stress`, + action: `relieve_1`, + callback: () => game.mosh.initModifyActor('system.other.stress.value',-1,null,true), + icon: `` + }, + { + label: `Relieve 2 Stress`, + action: `relieve_2`, + callback: () => game.mosh.initModifyActor('system.other.stress.value',-2,null,true), + icon: `` + }, + { + label: `Relieve 1d5 Stress`, + action: `relieve_1d5`, + callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`-1d5`,true), + icon: `` } - .macro_img{ - display: flex; - justify-content: center; - } - .macro_desc{ - font-family: "Roboto", sans-serif; - font-size: 10.5pt; - font-weight: 400; - padding-top: 8px; - padding-right: 8px; - padding-bottom: 8px; - } - .grid-2col { - display: grid; - grid-column: span 2 / span 2; - grid-template-columns: repeat(2, minmax(0, 1fr)); - gap: 2px; - padding: 0; - } - - -
-
-
-

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:

- `, - 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: `` - } - } - },{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..354fee9 100644 --- a/_macros/hotbar_0e/rest_save.js +++ b/_macros/hotbar_0e/rest_save.js @@ -6,8 +6,9 @@ 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`}, + position: {width: 600,height: 237}, 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.
+
+
+
+

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: `` }, - button2: { + { label: `Lose 10 Calm`, + action: `lose_10`, callback: () => game.mosh.initModifyActor('system.other.stress.value',-10,null,true), - icon: `` + icon: `` }, - button3: { + { label: `Lose 1d20 Calm`, + action: `lose_1d20`, callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`-1d20`,true), - icon: `` + icon: `` } - } - },{width: 600,height: 265}).render(true); + ] + }).render({force: true}); } \ No newline at end of file diff --git a/_macros/hotbar_1e/panic_check.js b/_macros/hotbar_1e/panic_check.js index 8d89a4f..5839db6 100644 --- a/_macros/hotbar_1e/panic_check.js +++ b/_macros/hotbar_1e/panic_check.js @@ -7,8 +7,9 @@ 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`}, + position: {width: 600,height: 265}, content: ` \n
\n
\n
\n

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.
\n
\n
\n

Select your roll type:

\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: ``\n },\n button2: {\n label: `Normal`,\n callback: () => game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10`,`high`,false,false,null,null),\n icon: ``\n },\n button3: {\n label: `Disadvantage`,\n callback: () => game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10 [-]`,`high`,false,false,null,null),\n icon: ``\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 \n \n
\n
\n
\n

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.
\n
\n
\n

Select your modification:

\n `,\n buttons: {\n button1: {\n label: `Gain 5 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',5,null,true),\n icon: ``\n },\n button2: {\n label: `Gain 10 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',10,null,true),\n icon: ``\n },\n button3: {\n label: `Gain 1d20 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`1d20`,true),\n icon: ``\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 \n \n
\n
\n
\n

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.
\n
\n
\n \n

Select your modification:

\n `,\n buttons: {\n button1: {\n label: `Gain 1 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',1,null,true),\n icon: ``\n },\n button2: {\n label: `Gain 2 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',2,null,true),\n icon: ``\n },\n button3: {\n label: `Gain 1d5 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`1d5`,true),\n icon: ``\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 \n \n
\n
\n
\n

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.
\n
\n
\n \n

Select your modification:

\n `,\n buttons: {\n button1: {\n label: `Lose 5 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-5,null,true),\n icon: ``\n },\n button2: {\n label: `Lose 10 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-10,null,true),\n icon: ``\n },\n button3: {\n label: `Lose 1d20 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`-1d20`,true),\n icon: ``\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":"eyGvbBi1BhWSgfUP","name":"Panic Check","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/rolltables/panic_check.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 panic check dialog box\n new Dialog({\n title: `Panic Check`,\n content: `\n \n
\n
\n
\n

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.\n
\n
\n
\n

Select your roll type:

\n `,\n buttons: {\n button1: {\n label: `Advantage`,\n callback: () => game.mosh.initRollTable(`panicCheck`,`[+]`,null,false,false,null,null),\n icon: ``\n },\n button2: {\n label: `Normal`,\n callback: () => game.mosh.initRollTable(`panicCheck`,``,null,false,false,null,null),\n icon: ``\n },\n button3: {\n label: `Disadvantage`,\n callback: () => game.mosh.initRollTable(`panicCheck`,`[-]`,null,false,false,null,null),\n icon: ``\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":"NjLulaitEhqE55vO","name":"Relieve Stress","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 Stress`,\n content: `\n \n \n
\n
\n
\n

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.
\n
\n
\n \n

Select your modification:

\n `,\n buttons: {\n button1: {\n label: `Relieve 1 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-1,null,true),\n icon: ``\n },\n button2: {\n label: `Relieve 2 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-2,null,true),\n icon: ``\n },\n button3: {\n label: `Relieve 1d5 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`-1d5`,true),\n icon: ``\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":"Um4q1dYwmu4QJ1nZ","name":"Rest Save","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/rest_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 new Dialog({\n title: `Rest Save`,\n content: `\n \n
\n
\n
\n

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.
\n
\n
\n `,\n buttons: {\n button1: {\n label: `Next`,\n callback: () => game.mosh.initRollCheck(null,'low','restSave',null,null,null),\n icon: ``\n }\n }\n },{width: 600,height: 237}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"P26f3SuZTpjMeaoG","name":"Save","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/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 new Dialog({\n title: `Save`,\n content: `\n \n
\n
\n
\n

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.
\n
\n
\n \n \n \n \n `,\n buttons: {\n button1: {\n label: `Next`,\n callback: (html) => game.mosh.initRollCheck(null,'low',html.find(\"input[name='save']:checked\").val(),null,null,null),\n icon: ``\n }\n }\n },{width: 600,height: 545}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"Nj6wZcIYxunu7RI3","name":"Stat Check","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/stat_check.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: `Stat Check`,\n content: `\n \n \n
\n
\n
\n

Stat Check

You have four Stats which represent your ability to act under extreme pressure. Whenever you want to do something and the price for failure is high, roll a stat check. If you roll less than your Stat 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.
\n
\n
\n \n \n \n \n `,\n buttons: {\n button1: {\n label: `Next`,\n callback: (html) => game.mosh.initRollCheck(null,'low',html.find(\"input[name='stat']:checked\").val(),null,null,null),\n icon: ``\n }\n }\n },{width: 600,height: 545}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} \ No newline at end of file +{"_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 new foundry.applications.api.DialogV2({\n window: {title: `Death Save`},\n position: {width: 600,height: 265},\n content: `\n \n
\n
\n
\n

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.
\n
\n
\n

Select your roll type:

\n `,\n buttons: [\n {\n label: `Advantage`,\n action: `action_advantage`,\n callback: () => game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10 [+]`,`high`,false,false,null,null),\n icon: ``\n },\n {\n label: `Normal`,\n action: `action_normal`,\n callback: () => game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10`,`high`,false,false,null,null),\n icon: ``\n },\n {\n label: `Disadvantage`,\n action: `action_disadvantage`,\n callback: () => game.mosh.initRollTable(game.settings.get('mosh','table0eDeath'),`1d10 [-]`,`high`,false,false,null,null),\n icon: ``\n }\n ]\n }).render({force: 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 foundry.applications.api.DialogV2({\n window: {title: `Gain Calm`},\n position: {width: 600,height: 265},\n content: `\n \n \n
\n
\n
\n

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.
\n
\n
\n

Select your modification:

\n `,\n buttons: [\n {\n label: `Gain 5 Calm`,\n action: `gain_5`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',5,null,true),\n icon: ``\n },\n {\n label: `Gain 10 Calm`,\n action: `gain_10`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',10,null,true),\n icon: ``\n },\n {\n label: `Gain 1d20 Calm`,\n action: `gain_1d20`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`1d20`,true),\n icon: ``\n }\n ]\n }).render({force: 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 foundry.applications.api.DialogV2({\n window: {title: `Gain Stress`},\n position: {width: 600,height: 265},\n content: `\n \n \n
\n
\n
\n

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.
\n
\n
\n \n

Select your modification:

\n `,\n buttons: [\n {\n label: `Gain 1 Stress`,\n action: `gain_1`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',1,null,true),\n icon: ``\n },\n {\n label: `Gain 2 Stress`,\n action: `gain_2`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',2,null,true),\n icon: ``\n },\n {\n label: `Gain 1d5 Stress`,\n action: `gain_1d5`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`1d5`,true),\n icon: ``\n }\n ]\n }).render({force: 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 foundry.applications.api.DialogV2({\n window: {title: `Lose Calm`},\n position: {width: 600,height: 265},\n content: `\n \n \n
\n
\n
\n

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.
\n
\n
\n \n

Select your modification:

\n `,\n buttons: [\n {\n label: `Lose 5 Calm`,\n action: `lose_5`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-5,null,true),\n icon: ``\n },\n {\n label: `Lose 10 Calm`,\n action: `lose_10`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-10,null,true),\n icon: ``\n },\n {\n label: `Lose 1d20 Calm`,\n action: `lose_1d20`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`-1d20`,true),\n icon: ``\n }\n ]\n }).render({force: true});\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"eyGvbBi1BhWSgfUP","name":"Panic Check","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/rolltables/panic_check.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 panic check dialog box\n new foundry.applications.api.DialogV2({\n window: {title: `Panic Check`},\n position: {width: 600,height: 265},\n content: `\n \n
\n
\n
\n

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.\n
\n
\n
\n

Select your roll type:

\n `,\n buttons: [\n {\n label: `Advantage`,\n action: `action_advantage`,\n callback: () => game.mosh.initRollTable(`panicCheck`,`[+]`,null,false,false,null,null),\n icon: ``\n },\n {\n label: `Normal`,\n action: `action_normal`,\n callback: () => game.mosh.initRollTable(`panicCheck`,``,null,false,false,null,null),\n icon: ``\n },\n {\n label: `Disadvantage`,\n action: `action_disadvantage`,\n callback: () => game.mosh.initRollTable(`panicCheck`,`[-]`,null,false,false,null,null),\n icon: ``\n }\n ]\n }).render({force: true});\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"NjLulaitEhqE55vO","name":"Relieve Stress","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 foundry.applications.api.DialogV2({\n window: {title: `Gain Stress`},\n position: {width: 600,height: 265},\n title: `Gain Stress`,\n content: `\n \n \n
\n
\n
\n

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.
\n
\n
\n \n

Select your modification:

\n `,\n buttons: [\n {\n label: `Relieve 1 Stress`,\n action: `relieve_1`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-1,null,true),\n icon: ``\n },\n {\n label: `Relieve 2 Stress`,\n action: `relieve_2`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-2,null,true),\n icon: ``\n },\n {\n label: `Relieve 1d5 Stress`,\n action: `relieve_1d5`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`-1d5`,true),\n icon: ``\n }\n ]\n }).render({force: true});\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"Um4q1dYwmu4QJ1nZ","name":"Rest Save","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/rest_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 new foundry.applications.api.DialogV2({\n window: {title: `Rest Save`},\n position: {width: 600,height: 237},\n content: `\n \n
\n
\n
\n

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.
\n
\n
\n `,\n buttons: [\n {\n label: `Next`,\n action: `next`,\n callback: () => game.mosh.initRollCheck(null,'low','restSave',null,null,null),\n icon: ``\n }\n ]\n }).render({force: true});\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"P26f3SuZTpjMeaoG","name":"Save","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/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 new foundry.applications.api.DialogV2({\n window: {title: `Save`},\n position: {width: 600,height: 545},\n content: `\n \n
\n
\n
\n

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.
\n
\n
\n \n \n \n \n `,\n buttons: [\n {\n label: `Next`,\n action: `next`,\n callback: (html) => game.mosh.initRollCheck(null,'low',html.find(\"input[name='save']:checked\").val(),null,null,null),\n icon: ``\n }\n ]\n }).render({force: true});\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"Nj6wZcIYxunu7RI3","name":"Stat Check","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/stat_check.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 foundry.applications.api.DialogV2({\n window: {title: `Stat Check`},\n position: {width: 600,height: 545},\n content: `\n \n \n
\n
\n
\n

Stat Check

You have four Stats which represent your ability to act under extreme pressure. Whenever you want to do something and the price for failure is high, roll a stat check. If you roll less than your Stat 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.
\n
\n
\n \n \n \n \n `,\n buttons: [\n {\n label: `Next`,\n action: `next`,\n callback: (html) => game.mosh.initRollCheck(null,'low',html.find(\"input[name='stat']:checked\").val(),null,null,null),\n icon: ``\n }\n ]\n }).render({force: true});\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} \ No newline at end of file diff --git a/packs/macros_hotbar_0e/000004.log b/packs/macros_hotbar_0e/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/macros_hotbar_0e/000005.ldb b/packs/macros_hotbar_0e/000005.ldb deleted file mode 100644 index bda4dca..0000000 Binary files a/packs/macros_hotbar_0e/000005.ldb and /dev/null differ diff --git a/packs/macros_hotbar_0e/CURRENT b/packs/macros_hotbar_0e/CURRENT deleted file mode 100644 index 1a84852..0000000 --- a/packs/macros_hotbar_0e/CURRENT +++ /dev/null @@ -1 +0,0 @@ -MANIFEST-000002 diff --git a/packs/macros_hotbar_0e/LOCK b/packs/macros_hotbar_0e/LOCK deleted file mode 100644 index e69de29..0000000 diff --git a/packs/macros_hotbar_0e/LOG b/packs/macros_hotbar_0e/LOG deleted file mode 100644 index d7aab38..0000000 --- a/packs/macros_hotbar_0e/LOG +++ /dev/null @@ -1,5 +0,0 @@ -2025/01/05-13:02:17.136 9e0 Delete type=3 #1 -2025/01/05-13:03:25.772 43f4 Level-0 table #5: started -2025/01/05-13:03:25.775 43f4 Level-0 table #5: 24937 bytes OK -2025/01/05-13:03:25.778 43f4 Delete type=0 #3 -2025/01/05-13:03:25.778 43f4 Manual compaction at level-0 from '!macros!2xRvRAixuocjCm40' @ 72057594037927935 : 1 .. '!macros!ilBclUmPwcd7aNQK' @ 0 : 0; will stop at (end) diff --git a/packs/macros_hotbar_0e/MANIFEST-000002 b/packs/macros_hotbar_0e/MANIFEST-000002 deleted file mode 100644 index f492462..0000000 Binary files a/packs/macros_hotbar_0e/MANIFEST-000002 and /dev/null differ diff --git a/packs/macros_hotbar_1e.db b/packs/macros_hotbar_1e.db index bde4bf0..e21966c 100644 --- a/packs/macros_hotbar_1e.db +++ b/packs/macros_hotbar_1e.db @@ -1,11 +1,11 @@ {"_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 \n
\n
\n
\n

Death Save

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 Death Save 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.
\n
\n
\n

Select your roll type:

\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: ``\n },\n button2: {\n label: `Normal`,\n callback: () => game.mosh.initRollTable(game.settings.get('mosh','table1eDeath'),`1d10`,`low`,true,false,null,null),\n icon: ``\n },\n button3: {\n label: `Disadvantage`,\n callback: () => game.mosh.initRollTable(game.settings.get('mosh','table1eDeath'),`1d10 [-]`,`low`,true,false,null,null),\n icon: ``\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 \n \n
\n
\n
\n

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.
\n
\n
\n

Select your modification:

\n `,\n buttons: {\n button1: {\n label: `Gain 5 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',5,null,true),\n icon: ``\n },\n button2: {\n label: `Gain 10 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',10,null,true),\n icon: ``\n },\n button3: {\n label: `Gain 1d20 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`1d20`,true),\n icon: ``\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 \n \n
\n
\n
\n

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.
\n
\n
\n \n

Select your modification:

\n `,\n buttons: {\n button1: {\n label: `Gain 1 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',1,null,true),\n icon: ``\n },\n button2: {\n label: `Gain 2 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',2,null,true),\n icon: ``\n },\n button3: {\n label: `Gain 1d5 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`1d5`,true),\n icon: ``\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 \n \n
\n
\n
\n

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.
\n
\n
\n \n

Select your modification:

\n `,\n buttons: {\n button1: {\n label: `Lose 5 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-5,null,true),\n icon: ``\n },\n button2: {\n label: `Lose 10 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-10,null,true),\n icon: ``\n },\n button3: {\n label: `Lose 1d20 Calm`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`-1d20`,true),\n icon: ``\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":"IgWvaabVqzKDzLL4","name":"Panic Check","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/rolltables/panic_check.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 panic check dialog box\n new Dialog({\n title: `Panic Check`,\n content: `\n \n
\n
\n
\n

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.\n
\n
\n
\n

Select your roll type:

\n `,\n buttons: {\n button1: {\n label: `Advantage`,\n callback: () => game.mosh.initRollTable(`panicCheck`,`[+]`,null,false,false,null,null),\n icon: ``\n },\n button2: {\n label: `Normal`,\n callback: () => game.mosh.initRollTable(`panicCheck`,``,null,false,false,null,null),\n icon: ``\n },\n button3: {\n label: `Disadvantage`,\n callback: () => game.mosh.initRollTable(`panicCheck`,`[-]`,null,false,false,null,null),\n icon: ``\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":"GaadOTppoqNFWZhV","name":"Relieve Stress","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 Stress`,\n content: `\n \n \n
\n
\n
\n

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.
\n
\n
\n \n

Select your modification:

\n `,\n buttons: {\n button1: {\n label: `Relieve 1 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-1,null,true),\n icon: ``\n },\n button2: {\n label: `Relieve 2 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-2,null,true),\n icon: ``\n },\n button3: {\n label: `Relieve 1d5 Stress`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`-1d5`,true),\n icon: ``\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":"iyonscW5QiQdQbyJ","name":"Rest Save","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/rest_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 new Dialog({\n title: `Rest Save`,\n content: `\n \n
\n
\n
\n

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.
\n
\n
\n `,\n buttons: {\n button1: {\n label: `Next`,\n callback: () => game.mosh.initRollCheck(null,'low','restSave',null,null,null),\n icon: ``\n }\n }\n },{width: 600,height: 237}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"kb3tvYdTSWnzQRfw","name":"Save","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/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 new Dialog({\n title: `Save`,\n content: `\n \n
\n
\n
\n

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.
\n
\n
\n \n \n \n `,\n buttons: {\n button1: {\n label: `Next`,\n callback: (html) => game.mosh.initRollCheck(null,'low',html.find(\"input[name='save']:checked\").val(),null,null,null),\n icon: ``\n }\n }\n },{width: 600,height: 470}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"2u4a5gEogtLd3XQz","name":"Stat Check","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/stat_check.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: `Stat Check`,\n content: `\n \n \n
\n
\n
\n

Stat Check

You have four Stats which represent your ability to act under extreme pressure. Whenever you want to do something and the price for failure is high, roll a stat check. If you roll less than your Stat 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.
\n
\n
\n \n \n \n \n `,\n buttons: {\n button1: {\n label: `Next`,\n callback: (html) => game.mosh.initRollCheck(null,'low',html.find(\"input[name='stat']:checked\").val(),null,null,null),\n icon: ``\n }\n }\n },{width: 600,height: 545}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"ZzKgfEmRdvDfyBMS","name":"Wound Roll","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/wound_roll.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 wound roll dialog box\n new Dialog({\n title: `Wound Roll`,\n content: `\n \n\n
\n
\n
\n

Wound Roll

Make a Wound Roll according to the type of Damage received. Flesh Wounds are small inconveniences. Minor/Major Injuries cause lasting issues which require medical treatment. Lethal Injuries can kill you if not dealt with immediately. Fatal Injuries can kill outright. Bleeding wounds, if not treated can quickly overwhelm you.
\n
\n
\n \n \n \n \n \n

Select your roll type:

\n `,\n buttons: {\n button1: {\n label: `Advantage`,\n callback: (html) => game.mosh.initRollTable(html.find(\"input[name='wound_table']:checked\").val(),`1d10 [+]`,`low`,true,false,null,null),\n icon: ``\n },\n button2: {\n label: `Normal`,\n callback: (html) => game.mosh.initRollTable(html.find(\"input[name='wound_table']:checked\").val(),`1d10`,`low`,true,false,null,null),\n icon: ``\n },\n button3: {\n label: `Disadvantage`,\n callback: (html) => game.mosh.initRollTable(html.find(\"input[name='wound_table']:checked\").val(),`1d10 [-]`,`low`,true,false,null,null),\n icon: ``\n }\n }\n },{width: 600,height: 650}).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} \ No newline at end of file +{"_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 foundry.applications.api.DialogV2({\n window: {title: `Death Save`},\n position: {width: 600,height: 265},\n content: `\n \n
\n
\n
\n

Death Save

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 Death Save 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.
\n
\n
\n

Select your roll type:

\n `,\n buttons: [\n {\n label: `Advantage`,\n action: 'action_advantage',\n callback: () => game.mosh.initRollTable(game.settings.get('mosh','table1eDeath'),`1d10 [+]`,`low`,true,false,null,null),\n icon: ``\n },\n {\n label: `Normal`,\n action: 'action_normal',\n callback: () => game.mosh.initRollTable(game.settings.get('mosh','table1eDeath'),`1d10`,`low`,true,false,null,null),\n icon: ``\n },\n {\n label: `Disadvantage`,\n action: 'action_disadvantage',\n callback: () => game.mosh.initRollTable(game.settings.get('mosh','table1eDeath'),`1d10 [-]`,`low`,true,false,null,null),\n icon: ``\n }\n ]\n }).render({force: 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 foundry.applications.api.DialogV2({\n window: {title: `Gain Calm`},\n position: {width: 600,height: 265},\n content: `\n \n \n
\n
\n
\n

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.
\n
\n
\n

Select your modification:

\n `,\n buttons: [\n {\n label: `Gain 5 Calm`,\n action: 'button_1',\n callback: () => game.mosh.initModifyActor('system.other.stress.value',5,null,true),\n icon: ``\n },\n {\n label: `Gain 10 Calm`,\n action: 'button_2',\n callback: () => game.mosh.initModifyActor('system.other.stress.value',10,null,true),\n icon: ``\n },\n {\n label: `Gain 1d20 Calm`,\n action: 'button_3',\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`1d20`,true),\n icon: ``\n }\n ]\n }).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 foundry.applications.api.DialogV2({\n window: {title: `Gain Stress`},\n position: {width: 600,height: 265},\n content: `\n \n \n
\n
\n
\n

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.
\n
\n
\n \n

Select your modification:

\n `,\n buttons: [\n {\n label: `Gain 1 Stress`,\n action: 'button_1',\n callback: () => game.mosh.initModifyActor('system.other.stress.value',1,null,true),\n icon: ``\n },\n {\n label: `Gain 2 Stress`,\n action: 'button_2',\n callback: () => game.mosh.initModifyActor('system.other.stress.value',2,null,true),\n icon: ``\n },\n {\n label: `Gain 1d5 Stress`,\n action: 'button_3',\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`1d5`,true),\n icon: ``\n }\n ]\n }).render({force: 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 foundry.applications.api.DialogV2({\n window: {title: `Lose Calm`},\n position: {width: 600,height: 265},\n content: `\n \n \n
\n
\n
\n

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.
\n
\n
\n \n

Select your modification:

\n `,\n buttons: [\n {\n label: `Lose 5 Calm`,\n action: `lose_5`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-5,null,true),\n icon: ``\n },\n {\n label: `Lose 10 Calm`,\n action: `lose_10`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-10,null,true),\n icon: ``\n },\n {\n label: `Lose 1d20 Calm`,\n action: `lose_1d20`,\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`-1d20`,true),\n icon: ``\n }\n ]\n }).render({force: true});\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"IgWvaabVqzKDzLL4","name":"Panic Check","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/rolltables/panic_check.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 panic check dialog box\n new foundry.applications.api.DialogV2({\n window: {title: `Panic Check`},\n position: {width: 600,height: 265},\n content: `\n \n
\n
\n
\n

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.\n
\n
\n
\n

Select your roll type:

\n `,\n buttons: [\n {\n label: `Advantage`,\n action: 'button_advantage',\n callback: () => game.mosh.initRollTable(`panicCheck`,`[+]`,null,false,false,null,null),\n icon: ``\n },\n {\n label: `Normal`,\n action: 'button_normal',\n callback: () => game.mosh.initRollTable(`panicCheck`,``,null,false,false,null,null),\n icon: ``\n },\n {\n label: `Disadvantage`,\n action: 'button_disadvantage',\n callback: () => game.mosh.initRollTable(`panicCheck`,`[-]`,null,false,false,null,null),\n icon: ``\n }\n ]\n }).render({force: true});\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"GaadOTppoqNFWZhV","name":"Relieve Stress","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 foundry.applications.api.DialogV2({\n window: {title: `Relieve Stress`},\n position: {width: 600,height: 265},\n content: `\n \n \n
\n
\n
\n

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.
\n
\n
\n \n

Select your modification:

\n `,\n buttons: [\n {\n label: `Relieve 1 Stress`,\n action: 'button_1',\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-1,null,true),\n icon: ``\n },\n {\n label: `Relieve 2 Stress`,\n action: 'button_2',\n callback: () => game.mosh.initModifyActor('system.other.stress.value',-2,null,true),\n icon: ``\n },\n {\n label: `Relieve 1d5 Stress`,\n action: 'button_3',\n callback: () => game.mosh.initModifyActor('system.other.stress.value',null,`-1d5`,true),\n icon: ``\n }\n ]\n }).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"iyonscW5QiQdQbyJ","name":"Rest Save","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/rest_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 new foundry.applications.api.DialogV2({\n window: {title: `Rest Save`},\n position: {width: 600,height: 237},\n content: `\n \n
\n
\n
\n

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.
\n
\n
\n `,\n buttons: [\n {\n label: `Next`,\n action: 'button_next',\n callback: () => game.mosh.initRollCheck(null,'low','restSave',null,null,null),\n icon: ``\n }\n ]\n }).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"kb3tvYdTSWnzQRfw","name":"Save","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/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 new foundry.applications.api.DialogV2({\n window: {title: `Save`},\n position: {width: 600,height: 470},\n content: `\n \n
\n
\n
\n

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.
\n
\n
\n \n \n \n `,\n buttons: [\n {\n label: `Next`,\n action: 'button_1',\n callback: (event, button, dialog) => game.mosh.initRollCheck(null,'low',button.form.querySelector(\"input[name='save']:checked\").value,null,null,null),\n icon: ``\n }\n ]\n }).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"2u4a5gEogtLd3XQz","name":"Stat Check","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/stat_check.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 foundry.applications.api.DialogV2({\n window: {title: `Stat Check`},\n position: {width: 600,height: 545},\n content: `\n \n \n
\n
\n
\n

Stat Check

You have four Stats which represent your ability to act under extreme pressure. Whenever you want to do something and the price for failure is high, roll a stat check. If you roll less than your Stat 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.
\n
\n
\n \n \n \n \n `,\n buttons: [\n {\n label: `Next`,\n action: 'button_1',\n callback: (event, button, dialog) => game.mosh.initRollCheck(null,'low',button.form.querySelector(\"input[name='stat']:checked\").value,null,null,null),\n icon: ``\n }\n ]\n }).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"ZzKgfEmRdvDfyBMS","name":"Wound Roll","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/wound_roll.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 wound roll dialog box\n new foundry.applications.api.DialogV2({\n window: {title: `Wound Roll`},\n position: {width: 600,height: 650},\n content: `\n \n\n
\n
\n
\n

Wound Roll

Make a Wound Roll according to the type of Damage received. Flesh Wounds are small inconveniences. Minor/Major Injuries cause lasting issues which require medical treatment. Lethal Injuries can kill you if not dealt with immediately. Fatal Injuries can kill outright. Bleeding wounds, if not treated can quickly overwhelm you.
\n
\n
\n \n \n \n \n \n

Select your roll type:

\n `,\n buttons: [\n {\n label: `Advantage`,\n action: 'action_advantage',\n callback: (event, button, dialog) => game.mosh.initRollTable(button.form.querySelector(\"input[name='wound_table']:checked\").value,`1d10 [+]`,`low`,true,false,null,null),\n icon: ``\n },\n {\n label: `Normal`,\n action: 'action_normal',\n callback: (event, button, dialog) => game.mosh.initRollTable(button.form.querySelector(\"input[name='wound_table']:checked\").value,`1d10`,`low`,true,false,null,null),\n icon: ``\n },\n {\n label: `Disadvantage`,\n action: 'action_disadvantage',\n callback: (event, button, dialog) => game.mosh.initRollTable(button.form.querySelector(\"input[name='wound_table']:checked\").value,`1d10 [-]`,`low`,true,false,null,null),\n icon: ``\n }\n ]\n }).render(true);\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} \ No newline at end of file diff --git a/packs/macros_hotbar_1e/000004.log b/packs/macros_hotbar_1e/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/macros_hotbar_1e/000005.ldb b/packs/macros_hotbar_1e/000005.ldb deleted file mode 100644 index 3e58c31..0000000 Binary files a/packs/macros_hotbar_1e/000005.ldb and /dev/null differ diff --git a/packs/macros_hotbar_1e/CURRENT b/packs/macros_hotbar_1e/CURRENT deleted file mode 100644 index 1a84852..0000000 --- a/packs/macros_hotbar_1e/CURRENT +++ /dev/null @@ -1 +0,0 @@ -MANIFEST-000002 diff --git a/packs/macros_hotbar_1e/LOCK b/packs/macros_hotbar_1e/LOCK deleted file mode 100644 index e69de29..0000000 diff --git a/packs/macros_hotbar_1e/LOG b/packs/macros_hotbar_1e/LOG deleted file mode 100644 index c1ad9af..0000000 --- a/packs/macros_hotbar_1e/LOG +++ /dev/null @@ -1,5 +0,0 @@ -2025/01/05-13:02:17.011 5a8 Delete type=3 #1 -2025/01/05-13:03:25.735 43f4 Level-0 table #5: started -2025/01/05-13:03:25.737 43f4 Level-0 table #5: 33305 bytes OK -2025/01/05-13:03:25.740 43f4 Delete type=0 #3 -2025/01/05-13:03:25.752 43f4 Manual compaction at level-0 from '!macros!2u4a5gEogtLd3XQz' @ 72057594037927935 : 1 .. '!macros!trU0DtBJvJCPddsQ' @ 0 : 0; will stop at (end) diff --git a/packs/macros_hotbar_1e/MANIFEST-000002 b/packs/macros_hotbar_1e/MANIFEST-000002 deleted file mode 100644 index 38311c1..0000000 Binary files a/packs/macros_hotbar_1e/MANIFEST-000002 and /dev/null differ diff --git a/packs/macros_triggered_0e/000004.log b/packs/macros_triggered_0e/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/macros_triggered_0e/000005.ldb b/packs/macros_triggered_0e/000005.ldb deleted file mode 100644 index e860ed8..0000000 Binary files a/packs/macros_triggered_0e/000005.ldb and /dev/null differ diff --git a/packs/macros_triggered_0e/CURRENT b/packs/macros_triggered_0e/CURRENT deleted file mode 100644 index 1a84852..0000000 --- a/packs/macros_triggered_0e/CURRENT +++ /dev/null @@ -1 +0,0 @@ -MANIFEST-000002 diff --git a/packs/macros_triggered_0e/LOCK b/packs/macros_triggered_0e/LOCK deleted file mode 100644 index e69de29..0000000 diff --git a/packs/macros_triggered_0e/LOG b/packs/macros_triggered_0e/LOG deleted file mode 100644 index 08f2b0d..0000000 --- a/packs/macros_triggered_0e/LOG +++ /dev/null @@ -1,5 +0,0 @@ -2025/01/05-13:02:17.165 5a8 Delete type=3 #1 -2025/01/05-13:03:25.766 43f4 Level-0 table #5: started -2025/01/05-13:03:25.769 43f4 Level-0 table #5: 24964 bytes OK -2025/01/05-13:03:25.772 43f4 Delete type=0 #3 -2025/01/05-13:03:25.778 43f4 Manual compaction at level-0 from '!macros!0Yw4QWSAeOuUzRqB' @ 72057594037927935 : 1 .. '!macros!z5V92LyXHjfMxnRQ' @ 0 : 0; will stop at (end) diff --git a/packs/macros_triggered_0e/MANIFEST-000002 b/packs/macros_triggered_0e/MANIFEST-000002 deleted file mode 100644 index 21587ed..0000000 Binary files a/packs/macros_triggered_0e/MANIFEST-000002 and /dev/null differ diff --git a/packs/macros_triggered_1e/000004.log b/packs/macros_triggered_1e/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/macros_triggered_1e/000005.ldb b/packs/macros_triggered_1e/000005.ldb deleted file mode 100644 index 66dcf92..0000000 Binary files a/packs/macros_triggered_1e/000005.ldb and /dev/null differ diff --git a/packs/macros_triggered_1e/CURRENT b/packs/macros_triggered_1e/CURRENT deleted file mode 100644 index 1a84852..0000000 --- a/packs/macros_triggered_1e/CURRENT +++ /dev/null @@ -1 +0,0 @@ -MANIFEST-000002 diff --git a/packs/macros_triggered_1e/LOCK b/packs/macros_triggered_1e/LOCK deleted file mode 100644 index e69de29..0000000 diff --git a/packs/macros_triggered_1e/LOG b/packs/macros_triggered_1e/LOG deleted file mode 100644 index 3cdc63b..0000000 --- a/packs/macros_triggered_1e/LOG +++ /dev/null @@ -1,5 +0,0 @@ -2025/01/05-13:02:17.040 5884 Delete type=3 #1 -2025/01/05-13:03:25.740 43f4 Level-0 table #5: started -2025/01/05-13:03:25.743 43f4 Level-0 table #5: 48976 bytes OK -2025/01/05-13:03:25.746 43f4 Delete type=0 #3 -2025/01/05-13:03:25.752 43f4 Manual compaction at level-0 from '!macros!06NSvDYTtmkeUtLq' @ 72057594037927935 : 1 .. '!macros!zLRsweb35Lw0NMev' @ 0 : 0; will stop at (end) diff --git a/packs/macros_triggered_1e/MANIFEST-000002 b/packs/macros_triggered_1e/MANIFEST-000002 deleted file mode 100644 index 01d8a32..0000000 Binary files a/packs/macros_triggered_1e/MANIFEST-000002 and /dev/null differ diff --git a/packs/rolltables_0e/000004.log b/packs/rolltables_0e/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/rolltables_0e/000005.ldb b/packs/rolltables_0e/000005.ldb deleted file mode 100644 index 760be46..0000000 Binary files a/packs/rolltables_0e/000005.ldb and /dev/null differ diff --git a/packs/rolltables_0e/CURRENT b/packs/rolltables_0e/CURRENT deleted file mode 100644 index 1a84852..0000000 --- a/packs/rolltables_0e/CURRENT +++ /dev/null @@ -1 +0,0 @@ -MANIFEST-000002 diff --git a/packs/rolltables_0e/LOCK b/packs/rolltables_0e/LOCK deleted file mode 100644 index e69de29..0000000 diff --git a/packs/rolltables_0e/LOG b/packs/rolltables_0e/LOG deleted file mode 100644 index 9807640..0000000 --- a/packs/rolltables_0e/LOG +++ /dev/null @@ -1,5 +0,0 @@ -2025/01/05-13:02:17.196 5884 Delete type=3 #1 -2025/01/05-13:03:25.779 43f4 Level-0 table #5: started -2025/01/05-13:03:25.785 43f4 Level-0 table #5: 34959 bytes OK -2025/01/05-13:03:25.788 43f4 Delete type=0 #3 -2025/01/05-13:03:25.797 43f4 Manual compaction at level-0 from '!tables!1vCm4ElRPotQXgNB' @ 72057594037927935 : 1 .. '!tables.results!kqKpQAXyLTEEyz6Z.xdwwswzfoPuVifvw' @ 0 : 0; will stop at (end) diff --git a/packs/rolltables_0e/MANIFEST-000002 b/packs/rolltables_0e/MANIFEST-000002 deleted file mode 100644 index c70adfb..0000000 Binary files a/packs/rolltables_0e/MANIFEST-000002 and /dev/null differ diff --git a/packs/rolltables_1e/000004.log b/packs/rolltables_1e/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/rolltables_1e/000005.ldb b/packs/rolltables_1e/000005.ldb deleted file mode 100644 index 8d8a36b..0000000 Binary files a/packs/rolltables_1e/000005.ldb and /dev/null differ diff --git a/packs/rolltables_1e/CURRENT b/packs/rolltables_1e/CURRENT deleted file mode 100644 index 1a84852..0000000 --- a/packs/rolltables_1e/CURRENT +++ /dev/null @@ -1 +0,0 @@ -MANIFEST-000002 diff --git a/packs/rolltables_1e/LOCK b/packs/rolltables_1e/LOCK deleted file mode 100644 index e69de29..0000000 diff --git a/packs/rolltables_1e/LOG b/packs/rolltables_1e/LOG deleted file mode 100644 index 053f23d..0000000 --- a/packs/rolltables_1e/LOG +++ /dev/null @@ -1,5 +0,0 @@ -2025/01/05-13:02:17.072 5f1c Delete type=3 #1 -2025/01/05-13:03:25.753 43f4 Level-0 table #5: started -2025/01/05-13:03:25.758 43f4 Level-0 table #5: 80209 bytes OK -2025/01/05-13:03:25.761 43f4 Delete type=0 #3 -2025/01/05-13:03:25.778 43f4 Manual compaction at level-0 from '!tables!31YibfjueXuZdNLb' @ 72057594037927935 : 1 .. '!tables.results!ypcoikqHLhnc9tNs.zJkYrssfrdWBSeRm' @ 0 : 0; will stop at (end) diff --git a/packs/rolltables_1e/MANIFEST-000002 b/packs/rolltables_1e/MANIFEST-000002 deleted file mode 100644 index c152268..0000000 Binary files a/packs/rolltables_1e/MANIFEST-000002 and /dev/null differ