@@ -1040,14 +1041,15 @@ export class MothershipActor extends Actor {
}
//create button header if needed
if (!rollString) {
- buttonDesc = `
` + game.i18n.localize("Mosh.SelectYourRollType") + `: `;
+ buttonDesc = `
` + game.i18n.localize("Mosh.SelectYourRollType") + `:
`;
} else {
buttonDesc = ``;
}
//create final dialog data
const dialogData = {
window: {title: dlgTitle},
- position: {width: 600,height: dialogHeight},
+ classes: ["macro-popup-dialog"],
+ position: {width: 600},
content: skillHeader + skillList + buttonDesc,
buttons: []
};
@@ -1065,7 +1067,7 @@ export class MothershipActor extends Actor {
resolve([rollString, skill, skillValue]);
console.log(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}`);
},
- icon: `
`
+ icon: `fas fa-angle-double-up`
},
{
label: game.i18n.localize("Mosh.Normal"),
@@ -1077,7 +1079,7 @@ export class MothershipActor extends Actor {
resolve([rollString, skill, skillValue]);
console.log(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}`);
},
- icon: `
`
+ icon: `fas fa-minus`
},
{
label: game.i18n.localize("Mosh.Disadvantage"),
@@ -1089,7 +1091,7 @@ export class MothershipActor extends Actor {
resolve([rollString, skill, skillValue]);
console.log(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}`);
},
- icon: `
`
+ icon: `fas fa-angle-double-down`
}
]
//add a next button if we dont need a rollString
@@ -1104,7 +1106,7 @@ export class MothershipActor extends Actor {
resolve([rollString, skill, skillValue]);
console.log(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}`);
},
- icon: `
`
+ icon: `fas fa-chevron-circle-right`
}
]
}
@@ -1125,7 +1127,8 @@ export class MothershipActor extends Actor {
//create final dialog data
const dialogData = {
window: {title: dlgTitle},
- position: {width: 600,height: 105},
+ classes: ["macro-popup-dialog"],
+ position: {width: 600},
content: `
` + game.i18n.localize("Mosh.SelectYourRollType") + `: `,
buttons: [
{
@@ -1136,7 +1139,7 @@ export class MothershipActor extends Actor {
resolve([rollString]);
console.log(`User left the chooseAdvantage dialog with: rollString:${rollString}`);
},
- icon: `
`
+ icon: `fas fa-angle-double-up`
},
{
label: game.i18n.localize("Mosh.Normal"),
@@ -1146,7 +1149,7 @@ export class MothershipActor extends Actor {
resolve([rollString]);
console.log(`User left the chooseAdvantage dialog with: rollString:${rollString}`);
},
- icon: `
`
+ icon: `fas fa-minus`
},
{
label: game.i18n.localize("Mosh.Disadvantage"),
@@ -1156,7 +1159,7 @@ export class MothershipActor extends Actor {
resolve([rollString]);
console.log(`User left the chooseAdvantage dialog with: rollString:${rollString}`);
},
- icon: `
`
+ icon: `fas fa-angle-double-down`
}
]
};
@@ -2262,19 +2265,20 @@ export class MothershipActor extends Actor {
//create final dialog data
const dialogData = {
title: game.i18n.localize("Mosh.WeaponIssue"),
+ classes: ["macro-popup-dialog"],
content: `
` + game.i18n.localize("Mosh.OutOfAmmoNeedReload") + ` `,
buttons: [
{
label: game.i18n.localize("Mosh.Reload"),
action: `action_reload`,
callback: () => this.reloadWeapon(itemId),
- icon: `
`
+ icon: `fas fa-check`
},
{
label: `Cancel`,
action: `action_cancel`,
callback: () => {},
- icon: `
`
+ icon: `fas fa-times`
}
]
};
@@ -2292,13 +2296,14 @@ export class MothershipActor extends Actor {
//create final dialog data
const dialogData = {
title: game.i18n.localize("Mosh.WeaponIssue"),
+ classes: ["macro-popup-dialog"],
content: `
` + game.i18n.localize("Mosh.OutOfAmmo") + ` `,
buttons: [
{
label: game.i18n.localize("Mosh.OK"),
action: `action_okay`,
callback: () => {},
- icon: '
'
+ icon: 'fas fa-check'
}
]
};
@@ -2591,7 +2596,8 @@ export class MothershipActor extends Actor {
//create final dialog data
const dialogData = {
window: {title: game.i18n.localize("Mosh.Cover")},
- position: {width: 600,height: 580},
+ classes: ["macro-popup-dialog"],
+ position: {width: 600},
content: msgContent,
buttons: [
{
@@ -2603,7 +2609,7 @@ export class MothershipActor extends Actor {
});
console.log(`User's cover is now:${button.form.querySelector("input[name='cover']:checked")?.getAttribute("value")}`);
},
- icon: '
'
+ icon: 'fas fa-check'
}
]
};
@@ -2624,6 +2630,7 @@ export class MothershipActor extends Actor {
//create final dialog data
const dialogData = {
window: {title: game.i18n.localize("Mosh.DistressSignal")},
+ classes: ["macro-popup-dialog"],
position: {width: 600,height: 265},
content: msgContent,
buttons: [
@@ -2631,19 +2638,19 @@ export class MothershipActor extends Actor {
label: game.i18n.localize("Mosh.Advantage"),
action: `action_advantage`,
callback: () => this.rollTable(game.settings.get('mosh', 'table1eDistressSignal'), `1d10 [+]`, `low`, true, false, null, null),
- icon: `
`
+ icon: `fas fa-angle-double-up`
},
{
label: game.i18n.localize("Mosh.Normal"),
action: `action_normal`,
callback: () => this.rollTable(game.settings.get('mosh', 'table1eDistressSignal'), `1d10`, `low`, true, false, null, null),
- icon: `
`
+ icon: `fas fa-minus`
},
{
label: game.i18n.localize("Mosh.Disadvantage"),
action: `action_disadvantage`,
callback: () => this.rollTable(game.settings.get('mosh', 'table1eDistressSignal'), `1d10 [-]`, `low`, true, false, null, null),
- icon: `
`
+ icon: `fas fa-angle-double-down`
}
]
};
@@ -2665,6 +2672,7 @@ export class MothershipActor extends Actor {
//create final dialog data
const dialogData = {
window: {title: game.i18n.localize("Mosh.MaintenanceCheck")},
+ classes: ["macro-popup-dialog"],
position: {width: 600,height: 265},
content: msgContent,
buttons: [
@@ -2672,19 +2680,19 @@ export class MothershipActor extends Actor {
label: game.i18n.localize("Mosh.Advantage"),
action: `action_advantage`,
callback: () => this.rollTable(`maintenanceCheck`, `1d100 [+]`, `low`, null, null, null, null),
- icon: `
`
+ icon: `fas fa-angle-double-up`
},
{
label: game.i18n.localize("Mosh.Normal"),
action: `action_normal`,
callback: () => this.rollTable(`maintenanceCheck`, `1d100`, `low`, null, null, null, null),
- icon: `
`
+ icon: `fas fa-minus`
},
{
label: game.i18n.localize("Mosh.Disadvantage"),
action: `action_disadvantage`,
callback: () => this.rollTable(`maintenanceCheck`, `1d100 [-]`, `low`, null, null, null, null),
- icon: `
`
+ icon: `fas fa-angle-double-down`
}
]
};
@@ -2706,6 +2714,7 @@ export class MothershipActor extends Actor {
//create final dialog data
const dialogData = {
window: {title: game.i18n.localize("Mosh.BankrupcySave")},
+ classes: ["macro-popup-dialog"],
position: {width: 600,height: 265},
content: msgContent,
buttons: [
@@ -2713,19 +2722,19 @@ export class MothershipActor extends Actor {
label: game.i18n.localize("Mosh.Advantage"),
action: `action_advantage`,
callback: () => this.rollCheck(`1d100 [+]`, `low`, `bankruptcySave`, null, null, null),
- icon: `
`
+ icon: `fas fa-angle-double-up`
},
{
label: game.i18n.localize("Mosh.Normal"),
action: `action_normal`,
callback: () => this.rollCheck(`1d100`, `low`, `bankruptcySave`, null, null, null),
- icon: `
`
+ icon: `fas fa-minus`
},
{
label: game.i18n.localize("Mosh.Disadvantage"),
action: `action_disadvantage`,
callback: () => this.rollCheck(`1d100 [-]`, `low`, `bankruptcySave`, null, null, null),
- icon: `
`
+ icon: `fas fa-angle-double-down`
}
]
};
@@ -2782,6 +2791,7 @@ export class MothershipActor extends Actor {
//create final dialog data
const dialogData = {
window: {title: `Morale Check`},
+ classes: ["macro-popup-dialog"],
position: {width: 600,height: 265},
content: msgContent,
buttons: [
@@ -2789,19 +2799,19 @@ export class MothershipActor extends Actor {
label: game.i18n.localize("Mosh.Advantage"),
action: `action_advantage`,
callback: () => this.rollCheck(`1d10 [+]`, `high-equal`, `moraleCheck`, null, null, null),
- icon: `
`
+ icon: `fas fa-angle-double-up`
},
{
label: game.i18n.localize("Mosh.Normal"),
action: `action_normal`,
callback: () => this.rollCheck(`1d10`, `high-equal`, `moraleCheck`, null, null, null),
- icon: `
`
+ icon: `fas fa-minus`
},
{
label: game.i18n.localize("Mosh.Disadvantage"),
action: `action_disadvantage`,
callback: () => this.rollCheck(`1d10 [-]`, `high-equal`, `moraleCheck`, null, null, null),
- icon: `
`
+ icon: `fas fa-angle-double-down`
}
]
};
diff --git a/module/item/class-sheet.js b/module/item/class-sheet.js
index eab447c..33b4f8f 100644
--- a/module/item/class-sheet.js
+++ b/module/item/class-sheet.js
@@ -261,10 +261,11 @@ export class MothershipClassSheet extends MothershipItemSheet {
let d = new foundry.applications.api.DialogV2({
window: {title: `Select Stat`},
+ classes: ["macro-popup-dialog"],
content: DialogContent,
buttons: [
{
- icon: '
',
+ icon: 'fas fa-check',
action: "create",
label: "Create",
callback: (event, button, dialog) => {
@@ -305,7 +306,7 @@ export class MothershipClassSheet extends MothershipItemSheet {
}
},
{
- icon: '
',
+ icon: 'fas fa-times',
action: "cancel",
label: "Cancel",
callback: () => { }
diff --git a/module/mosh.js b/module/mosh.js
index affed5c..9ed58cc 100644
--- a/module/mosh.js
+++ b/module/mosh.js
@@ -288,20 +288,6 @@ Hooks.on("preCreateActor", (document, createData, options, userId) => {
}
})
-Hooks.on('renderSidebarTab', async (app, html) => {
- console.log(app);
- console.log(app.options.id);
- if (app.options.id == "actors" || app.title == "Actors Directory") {
- console.log("testing~");
- let button = $(`
Import JSON`);
- button.click(function () {
- d.render({force: true});
- });
- html.find(".directory-footer").append(button);
- }
-});
-
-
/* -------------------------------------------- */
/* Hotbar Macros */
@@ -576,13 +562,14 @@ async function noCharSelected() {
//create final dialog data
const dialogData = {
window: {title: `Macro Issue`},
+ classes: ["macro-popup-dialog"],
content: errorMessage,
buttons: [
{
label: `Ok`,
action: 'action_ok',
callback: () => { },
- icon: '
'
+ icon: 'fas fa-check'
}
]
};
@@ -608,13 +595,14 @@ async function noShipSelected() {
//create final dialog data
const dialogData = {
window: {title: `Macro Issue`},
+ classes: ["macro-popup-dialog"],
content: errorMessage,
buttons: [
{
label: `Ok`,
action: 'action_ok',
callback: () => { },
- icon: '
'
+ icon: 'fas fa-check'
}
]
};
diff --git a/module/windows/actor-generator.js b/module/windows/actor-generator.js
index c58395e..65d1b20 100644
--- a/module/windows/actor-generator.js
+++ b/module/windows/actor-generator.js
@@ -196,7 +196,7 @@ export class DLActorGenerator extends FormApplication {
let buttons_options = [];
for (let j = 0; j < skillPopupOptions.length; j++) {
buttons_options.push({
- icon: '
',
+ icon: 'fas fa-check',
action: skillPopupOptions[j].name,
label: skillPopupOptions[j].name,
callback: () => resolve(skillPopupOptions[j].uuid),
@@ -204,6 +204,7 @@ export class DLActorGenerator extends FormApplication {
}
let d = new foundry.applications.api.DialogV2({
window: {title: game.i18n.localize("Mosh.CharacterGenerator.StatOptionPopupTitle")},
+ classes: ["macro-popup-dialog"],
content: `
${game.i18n.localize("Mosh.CharacterGenerator.StatOptionPopupText")}
`,
buttons: buttons_options,
default: "1",
@@ -327,10 +328,11 @@ export class DLActorGenerator extends FormApplication {
return new Promise((resolve) => {
let d = new foundry.applications.api.DialogV2({
window: {title: game.i18n.localize("Mosh.CharacterGenerator.SkillOption.PopupTitle")},
+ classes: ["macro-popup-dialog"],
content: popUpContent,
buttons: [
{
- icon: '
',
+ icon: 'fas fa-check',
action: `action_save`,
label: "Save",
callback: (event, button, dialog) => {
@@ -370,7 +372,7 @@ export class DLActorGenerator extends FormApplication {
let buttonsData = [];
for (let i=0;i
',
+ icon: 'fas fa-check',
action: list_option_skills_or[i].name,
label: list_option_skills_or[i].name,//game.i18n.localize("Mosh.CharacterGenerator.SkillOption.ChoiceWord") + ` ${i}`,
callback: () => {
@@ -380,6 +382,7 @@ export class DLActorGenerator extends FormApplication {
}
let d = new foundry.applications.api.DialogV2({
window: {title: game.i18n.localize("Mosh.CharacterGenerator.SkillOption.PopupTitle")},
+ classes: ["macro-popup-dialog"],
content: popUpContent,
window:{width: 500},
buttons: buttonsData,
@@ -482,7 +485,7 @@ export class DLActorGenerator extends FormApplication {
for (let j = 0; j < option_stats_and_saves.stats.length; j++) {
let prev_bonus = this._element.find(`input[name="system.stats.${option_stats_and_saves.stats[j]}.bonus"]`).prop("value");
buttons_options.push({
- icon: ' ',
+ icon: 'fas fa-check',
action: option_stats_and_saves.stats[j],
label: option_stats_and_saves.stats[j],//.replace(/\.bonus/i,"").replace(/(.*)\.+/i,""),
callback: () => this._element.find(`input[name="system.stats.${option_stats_and_saves.stats[j]}.bonus"]`).prop("value", (parseInt(option_stats_and_saves.modification) + parseInt(prev_bonus)))
@@ -490,6 +493,7 @@ export class DLActorGenerator extends FormApplication {
}
let d = new foundry.applications.api.DialogV2({
window: {title: game.i18n.localize("Mosh.CharacterGenerator.StatOptionPopupTitle")},
+ classes: ["macro-popup-dialog"],
content: `${game.i18n.localize("Mosh.CharacterGenerator.StatOptionPopupText")} (${option_stats_and_saves.modification})
`,
buttons: buttons_options,
default: "1",
diff --git a/packs/conditions_0e/000003.log b/packs/conditions_0e/000003.log
index ceef755..90d695e 100644
Binary files a/packs/conditions_0e/000003.log and b/packs/conditions_0e/000003.log differ
diff --git a/packs/conditions_0e/LOG b/packs/conditions_0e/LOG
index 37dd36b..4bcf8ec 100644
--- a/packs/conditions_0e/LOG
+++ b/packs/conditions_0e/LOG
@@ -1 +1 @@
-2025/06/28-17:22:14.886 4cac Delete type=3 #1
+2025/08/18-18:17:23.905 4e10 Delete type=3 #1
diff --git a/packs/conditions_1e/000003.log b/packs/conditions_1e/000003.log
index bfec088..83a61c2 100644
Binary files a/packs/conditions_1e/000003.log and b/packs/conditions_1e/000003.log differ
diff --git a/packs/conditions_1e/LOG b/packs/conditions_1e/LOG
index b76b430..f662d38 100644
--- a/packs/conditions_1e/LOG
+++ b/packs/conditions_1e/LOG
@@ -1 +1 @@
-2025/06/28-17:22:14.776 5984 Delete type=3 #1
+2025/08/18-18:17:23.626 42e8 Delete type=3 #1
diff --git a/packs/items_maintenance_1e/000003.log b/packs/items_maintenance_1e/000003.log
index d69e3d4..4ab1a9c 100644
Binary files a/packs/items_maintenance_1e/000003.log and b/packs/items_maintenance_1e/000003.log differ
diff --git a/packs/items_maintenance_1e/LOG b/packs/items_maintenance_1e/LOG
index ae6fbd5..93186f6 100644
--- a/packs/items_maintenance_1e/LOG
+++ b/packs/items_maintenance_1e/LOG
@@ -1 +1 @@
-2025/06/28-17:22:14.800 6590 Delete type=3 #1
+2025/08/18-18:17:23.655 1694 Delete type=3 #1
diff --git a/packs/macros_hotbar_0e.db b/packs/macros_hotbar_0e.db
index b496d45..ff084f0 100644
--- a/packs/macros_hotbar_0e.db
+++ b/packs/macros_hotbar_0e.db
@@ -1,9 +1,9 @@
-{"_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
\n \n Sanity: Rationalize logical inconsistencies in the universe, make sense out of chaos, detect illusions and mimicry, cope with Stress .\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Fear: Maintain a level head while struggling with fear, loneliness, depression, and other emotional surges.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Body: Employ quick reflexes and resist hunger, disease, or organisms that might try and invade your insides.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Armor: Resistance to damage sustained during combat, whether that be through bullets, claws, teeth, etc.\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
\n \n Strength: Holding airlocks closed, carrying fallen comrades, climbing, pushing, jumping.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Speed: Getting out of the cargo bay before the blast doors close, acting before someone (or something) else, running away.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Intellect: Recalling your training and experience under duress, thinking through difficult problems, inventing or fixing things.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Combat: Fighting for your life.\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
+{"_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: {\n title: \"Death Save\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Death Save \n 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
\n \n Select your roll type:\n
\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: `fas fa-angle-double-up`\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: `fas fa-minus`\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: `fas fa-angle-double-down`\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: {\n title: \"Gain Calm\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Gain Calm \n 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
\n \n Select your modification:\n
\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: `fas fa-angle-up`\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: `fas fa-angle-double-up`\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: `fas fa-arrow-circle-up`\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: {\n title: \"Gain Stress\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Gain Stress \n 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 \n Select your modification:\n
\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: `fas fa-angle-up`\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: `fas fa-angle-double-up`\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: `fas fa-arrow-circle-up`\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: {\n title: \"Lose Calm\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Lose Calm \n 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 \n Select your modification:\n
\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: `fas fa-angle-down`\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: `fas fa-angle-double-down`\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: `fas fa-arrow-circle-down`\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: {\n title: \"Panic Check\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Panic Check \n 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 \n Select your roll type:\n
\n `,\n buttons: [\n {\n label: `Advantage`,\n action: `action_advantage`,\n callback: () => game.mosh.initRollTable(`panicCheck`,`[+]`,null,false,false,null,null),\n icon: `fas fa-angle-double-up`\n },\n {\n label: `Normal`,\n action: `action_normal`,\n callback: () => game.mosh.initRollTable(`panicCheck`,``,null,false,false,null,null),\n icon: `fas fa-minus`\n },\n {\n label: `Disadvantage`,\n action: `action_disadvantage`,\n callback: () => game.mosh.initRollTable(`panicCheck`,`[-]`,null,false,false,null,null),\n icon: `fas fa-angle-double-down`\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: {\n title: \"Relieve Stress\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Relieve Stress \n 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 \n Select your modification:\n
\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: `fas fa-angle-down`\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: `fas fa-angle-double-down`\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: `fas fa-arrow-circle-down`\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: {\n title: \"Rest Save\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Rest Save \n 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 `,\n buttons: [\n {\n label: `Next`,\n action: `next`,\n callback: () => game.mosh.initRollCheck(null,'low','restSave',null,null,null),\n icon: `fas fa-chevron-circle-right`\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: {\n title: \"Save\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Save \n 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
\n
\n \n Sanity: Rationalize logical inconsistencies in the universe, make sense out of chaos, detect illusions and mimicry, cope with Stress .\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Fear: Maintain a level head while struggling with fear, loneliness, depression, and other emotional surges.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Body: Employ quick reflexes and resist hunger, disease, or organisms that might try and invade your insides.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Armor: Resistance to damage sustained during combat, whether that be through bullets, claws, teeth, etc.\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: `fas fa-chevron-circle-right`\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: {\n title: \"Stat Check\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Stat Check \n 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
\n
\n \n Strength: Holding airlocks closed, carrying fallen comrades, climbing, pushing, jumping.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Speed: Getting out of the cargo bay before the blast doors close, acting before someone (or something) else, running away.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Intellect: Recalling your training and experience under duress, thinking through difficult problems, inventing or fixing things.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Combat: Fighting for your life.\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: `fas fa-chevron-circle-right`\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/000003.log b/packs/macros_hotbar_0e/000003.log
index fd7ccdc..ab25ada 100644
Binary files a/packs/macros_hotbar_0e/000003.log and b/packs/macros_hotbar_0e/000003.log differ
diff --git a/packs/macros_hotbar_0e/LOG b/packs/macros_hotbar_0e/LOG
index c2a68bc..1f49e09 100644
--- a/packs/macros_hotbar_0e/LOG
+++ b/packs/macros_hotbar_0e/LOG
@@ -1 +1 @@
-2025/06/28-17:22:14.905 4cac Delete type=3 #1
+2025/08/18-18:17:23.921 4e10 Delete type=3 #1
diff --git a/packs/macros_hotbar_1e.db b/packs/macros_hotbar_1e.db
index e21966c..2346994 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 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
\n
\n \n Sanity: Rationalize logical inconsistencies in the universe, make sense out of chaos, detect illusions and mimicry, cope with Stress .\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Fear: Maintain a level head while struggling with fear, loneliness, depression, and other emotional surges.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Body: Employ quick reflexes and resist hunger, disease, or organisms that might try and invade your insides.\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
\n \n Strength: Holding airlocks closed, carrying fallen comrades, climbing, pushing, jumping.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Speed: Getting out of the cargo bay before the blast doors close, acting before someone (or something) else, running away.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Intellect: Recalling your training and experience under duress, thinking through difficult problems, inventing or fixing things.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Combat: Fighting for your life.\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
\n \n Blunt Force: Getting punched, hit with a crowbar or a thrown object, falling, etc.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Bleeding: Getting stabbed or cut.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Gunshot: Getting shot by a firearm.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Fire & Explosives: Grenades, flamethrowers, doused in fuel and lit on fire, etc.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Gore & Massive: Giant or gruesome attacks.\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
+{"_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: {\n title: \"Death Save\"\n },\n classes: [\"macro-popup-dialog\"],\n position: { width: 600 },\n content: `\n \n
\n
\n
\n
\n
\n
Death Save \n 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
\n \n Select your roll type:\n
\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: `fas fa-angle-double-up`\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: `fas fa-minus`\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: `fas fa-angle-double-down`\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: {\n title: \"Gain Calm\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Gain Calm \n Occasionally, certain moments, places, or events can automatically calm you down. Escaping perilous situations, like 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
\n \n Select your modification:\n
\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: `fas fa-angle-up`\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: `fas fa-angle-double-up`\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: `fas fa-arrow-circle-up`\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":"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: {\n title: \"Gain Stress\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Gain Stress \n 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 \n Select your modification:\n
\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: `fas fa-angle-up`\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: `fas fa-angle-double-up`\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: `fas fa-arrow-circle-up`\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: {\n title: \"Lose Calm\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Lose Calm \n 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 \n Select your modification:\n
\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: `fas fa-angle-down`\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: `fas fa-angle-double-down`\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: `fas fa-arrow-circle-down`\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: {\n title: \"Panic Check\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Panic Check \n 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 \n Select your roll type:\n
\n `,\n buttons: [\n {\n label: `Advantage`,\n action: 'button_advantage',\n callback: () => game.mosh.initRollTable(`panicCheck`,`[+]`,null,false,false,null,null),\n icon: `fas fa-angle-double-up`\n },\n {\n label: `Normal`,\n action: 'button_normal',\n callback: () => game.mosh.initRollTable(`panicCheck`,``,null,false,false,null,null),\n icon: `fas fa-minus`\n },\n {\n label: `Disadvantage`,\n action: 'button_disadvantage',\n callback: () => game.mosh.initRollTable(`panicCheck`,`[-]`,null,false,false,null,null),\n icon: `fas fa-angle-double-down`\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: {\n title: \"Relieve Stress\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Relieve Stress \n 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 \n Select your modification:\n
\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: `fas fa-angle-down`\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: `fas fa-angle-double-down`\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: `fas fa-arrow-circle-down`\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":"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: {\n title: \"Rest Save\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Rest Save \n 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 `,\n buttons: [\n {\n label: `Next`,\n action: 'button_next',\n callback: () => game.mosh.initRollCheck(null,'low','restSave',null,null,null),\n icon: `fas fa-chevron-circle-right`\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":"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: {\n title: \"Save\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Save \n 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
\n
\n \n Sanity: Rationalize logical inconsistencies in the universe, make sense out of chaos, detect illusions and mimicry, cope with Stress .\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Fear: Maintain a level head while struggling with fear, loneliness, depression, and other emotional surges.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Body: Employ quick reflexes and resist hunger, disease, or organisms that might try and invade your insides.\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: `fas fa-chevron-circle-right`\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":"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: {\n title: \"Stat Check\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Stat Check \n 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
\n
\n \n Strength: Holding airlocks closed, carrying fallen comrades, climbing, pushing, jumping.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Speed: Getting out of the cargo bay before the blast doors close, acting before someone (or something) else, running away.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Intellect: Recalling your training and experience under duress, thinking through difficult problems, inventing or fixing things.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Combat: Fighting for your life.\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: `fas fa-chevron-circle-right`\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":"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: {\n title: \"Wound Roll\"\n },\n classes: [\"macro-popup-dialog\"],\n position: {width: 600},\n content: `\n \n
\n
\n
\n
Wound Roll \n Make a Wound Roll according to the type of Damage received.Flesh Wounds are small inconveniences.Minor/Major Injuries cause lasting issues that require 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
\n
\n \n Blunt Force: Getting punched, hit with a crowbar or a thrown object, falling, etc.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Bleeding: Getting stabbed or cut.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Gunshot: Getting shot by a firearm.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Fire & Explosives: Grenades, flamethrowers, doused in fuel and lit on fire, etc.\n \n
\n
\n
\n \n \n \n
\n
\n
\n
\n \n Gore & Massive: Giant or gruesome attacks.\n \n
\n
\n
\n \n \n Select your roll type:\n
\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: `fas fa-angle-double-up`\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: `fas fa-minus`\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: `fas fa-angle-double-down`\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_1e/000003.log b/packs/macros_hotbar_1e/000003.log
index 4538eb1..60f5a8b 100644
Binary files a/packs/macros_hotbar_1e/000003.log and b/packs/macros_hotbar_1e/000003.log differ
diff --git a/packs/macros_hotbar_1e/LOG b/packs/macros_hotbar_1e/LOG
index 0497501..55ac339 100644
--- a/packs/macros_hotbar_1e/LOG
+++ b/packs/macros_hotbar_1e/LOG
@@ -1 +1 @@
-2025/06/28-17:22:14.821 1678 Delete type=3 #1
+2025/08/18-18:17:23.672 1584 Delete type=3 #1
diff --git a/packs/macros_triggered_0e/000003.log b/packs/macros_triggered_0e/000003.log
index 3805d2f..3378060 100644
Binary files a/packs/macros_triggered_0e/000003.log and b/packs/macros_triggered_0e/000003.log differ
diff --git a/packs/macros_triggered_0e/LOG b/packs/macros_triggered_0e/LOG
index 8a12add..a27008a 100644
--- a/packs/macros_triggered_0e/LOG
+++ b/packs/macros_triggered_0e/LOG
@@ -1 +1 @@
-2025/06/28-17:22:14.925 1678 Delete type=3 #1
+2025/08/18-18:17:23.955 4e10 Delete type=3 #1
diff --git a/packs/macros_triggered_1e/000003.log b/packs/macros_triggered_1e/000003.log
index 95d3222..13fb2d7 100644
Binary files a/packs/macros_triggered_1e/000003.log and b/packs/macros_triggered_1e/000003.log differ
diff --git a/packs/macros_triggered_1e/LOG b/packs/macros_triggered_1e/LOG
index f7da517..1be4ad0 100644
--- a/packs/macros_triggered_1e/LOG
+++ b/packs/macros_triggered_1e/LOG
@@ -1 +1 @@
-2025/06/28-17:22:14.841 1678 Delete type=3 #1
+2025/08/18-18:17:23.772 1584 Delete type=3 #1
diff --git a/packs/rolltables_0e/000003.log b/packs/rolltables_0e/000003.log
index 87e394f..c05b49d 100644
Binary files a/packs/rolltables_0e/000003.log and b/packs/rolltables_0e/000003.log differ
diff --git a/packs/rolltables_0e/LOG b/packs/rolltables_0e/LOG
index b06bca7..fca9b53 100644
--- a/packs/rolltables_0e/LOG
+++ b/packs/rolltables_0e/LOG
@@ -1 +1 @@
-2025/06/28-17:22:14.943 4cac Delete type=3 #1
+2025/08/18-18:17:23.973 42e8 Delete type=3 #1
diff --git a/packs/rolltables_1e/000003.log b/packs/rolltables_1e/000003.log
index f8200be..ac91f4d 100644
Binary files a/packs/rolltables_1e/000003.log and b/packs/rolltables_1e/000003.log differ
diff --git a/packs/rolltables_1e/LOG b/packs/rolltables_1e/LOG
index d557d37..5edc6a5 100644
--- a/packs/rolltables_1e/LOG
+++ b/packs/rolltables_1e/LOG
@@ -1 +1 @@
-2025/06/28-17:22:14.863 1678 Delete type=3 #1
+2025/08/18-18:17:23.791 4e10 Delete type=3 #1
diff --git a/templates/dialogs/choose-cover-dialog.html b/templates/dialogs/choose-cover-dialog.html
index 1b0c402..bce89da 100644
--- a/templates/dialogs/choose-cover-dialog.html
+++ b/templates/dialogs/choose-cover-dialog.html
@@ -1,43 +1,19 @@
-
-
-
-
-
-
{{ localize 'Mosh.Cover' }}
- {{ localize 'Mosh.TheEnvironmentCanProvideProtectionCalled'}} {{ localize 'Mosh.Cover'}} .
- {{ localize 'Mosh.ItCanBeDestroyedLikeArmor' }}
- {{ localize 'Mosh.IfYouShotWhileInCover'}}. {{ localize 'Mosh.YourCoverValuesAreDisplayedIn'}} {{ localize 'Mosh.Orange' }} .
+
+
+
+
{{ localize 'Mosh.Cover' }}
+ {{ localize 'Mosh.TheEnvironmentCanProvideProtectionCalled'}} {{ localize 'Mosh.Cover'}} .
+ {{ localize 'Mosh.ItCanBeDestroyedLikeArmor' }}
+ {{ localize 'Mosh.IfYouShotWhileInCover'}}. {{ localize 'Mosh.YourCoverValuesAreDisplayedIn'}} {{ localize 'Mosh.Orange' }} .
+
+
+ {{ localize 'Mosh.SelectYourCurrentCoverSituation'}}:
-
{{ localize 'Mosh.SelectYourCurrentCoverSituation'}}:
-
-
+
+
@@ -60,8 +36,8 @@
-
-
+
+
@@ -87,8 +63,8 @@
-
-
+
+
@@ -114,8 +90,8 @@
-
-
+
+
diff --git a/templates/dialogs/choose-skill-dialog-header.html b/templates/dialogs/choose-skill-dialog-header.html
index 7c7d1d1..fe3e851 100644
--- a/templates/dialogs/choose-skill-dialog-header.html
+++ b/templates/dialogs/choose-skill-dialog-header.html
@@ -1,39 +1,16 @@
-
-
-
{{ localize 'Mosh.AddASkill'}} {{ localize 'Mosh.IfYouHaveARelevantSkill'}} {{ localize 'Mosh.GivingYouAHigherNumber' }} .
+
+
+
{{ localize 'Mosh.AddASkill'}}
+ {{ localize 'Mosh.IfYouHaveARelevantSkill'}} {{ localize 'Mosh.GivingYouAHigherNumber' }}
+
-
-
+
+
- {{ localize 'Mosh.DoNotAddASkillToThisRoll' }}
+
{{ localize 'Mosh.DoNotAddASkillToThisRoll' }}