diff --git a/_macros/hotbar_0e/death_save.js b/_macros/hotbar_0e/death_save.js new file mode 100644 index 0000000..8957565 --- /dev/null +++ b/_macros/hotbar_0e/death_save.js @@ -0,0 +1,64 @@ +//init vars +let macroTarget = game.settings.get('mosh','macroTarget'); +//warn user if character is not selected +if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) { + //warn player + game.mosh.noCharSelected(); +//else pop up the dialog +} else { + //pop up the death save dialog box + new Dialog({ + title: `Death Save`, + content: ` + +
+
+
+

Death Save

Whenever you reach 0 Health, make a Body Save: Failure means you die. Success means you fall unconscious, make a Death Save to find out when you regain consciousness. Crew members with a medscanner, relevant skills like First Aid or Biology, or scientists and androids who pass an Intellect Check can determine your condition.
+
+
+

Select your roll type:

+ `, + buttons: { + button1: { + label: `Advantage`, + callback: () => game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`1d10 [+]`,`high`,false,false,null,null), + icon: `` + }, + button2: { + label: `Normal`, + callback: () => game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`1d10`,`high`,false,false,null,null), + icon: `` + }, + button3: { + label: `Disadvantage`, + callback: () => game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`1d10 [-]`,`high`,false,false,null,null), + icon: `` + } + } + },{width: 600,height: 265}).render(true); +} \ No newline at end of file diff --git a/_macros/hotbar_0e/gain_calm.js b/_macros/hotbar_0e/gain_calm.js new file mode 100644 index 0000000..df7f7f5 --- /dev/null +++ b/_macros/hotbar_0e/gain_calm.js @@ -0,0 +1,64 @@ +//init vars +let macroTarget = game.settings.get('mosh','macroTarget'); +//warn user if character is not selected +if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) { + //warn player + game.mosh.noCharSelected(); +//else pop up the dialog +} else { + new Dialog({ + title: `Gain Calm`, + 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: { + 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); +} \ No newline at end of file diff --git a/macros/hotbar_0e/gain_stress.js b/_macros/hotbar_0e/gain_stress.js similarity index 63% rename from macros/hotbar_0e/gain_stress.js rename to _macros/hotbar_0e/gain_stress.js index 0056709..d12c0f8 100644 --- a/macros/hotbar_0e/gain_stress.js +++ b/_macros/hotbar_0e/gain_stress.js @@ -1,18 +1,12 @@ -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} - -new Dialog({ +//init vars +let macroTarget = game.settings.get('mosh','macroTarget'); +//warn user if character is not selected +if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) { + //warn player + game.mosh.noCharSelected(); +//else pop up the dialog +} else { + new Dialog({ title: `Gain Stress`, content: ` +
+
+
+

Panic Check

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

Select your roll type:

+ `, + buttons: { + button1: { + label: `Advantage`, + callback: () => game.mosh.initRollTable(`panicCheck`,`[+]`,null,false,false,null,null), + icon: `` + }, + button2: { + label: `Normal`, + callback: () => game.mosh.initRollTable(`panicCheck`,``,null,false,false,null,null), + icon: `` + }, + button3: { + label: `Disadvantage`, + callback: () => game.mosh.initRollTable(`panicCheck`,`[-]`,null,false,false,null,null), + icon: `` + } + } + },{width: 600,height: 265}).render(true); +} \ No newline at end of file diff --git a/_macros/hotbar_0e/relieve_stress.js b/_macros/hotbar_0e/relieve_stress.js new file mode 100644 index 0000000..48a5b1f --- /dev/null +++ b/_macros/hotbar_0e/relieve_stress.js @@ -0,0 +1,65 @@ +//init vars +let macroTarget = game.settings.get('mosh','macroTarget'); +//warn user if character is not selected +if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) { + //warn player + game.mosh.noCharSelected(); +//else pop up the dialog +} else { + new Dialog({ + title: `Gain Stress`, + 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: { + 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); +} \ No newline at end of file diff --git a/macros/hotbar_1e/rest_save.js b/_macros/hotbar_0e/rest_save.js similarity index 65% rename from macros/hotbar_1e/rest_save.js rename to _macros/hotbar_0e/rest_save.js index d1896ab..2cea2d6 100644 --- a/macros/hotbar_1e/rest_save.js +++ b/_macros/hotbar_0e/rest_save.js @@ -1,18 +1,12 @@ -//tell the actor to run the function -async function prepCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} - -new Dialog({ +//init vars +let macroTarget = game.settings.get('mosh','macroTarget'); +//warn user if character is not selected +if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) { + //warn player + game.mosh.noCharSelected(); +//else pop up the dialog +} else { + new Dialog({ title: `Rest Save`, content: ` +
+
+
+

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.
+
+
+

Select your roll type:

+ `, + buttons: { + button1: { + label: `Advantage`, + callback: () => game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`1d10 [+]`,`low`,true,false,null,null), + icon: `` + }, + button2: { + label: `Normal`, + callback: () => game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`1d10`,`low`,true,false,null,null), + icon: `` + }, + button3: { + label: `Disadvantage`, + callback: () => game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`1d10 [-]`,`low`,true,false,null,null), + icon: `` + } + } + },{width: 600,height: 265}).render(true); +} \ No newline at end of file diff --git a/_macros/hotbar_1e/gain_calm.js b/_macros/hotbar_1e/gain_calm.js new file mode 100644 index 0000000..df7f7f5 --- /dev/null +++ b/_macros/hotbar_1e/gain_calm.js @@ -0,0 +1,64 @@ +//init vars +let macroTarget = game.settings.get('mosh','macroTarget'); +//warn user if character is not selected +if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) { + //warn player + game.mosh.noCharSelected(); +//else pop up the dialog +} else { + new Dialog({ + title: `Gain Calm`, + 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: { + 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); +} \ No newline at end of file diff --git a/macros/hotbar_1e/gain_stress.js b/_macros/hotbar_1e/gain_stress.js similarity index 63% rename from macros/hotbar_1e/gain_stress.js rename to _macros/hotbar_1e/gain_stress.js index 0056709..d12c0f8 100644 --- a/macros/hotbar_1e/gain_stress.js +++ b/_macros/hotbar_1e/gain_stress.js @@ -1,18 +1,12 @@ -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} - -new Dialog({ +//init vars +let macroTarget = game.settings.get('mosh','macroTarget'); +//warn user if character is not selected +if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) { + //warn player + game.mosh.noCharSelected(); +//else pop up the dialog +} else { + new Dialog({ title: `Gain Stress`, content: ` +
+
+
+

Panic Check

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

Select your roll type:

+ `, + buttons: { + button1: { + label: `Advantage`, + callback: () => game.mosh.initRollTable(`panicCheck`,`[+]`,null,false,false,null,null), + icon: `` + }, + button2: { + label: `Normal`, + callback: () => game.mosh.initRollTable(`panicCheck`,``,null,false,false,null,null), + icon: `` + }, + button3: { + label: `Disadvantage`, + callback: () => game.mosh.initRollTable(`panicCheck`,`[-]`,null,false,false,null,null), + icon: `` + } + } + },{width: 600,height: 265}).render(true); +} \ No newline at end of file diff --git a/_macros/hotbar_1e/relieve_stress.js b/_macros/hotbar_1e/relieve_stress.js new file mode 100644 index 0000000..48a5b1f --- /dev/null +++ b/_macros/hotbar_1e/relieve_stress.js @@ -0,0 +1,65 @@ +//init vars +let macroTarget = game.settings.get('mosh','macroTarget'); +//warn user if character is not selected +if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) { + //warn player + game.mosh.noCharSelected(); +//else pop up the dialog +} else { + new Dialog({ + title: `Gain Stress`, + 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: { + 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); +} \ No newline at end of file diff --git a/macros/hotbar_0e/rest_save.js b/_macros/hotbar_1e/rest_save.js similarity index 65% rename from macros/hotbar_0e/rest_save.js rename to _macros/hotbar_1e/rest_save.js index d1896ab..2cea2d6 100644 --- a/macros/hotbar_0e/rest_save.js +++ b/_macros/hotbar_1e/rest_save.js @@ -1,18 +1,12 @@ -//tell the actor to run the function -async function prepCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} - -new Dialog({ +//init vars +let macroTarget = game.settings.get('mosh','macroTarget'); +//warn user if character is not selected +if ((macroTarget === 'character' && !game.user.character) || (macroTarget === 'token' && !canvas.tokens.controlled.length)) { + //warn player + game.mosh.noCharSelected(); +//else pop up the dialog +} else { + new Dialog({ title: `Rest Save`, content: ` + +
+
+
+

Wound Check

Make a Wound Check 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.
+
+
+ + + + + +

Select your roll type:

+ `, + buttons: { + button1: { + label: `Advantage`, + callback: (html) => game.mosh.initRollTable(html.find("input[name='wound_table']:checked").val(),`1d10 [+]`,`low`,true,false,null,null), + icon: `` + }, + button2: { + label: `Normal`, + callback: (html) => game.mosh.initRollTable(html.find("input[name='wound_table']:checked").val(),`1d10`,`low`,true,false,null,null), + icon: `` + }, + button3: { + label: `Disadvantage`, + callback: (html) => game.mosh.initRollTable(html.find("input[name='wound_table']:checked").val(),`1d10 [-]`,`low`,true,false,null,null), + icon: `` + } + } + },{width: 600,height: 650}).render(true); +} \ No newline at end of file diff --git a/_macros/triggered_0e/+1_anhedonia.js b/_macros/triggered_0e/+1_anhedonia.js new file mode 100644 index 0000000..f278278 --- /dev/null +++ b/_macros/triggered_0e/+1_anhedonia.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('QEVnimwq5o0DxmZz',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_bit_rot.js b/_macros/triggered_0e/+1_bit_rot.js new file mode 100644 index 0000000..6673186 --- /dev/null +++ b/_macros/triggered_0e/+1_bit_rot.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('23qE7TnIHxtw1E9y',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_broken.js b/_macros/triggered_0e/+1_broken.js new file mode 100644 index 0000000..537c1e6 --- /dev/null +++ b/_macros/triggered_0e/+1_broken.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('ZzvKo0yTqOcRP5Xo',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_cowardice.js b/_macros/triggered_0e/+1_cowardice.js new file mode 100644 index 0000000..055a371 --- /dev/null +++ b/_macros/triggered_0e/+1_cowardice.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('Qnv6ZDPsbOXLi9go',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_death_drive.js b/_macros/triggered_0e/+1_death_drive.js new file mode 100644 index 0000000..d4a1893 --- /dev/null +++ b/_macros/triggered_0e/+1_death_drive.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('uoeVaOy5a6BIAGAi',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_deviant_logic_core.js b/_macros/triggered_0e/+1_deviant_logic_core.js new file mode 100644 index 0000000..fcca1ec --- /dev/null +++ b/_macros/triggered_0e/+1_deviant_logic_core.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('PiMuPeHR5EobSPBP',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_emotional_detachment.js b/_macros/triggered_0e/+1_emotional_detachment.js new file mode 100644 index 0000000..64798aa --- /dev/null +++ b/_macros/triggered_0e/+1_emotional_detachment.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('dAJRV7JG0Wh1shcJ',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_escapism.js b/_macros/triggered_0e/+1_escapism.js new file mode 100644 index 0000000..a64efea --- /dev/null +++ b/_macros/triggered_0e/+1_escapism.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('6vExNGxZiXcC3RFy',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_ethical_directive_failure.js b/_macros/triggered_0e/+1_ethical_directive_failure.js new file mode 100644 index 0000000..352cbd8 --- /dev/null +++ b/_macros/triggered_0e/+1_ethical_directive_failure.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('kI2Yxt0Eo2mEywpZ',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_ethical_directive_misread.js b/_macros/triggered_0e/+1_ethical_directive_misread.js new file mode 100644 index 0000000..43537ce --- /dev/null +++ b/_macros/triggered_0e/+1_ethical_directive_misread.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('5E3FGlNzi05S792f',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_faulty_heuristics.js b/_macros/triggered_0e/+1_faulty_heuristics.js new file mode 100644 index 0000000..3b6f48b --- /dev/null +++ b/_macros/triggered_0e/+1_faulty_heuristics.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('8D9ZtBYScCKjcBH3',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_fried_logic_core.js b/_macros/triggered_0e/+1_fried_logic_core.js new file mode 100644 index 0000000..7130e9e --- /dev/null +++ b/_macros/triggered_0e/+1_fried_logic_core.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('B8vRorrFy3c2cOf5',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_hallucinations.js b/_macros/triggered_0e/+1_hallucinations.js new file mode 100644 index 0000000..316c51c --- /dev/null +++ b/_macros/triggered_0e/+1_hallucinations.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('RZ5X3UuiM0Wzg3pQ',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_hypervigilance.js b/_macros/triggered_0e/+1_hypervigilance.js new file mode 100644 index 0000000..447d464 --- /dev/null +++ b/_macros/triggered_0e/+1_hypervigilance.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('A3qRm3Gs36Nbfs29',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_insane.js b/_macros/triggered_0e/+1_insane.js new file mode 100644 index 0000000..19e8654 --- /dev/null +++ b/_macros/triggered_0e/+1_insane.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('9vveNoR1VA9Bx0Wo',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_killswitch_engaged.js b/_macros/triggered_0e/+1_killswitch_engaged.js new file mode 100644 index 0000000..34a6b83 --- /dev/null +++ b/_macros/triggered_0e/+1_killswitch_engaged.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('hAfwbHxZih4Xb0qi',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_losing_your_grip.js b/_macros/triggered_0e/+1_losing_your_grip.js new file mode 100644 index 0000000..478df7e --- /dev/null +++ b/_macros/triggered_0e/+1_losing_your_grip.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('1r6ruvSdxn2bHHIk',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_panicky.js b/_macros/triggered_0e/+1_panicky.js new file mode 100644 index 0000000..4021507 --- /dev/null +++ b/_macros/triggered_0e/+1_panicky.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('AXxmouWPp6Tx1JbK',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_paranoid.js b/_macros/triggered_0e/+1_paranoid.js new file mode 100644 index 0000000..b531b77 --- /dev/null +++ b/_macros/triggered_0e/+1_paranoid.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('lxIZLdg2IkwOC2b9',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_phobia.js b/_macros/triggered_0e/+1_phobia.js new file mode 100644 index 0000000..a139a54 --- /dev/null +++ b/_macros/triggered_0e/+1_phobia.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('lf1QZaUHSy82w7SR',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_psychotic_episodes.js b/_macros/triggered_0e/+1_psychotic_episodes.js new file mode 100644 index 0000000..8ce9bf2 --- /dev/null +++ b/_macros/triggered_0e/+1_psychotic_episodes.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('Gm2XrTqVMbECVPan',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_rampancy.js b/_macros/triggered_0e/+1_rampancy.js new file mode 100644 index 0000000..d227083 --- /dev/null +++ b/_macros/triggered_0e/+1_rampancy.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('GbDO8pRNdPA5tQXE',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_recurring_nightmares.js b/_macros/triggered_0e/+1_recurring_nightmares.js new file mode 100644 index 0000000..ca08003 --- /dev/null +++ b/_macros/triggered_0e/+1_recurring_nightmares.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('zbKI2RCl5h3vowoy',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_sanity_save.js b/_macros/triggered_0e/+1_sanity_save.js new file mode 100644 index 0000000..28c5da7 --- /dev/null +++ b/_macros/triggered_0e/+1_sanity_save.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.sanity.value',1,null,true); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_severe_anxiety.js b/_macros/triggered_0e/+1_severe_anxiety.js new file mode 100644 index 0000000..7852189 --- /dev/null +++ b/_macros/triggered_0e/+1_severe_anxiety.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('H4UUQsZOSaYGRPSY',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_social_anxiety.js b/_macros/triggered_0e/+1_social_anxiety.js new file mode 100644 index 0000000..f7e0083 --- /dev/null +++ b/_macros/triggered_0e/+1_social_anxiety.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('xVW5zbK05EqQmaA4',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_software_bloat.js b/_macros/triggered_0e/+1_software_bloat.js new file mode 100644 index 0000000..9dd1f20 --- /dev/null +++ b/_macros/triggered_0e/+1_software_bloat.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('1rUlQJ5iwD29X4oT',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_stress.js b/_macros/triggered_0e/+1_stress.js new file mode 100644 index 0000000..9538281 --- /dev/null +++ b/_macros/triggered_0e/+1_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.value',1,null,true); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_the_shakes.js b/_macros/triggered_0e/+1_the_shakes.js new file mode 100644 index 0000000..1bf77a2 --- /dev/null +++ b/_macros/triggered_0e/+1_the_shakes.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('JV43ilZwsikj75j1',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_threat_assessment_failure.js b/_macros/triggered_0e/+1_threat_assessment_failure.js new file mode 100644 index 0000000..995f8f2 --- /dev/null +++ b/_macros/triggered_0e/+1_threat_assessment_failure.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('xlKWL5nZm3SJPhrf',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_turing_test_failure.js b/_macros/triggered_0e/+1_turing_test_failure.js new file mode 100644 index 0000000..6f96e63 --- /dev/null +++ b/_macros/triggered_0e/+1_turing_test_failure.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('iZzcfZ26I2svoonl',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_twitchy.js b/_macros/triggered_0e/+1_twitchy.js new file mode 100644 index 0000000..d3b34e7 --- /dev/null +++ b/_macros/triggered_0e/+1_twitchy.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('qsOHsbKMonl9tiaq',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_vocalization_failure.js b/_macros/triggered_0e/+1_vocalization_failure.js new file mode 100644 index 0000000..241d069 --- /dev/null +++ b/_macros/triggered_0e/+1_vocalization_failure.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('x0YRvBbVoHPILD6x',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1_worship_danger.js b/_macros/triggered_0e/+1_worship_danger.js new file mode 100644 index 0000000..fba512a --- /dev/null +++ b/_macros/triggered_0e/+1_worship_danger.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('ZIYe2ULX7AKP5MVI',1); \ No newline at end of file diff --git a/_macros/triggered_0e/+1d10_combat.js b/_macros/triggered_0e/+1d10_combat.js new file mode 100644 index 0000000..2366089 --- /dev/null +++ b/_macros/triggered_0e/+1d10_combat.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.combat.value',null,'1d10',true); \ No newline at end of file diff --git a/_macros/triggered_0e/+1d10_fear_save.js b/_macros/triggered_0e/+1d10_fear_save.js new file mode 100644 index 0000000..c1fc610 --- /dev/null +++ b/_macros/triggered_0e/+1d10_fear_save.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.fear.value',null,'1d10',true); \ No newline at end of file diff --git a/_macros/triggered_0e/+1d10_max_stress.js b/_macros/triggered_0e/+1d10_max_stress.js new file mode 100644 index 0000000..57839f6 --- /dev/null +++ b/_macros/triggered_0e/+1d10_max_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.max',null,'1d10',true); \ No newline at end of file diff --git a/_macros/triggered_0e/+1d10_stress.js b/_macros/triggered_0e/+1d10_stress.js new file mode 100644 index 0000000..182e4da --- /dev/null +++ b/_macros/triggered_0e/+1d10_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.value',null,'1d10',true); \ No newline at end of file diff --git a/_macros/triggered_0e/+1d5_stress.js b/_macros/triggered_0e/+1d5_stress.js new file mode 100644 index 0000000..eafce0c --- /dev/null +++ b/_macros/triggered_0e/+1d5_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.value',null,'1d5',true); \ No newline at end of file diff --git a/_macros/triggered_0e/+2_min_stress.js b/_macros/triggered_0e/+2_min_stress.js new file mode 100644 index 0000000..983cf1d --- /dev/null +++ b/_macros/triggered_0e/+2_min_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.min',2,null,true); \ No newline at end of file diff --git a/_macros/triggered_0e/+2_stress.js b/_macros/triggered_0e/+2_stress.js new file mode 100644 index 0000000..0edfcaf --- /dev/null +++ b/_macros/triggered_0e/+2_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.value',2,null,true); \ No newline at end of file diff --git a/_macros/triggered_0e/+2d10_body_save.js b/_macros/triggered_0e/+2d10_body_save.js new file mode 100644 index 0000000..6d013b2 --- /dev/null +++ b/_macros/triggered_0e/+2d10_body_save.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.body.value',null,'2d10',true); \ No newline at end of file diff --git a/_macros/triggered_0e/+2d10_speed.js b/_macros/triggered_0e/+2d10_speed.js new file mode 100644 index 0000000..e91dbf5 --- /dev/null +++ b/_macros/triggered_0e/+2d10_speed.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.speed.value',null,'2d10',true); \ No newline at end of file diff --git a/_macros/triggered_0e/+2d10_strength.js b/_macros/triggered_0e/+2d10_strength.js new file mode 100644 index 0000000..f62ffd3 --- /dev/null +++ b/_macros/triggered_0e/+2d10_strength.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.strength.value',null,'2d10',true); \ No newline at end of file diff --git a/_macros/triggered_0e/+3_stress.js b/_macros/triggered_0e/+3_stress.js new file mode 100644 index 0000000..c3589bd --- /dev/null +++ b/_macros/triggered_0e/+3_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.value',3,null,true); \ No newline at end of file diff --git a/_macros/triggered_0e/-1_min_stress.js b/_macros/triggered_0e/-1_min_stress.js new file mode 100644 index 0000000..a785917 --- /dev/null +++ b/_macros/triggered_0e/-1_min_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.min',-1,null,true); \ No newline at end of file diff --git a/_macros/triggered_0e/-1_stress.js b/_macros/triggered_0e/-1_stress.js new file mode 100644 index 0000000..3339121 --- /dev/null +++ b/_macros/triggered_0e/-1_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.value',-1,null,true); \ No newline at end of file diff --git a/_macros/triggered_0e/-1_wound.js b/_macros/triggered_0e/-1_wound.js new file mode 100644 index 0000000..12ffe5f --- /dev/null +++ b/_macros/triggered_0e/-1_wound.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.hits.value',-1,null,true); \ No newline at end of file diff --git a/_macros/triggered_0e/-1d10_body_save.js b/_macros/triggered_0e/-1d10_body_save.js new file mode 100644 index 0000000..fb175da --- /dev/null +++ b/_macros/triggered_0e/-1d10_body_save.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.body.value',null,'-1d10',true); \ No newline at end of file diff --git a/_macros/triggered_0e/-1d10_health.js b/_macros/triggered_0e/-1d10_health.js new file mode 100644 index 0000000..65c554c --- /dev/null +++ b/_macros/triggered_0e/-1d10_health.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.health.value',null,'-1d10',true); \ No newline at end of file diff --git a/_macros/triggered_0e/-1d10_intellect.js b/_macros/triggered_0e/-1d10_intellect.js new file mode 100644 index 0000000..8154ae5 --- /dev/null +++ b/_macros/triggered_0e/-1d10_intellect.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.intellect.value',null,'-1d10',true); \ No newline at end of file diff --git a/_macros/triggered_0e/-1d10_max_stress.js b/_macros/triggered_0e/-1d10_max_stress.js new file mode 100644 index 0000000..de94216 --- /dev/null +++ b/_macros/triggered_0e/-1d10_max_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.max',null,'-1d10',true); \ No newline at end of file diff --git a/_macros/triggered_0e/-1d10_stress.js b/_macros/triggered_0e/-1d10_stress.js new file mode 100644 index 0000000..f4ee3f5 --- /dev/null +++ b/_macros/triggered_0e/-1d10_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.value',null,'-1d10',true); \ No newline at end of file diff --git a/_macros/triggered_0e/-1d5_sanity_save.js b/_macros/triggered_0e/-1d5_sanity_save.js new file mode 100644 index 0000000..406af6f --- /dev/null +++ b/_macros/triggered_0e/-1d5_sanity_save.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.sanity.value',null,'-1d5',true); \ No newline at end of file diff --git a/_macros/triggered_0e/-1d5_stress.js b/_macros/triggered_0e/-1d5_stress.js new file mode 100644 index 0000000..eac7ff5 --- /dev/null +++ b/_macros/triggered_0e/-1d5_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.value',null,'-1d5',true); \ No newline at end of file diff --git a/_macros/triggered_0e/-2_max_stress.js b/_macros/triggered_0e/-2_max_stress.js new file mode 100644 index 0000000..2558cd2 --- /dev/null +++ b/_macros/triggered_0e/-2_max_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.max',-2,null,true); \ No newline at end of file diff --git a/_macros/triggered_0e/-5_intellect.js b/_macros/triggered_0e/-5_intellect.js new file mode 100644 index 0000000..84536f6 --- /dev/null +++ b/_macros/triggered_0e/-5_intellect.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.intellect.value',-5,null,true); \ No newline at end of file diff --git a/_macros/triggered_0e/-5_speed.js b/_macros/triggered_0e/-5_speed.js new file mode 100644 index 0000000..896c077 --- /dev/null +++ b/_macros/triggered_0e/-5_speed.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.speed.value',-5,null,true); \ No newline at end of file diff --git a/_macros/triggered_0e/-5_strength.js b/_macros/triggered_0e/-5_strength.js new file mode 100644 index 0000000..8ce8dba --- /dev/null +++ b/_macros/triggered_0e/-5_strength.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.strength.value',-5,null,true); \ No newline at end of file diff --git a/_macros/triggered_0e/body_save+.js b/_macros/triggered_0e/body_save+.js new file mode 100644 index 0000000..55e285a --- /dev/null +++ b/_macros/triggered_0e/body_save+.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [+]','low','body',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/body_save-.js b/_macros/triggered_0e/body_save-.js new file mode 100644 index 0000000..bc3341a --- /dev/null +++ b/_macros/triggered_0e/body_save-.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [-]','low','body',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/body_save.js b/_macros/triggered_0e/body_save.js new file mode 100644 index 0000000..a7349d3 --- /dev/null +++ b/_macros/triggered_0e/body_save.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100','low','body',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/combat_check+.js b/_macros/triggered_0e/combat_check+.js new file mode 100644 index 0000000..9425ada --- /dev/null +++ b/_macros/triggered_0e/combat_check+.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [+]','low','combat',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/combat_check-.js b/_macros/triggered_0e/combat_check-.js new file mode 100644 index 0000000..62d8784 --- /dev/null +++ b/_macros/triggered_0e/combat_check-.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [-]','low','combat',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/combat_check.js b/_macros/triggered_0e/combat_check.js new file mode 100644 index 0000000..63e4691 --- /dev/null +++ b/_macros/triggered_0e/combat_check.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100','low','combat',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/death_save+.js b/_macros/triggered_0e/death_save+.js new file mode 100644 index 0000000..cd55b42 --- /dev/null +++ b/_macros/triggered_0e/death_save+.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`1d10 [+]`,`high`,false,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/death_save-.js b/_macros/triggered_0e/death_save-.js new file mode 100644 index 0000000..542ec68 --- /dev/null +++ b/_macros/triggered_0e/death_save-.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`1d10 [-]`,`high`,false,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/fear_save+.js b/_macros/triggered_0e/fear_save+.js new file mode 100644 index 0000000..8e27699 --- /dev/null +++ b/_macros/triggered_0e/fear_save+.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [+]','low','fear',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/fear_save-.js b/_macros/triggered_0e/fear_save-.js new file mode 100644 index 0000000..071b6cc --- /dev/null +++ b/_macros/triggered_0e/fear_save-.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [-]','low','fear',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/fear_save.js b/_macros/triggered_0e/fear_save.js new file mode 100644 index 0000000..38fbe44 --- /dev/null +++ b/_macros/triggered_0e/fear_save.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100','low','fear',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/intellect_check+.js b/_macros/triggered_0e/intellect_check+.js new file mode 100644 index 0000000..0dbd919 --- /dev/null +++ b/_macros/triggered_0e/intellect_check+.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [+]','low','intellect',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/intellect_check-.js b/_macros/triggered_0e/intellect_check-.js new file mode 100644 index 0000000..717bd2e --- /dev/null +++ b/_macros/triggered_0e/intellect_check-.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [-]','low','intellect',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/intellect_check.js b/_macros/triggered_0e/intellect_check.js new file mode 100644 index 0000000..4948f0a --- /dev/null +++ b/_macros/triggered_0e/intellect_check.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100','low','intellect',null,null,null); \ No newline at end of file diff --git a/macros/triggered_0e/lower_health_to_1.js b/_macros/triggered_0e/lower_health_to_1.js similarity index 63% rename from macros/triggered_0e/lower_health_to_1.js rename to _macros/triggered_0e/lower_health_to_1.js index 7445fd9..2717e70 100644 --- a/macros/triggered_0e/lower_health_to_1.js +++ b/_macros/triggered_0e/lower_health_to_1.js @@ -2,15 +2,26 @@ prepModifyActor(); //tell the actor to run the function async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { + //determine who to run the macro for + if (game.settings.get('mosh','macroTarget') === 'character') { + //is there a selected character? warn if no + if (!game.user.character) { + //warn player + game.mosh.noCharSelected(); + } else { //get the health for this token let curValue = game.user.character.system.health.value; //calculate difference let lowerBy = 1 - curValue; //run the function for the player's 'Selected Character' game.user.character.modifyActor('system.health.value',lowerBy,null,true); - } else if (game.settings.get('mosh','macroTarget') === 'token') { + } + } else if (game.settings.get('mosh','macroTarget') === 'token') { + //is there a selected character? warn if no + if (!canvas.tokens.controlled.length) { + //warn player + game.mosh.noCharSelected(); + } else { //run the function for all selected tokens canvas.tokens.controlled.forEach(function(token){ //get the health for this token @@ -21,4 +32,5 @@ async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg token.actor.modifyActor('system.health.value',lowerBy,null,true); }); } + } } \ No newline at end of file diff --git a/macros/triggered_1e/lower_min_stress_to_2.js b/_macros/triggered_0e/lower_min_stress_to_2.js similarity index 63% rename from macros/triggered_1e/lower_min_stress_to_2.js rename to _macros/triggered_0e/lower_min_stress_to_2.js index d60c7f2..72700f2 100644 --- a/macros/triggered_1e/lower_min_stress_to_2.js +++ b/_macros/triggered_0e/lower_min_stress_to_2.js @@ -2,15 +2,26 @@ prepModifyActor(); //tell the actor to run the function async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { + //determine who to run the macro for + if (game.settings.get('mosh','macroTarget') === 'character') { + //is there a selected character? warn if no + if (!game.user.character) { + //warn player + game.mosh.noCharSelected(); + } else { //get the health for this token let curValue = game.user.character.system.other.stress.min; //calculate difference let lowerBy = 2 - curValue; //run the function for the player's 'Selected Character' game.user.character.modifyActor('system.other.stress.min',lowerBy,null,true); - } else if (game.settings.get('mosh','macroTarget') === 'token') { + } + } else if (game.settings.get('mosh','macroTarget') === 'token') { + //is there a selected character? warn if no + if (!canvas.tokens.controlled.length) { + //warn player + game.mosh.noCharSelected(); + } else { //run the function for all selected tokens canvas.tokens.controlled.forEach(function(token){ //get the health for this token @@ -21,4 +32,5 @@ async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg token.actor.modifyActor('system.other.stress.min',lowerBy,null,true); }); } + } } \ No newline at end of file diff --git a/macros/triggered_1e/lower_wounds_to_0.js b/_macros/triggered_0e/lower_wounds_to_0.js similarity index 63% rename from macros/triggered_1e/lower_wounds_to_0.js rename to _macros/triggered_0e/lower_wounds_to_0.js index 660b2f8..41f48ed 100644 --- a/macros/triggered_1e/lower_wounds_to_0.js +++ b/_macros/triggered_0e/lower_wounds_to_0.js @@ -2,15 +2,26 @@ prepModifyActor(); //tell the actor to run the function async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { + //determine who to run the macro for + if (game.settings.get('mosh','macroTarget') === 'character') { + //is there a selected character? warn if no + if (!game.user.character) { + //warn player + game.mosh.noCharSelected(); + } else { //get the health for this token let curValue = game.user.character.system.hits.value; //calculate difference let lowerBy = 0 - curValue; //run the function for the player's 'Selected Character' game.user.character.modifyActor('system.hits.value',lowerBy,null,true); - } else if (game.settings.get('mosh','macroTarget') === 'token') { + } + } else if (game.settings.get('mosh','macroTarget') === 'token') { + //is there a selected character? warn if no + if (!canvas.tokens.controlled.length) { + //warn player + game.mosh.noCharSelected(); + } else { //run the function for all selected tokens canvas.tokens.controlled.forEach(function(token){ //get the health for this token @@ -21,4 +32,5 @@ async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg token.actor.modifyActor('system.hits.value',lowerBy,null,true); }); } + } } \ No newline at end of file diff --git a/_macros/triggered_0e/panic_check+.js b/_macros/triggered_0e/panic_check+.js new file mode 100644 index 0000000..f108b29 --- /dev/null +++ b/_macros/triggered_0e/panic_check+.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`panicCheck`,`[+]`,null,false,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/panic_check-.js b/_macros/triggered_0e/panic_check-.js new file mode 100644 index 0000000..80572fc --- /dev/null +++ b/_macros/triggered_0e/panic_check-.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`panicCheck`,`[-]`,null,false,false,null,null); \ No newline at end of file diff --git a/macros/triggered_1e/raise_max_stress_to_85.js b/_macros/triggered_0e/raise_max_stress_to_85.js similarity index 64% rename from macros/triggered_1e/raise_max_stress_to_85.js rename to _macros/triggered_0e/raise_max_stress_to_85.js index f654f37..852a732 100644 --- a/macros/triggered_1e/raise_max_stress_to_85.js +++ b/_macros/triggered_0e/raise_max_stress_to_85.js @@ -2,9 +2,14 @@ prepModifyActor(); //tell the actor to run the function async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //get the health for this token + //determine who to run the macro for + if (game.settings.get('mosh','macroTarget') === 'character') { + //is there a selected character? warn if no + if (!game.user.character) { + //warn player + game.mosh.noCharSelected(); + } else { + //get the health for this character let curValue = game.user.character.system.other.stress.max; //calculate difference let raiseBy = 85 - curValue; @@ -12,7 +17,13 @@ async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg if (raiseBy < 0) {raiseBy = 0;} //run the function for the player's 'Selected Character' game.user.character.modifyActor('system.other.stress.max',raiseBy,null,true); - } else if (game.settings.get('mosh','macroTarget') === 'token') { + } + } else if (game.settings.get('mosh','macroTarget') === 'token') { + //is there a selected character? warn if no + if (!canvas.tokens.controlled.length) { + //warn player + game.mosh.noCharSelected(); + } else { //run the function for all selected tokens canvas.tokens.controlled.forEach(function(token){ //get the health for this token @@ -25,4 +36,5 @@ async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg token.actor.modifyActor('system.other.stress.max',raiseBy,null,true); }); } + } } \ No newline at end of file diff --git a/macros/triggered_0e/raise_min_stress_to_5.js b/_macros/triggered_0e/raise_min_stress_to_5.js similarity index 64% rename from macros/triggered_0e/raise_min_stress_to_5.js rename to _macros/triggered_0e/raise_min_stress_to_5.js index 1ce49ad..b400e16 100644 --- a/macros/triggered_0e/raise_min_stress_to_5.js +++ b/_macros/triggered_0e/raise_min_stress_to_5.js @@ -2,9 +2,14 @@ prepModifyActor(); //tell the actor to run the function async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //get the health for this token + //determine who to run the macro for + if (game.settings.get('mosh','macroTarget') === 'character') { + //is there a selected character? warn if no + if (!game.user.character) { + //warn player + game.mosh.noCharSelected(); + } else { + //get the health for this character let curValue = game.user.character.system.other.stress.min; //calculate difference let raiseBy = 5 - curValue; @@ -12,7 +17,13 @@ async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg if (raiseBy < 0) {raiseBy = 0;} //run the function for the player's 'Selected Character' game.user.character.modifyActor('system.other.stress.min',raiseBy,null,true); - } else if (game.settings.get('mosh','macroTarget') === 'token') { + } + } else if (game.settings.get('mosh','macroTarget') === 'token') { + //is there a selected character? warn if no + if (!canvas.tokens.controlled.length) { + //warn player + game.mosh.noCharSelected(); + } else { //run the function for all selected tokens canvas.tokens.controlled.forEach(function(token){ //get the health for this token @@ -25,4 +36,5 @@ async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg token.actor.modifyActor('system.other.stress.min',raiseBy,null,true); }); } + } } \ No newline at end of file diff --git a/_macros/triggered_0e/rest_save+.js b/_macros/triggered_0e/rest_save+.js new file mode 100644 index 0000000..9c3c173 --- /dev/null +++ b/_macros/triggered_0e/rest_save+.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [+]','low','restSave',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/rest_save-.js b/_macros/triggered_0e/rest_save-.js new file mode 100644 index 0000000..7e0e9b2 --- /dev/null +++ b/_macros/triggered_0e/rest_save-.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [-]','low','restSave',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/roll_1d10_android_panic_table.js b/_macros/triggered_0e/roll_1d10_android_panic_table.js new file mode 100644 index 0000000..d065a33 --- /dev/null +++ b/_macros/triggered_0e/roll_1d10_android_panic_table.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`egJ11m2mJM3HBd6d`,`1d10`,`high`,false,false,'system.other.stress.value','>'); \ No newline at end of file diff --git a/_macros/triggered_0e/roll_android_panic_table.js b/_macros/triggered_0e/roll_android_panic_table.js new file mode 100644 index 0000000..0de8612 --- /dev/null +++ b/_macros/triggered_0e/roll_android_panic_table.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`egJ11m2mJM3HBd6d`,`2d10`,`high`,false,false,'system.other.stress.value','>'); \ No newline at end of file diff --git a/_macros/triggered_0e/roll_panic_table.js b/_macros/triggered_0e/roll_panic_table.js new file mode 100644 index 0000000..8322896 --- /dev/null +++ b/_macros/triggered_0e/roll_panic_table.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`1vCm4ElRPotQXgNB`,`2d10`,`high`,false,false,'system.other.stress.value','>'); \ No newline at end of file diff --git a/_macros/triggered_0e/sanity_save+.js b/_macros/triggered_0e/sanity_save+.js new file mode 100644 index 0000000..d8281e7 --- /dev/null +++ b/_macros/triggered_0e/sanity_save+.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [+]','low','sanity',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/sanity_save-.js b/_macros/triggered_0e/sanity_save-.js new file mode 100644 index 0000000..e89d5a8 --- /dev/null +++ b/_macros/triggered_0e/sanity_save-.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [-]','low','sanity',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/sanity_save.js b/_macros/triggered_0e/sanity_save.js new file mode 100644 index 0000000..120d123 --- /dev/null +++ b/_macros/triggered_0e/sanity_save.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100','low','sanity',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/speed_check+.js b/_macros/triggered_0e/speed_check+.js new file mode 100644 index 0000000..949745c --- /dev/null +++ b/_macros/triggered_0e/speed_check+.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [+]','low','speed',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/speed_check-.js b/_macros/triggered_0e/speed_check-.js new file mode 100644 index 0000000..978c5b8 --- /dev/null +++ b/_macros/triggered_0e/speed_check-.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [-]','low','speed',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/speed_check.js b/_macros/triggered_0e/speed_check.js new file mode 100644 index 0000000..c178aef --- /dev/null +++ b/_macros/triggered_0e/speed_check.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100','low','speed',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/strength_check+.js b/_macros/triggered_0e/strength_check+.js new file mode 100644 index 0000000..b6fcf86 --- /dev/null +++ b/_macros/triggered_0e/strength_check+.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [+]','low','strength',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/strength_check-.js b/_macros/triggered_0e/strength_check-.js new file mode 100644 index 0000000..c4f030c --- /dev/null +++ b/_macros/triggered_0e/strength_check-.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [-]','low','strength',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_0e/strength_check.js b/_macros/triggered_0e/strength_check.js new file mode 100644 index 0000000..e17b427 --- /dev/null +++ b/_macros/triggered_0e/strength_check.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100','low','strength',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_anhedonia.js b/_macros/triggered_1e/+1_anhedonia.js new file mode 100644 index 0000000..6e4dd09 --- /dev/null +++ b/_macros/triggered_1e/+1_anhedonia.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('JM9PnNw2HVWcAfOX',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_bit_rot.js b/_macros/triggered_1e/+1_bit_rot.js new file mode 100644 index 0000000..dc92e3c --- /dev/null +++ b/_macros/triggered_1e/+1_bit_rot.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('H1dqOrGg0voG2DmC',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_bleeding.js b/_macros/triggered_1e/+1_bleeding.js new file mode 100644 index 0000000..36e3830 --- /dev/null +++ b/_macros/triggered_1e/+1_bleeding.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('pxtF1NfletmoFFGV',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_broken.js b/_macros/triggered_1e/+1_broken.js new file mode 100644 index 0000000..2699039 --- /dev/null +++ b/_macros/triggered_1e/+1_broken.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('ZXyoVuMAsEDmU5Qi',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_coward.js b/_macros/triggered_1e/+1_coward.js new file mode 100644 index 0000000..d26edb8 --- /dev/null +++ b/_macros/triggered_1e/+1_coward.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('YIF9QkUlexxauSCE',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_death_wish.js b/_macros/triggered_1e/+1_death_wish.js new file mode 100644 index 0000000..9871154 --- /dev/null +++ b/_macros/triggered_1e/+1_death_wish.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('srws3n4rpl4oCj83',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_deflated.js b/_macros/triggered_1e/+1_deflated.js new file mode 100644 index 0000000..182fcb6 --- /dev/null +++ b/_macros/triggered_1e/+1_deflated.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('waimTU6LXaADcJrT',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_deviant_logic_core.js b/_macros/triggered_1e/+1_deviant_logic_core.js new file mode 100644 index 0000000..39f2e33 --- /dev/null +++ b/_macros/triggered_1e/+1_deviant_logic_core.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('PTK6ds7eJvJDonbp',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_doomed.js b/_macros/triggered_1e/+1_doomed.js new file mode 100644 index 0000000..8b16ea4 --- /dev/null +++ b/_macros/triggered_1e/+1_doomed.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('x41AwiI03h7wNjaM',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_emotional_detachment.js b/_macros/triggered_1e/+1_emotional_detachment.js new file mode 100644 index 0000000..554adde --- /dev/null +++ b/_macros/triggered_1e/+1_emotional_detachment.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('iiiAIZvpfUUNai74',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_escapism.js b/_macros/triggered_1e/+1_escapism.js new file mode 100644 index 0000000..b95e0f8 --- /dev/null +++ b/_macros/triggered_1e/+1_escapism.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('qejBMjd8niz1y3Zi',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_ethical_directive_failure.js b/_macros/triggered_1e/+1_ethical_directive_failure.js new file mode 100644 index 0000000..cb6162f --- /dev/null +++ b/_macros/triggered_1e/+1_ethical_directive_failure.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('pe7ChrErjX6N57VP',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_ethical_directive_misread.js b/_macros/triggered_1e/+1_ethical_directive_misread.js new file mode 100644 index 0000000..b8029dd --- /dev/null +++ b/_macros/triggered_1e/+1_ethical_directive_misread.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('OBpJQ7uYIj3KezNc',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_faulty_heuristics.js b/_macros/triggered_1e/+1_faulty_heuristics.js new file mode 100644 index 0000000..d079cbd --- /dev/null +++ b/_macros/triggered_1e/+1_faulty_heuristics.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('uPVp78kHmvMSYx2F',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_fried_logic_core.js b/_macros/triggered_1e/+1_fried_logic_core.js new file mode 100644 index 0000000..d49044e --- /dev/null +++ b/_macros/triggered_1e/+1_fried_logic_core.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('kYdj6XJlPvJAhBEN',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_frightened.js b/_macros/triggered_1e/+1_frightened.js new file mode 100644 index 0000000..195fea7 --- /dev/null +++ b/_macros/triggered_1e/+1_frightened.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('z0avrplKe6M0RcXk',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_hallucinations.js b/_macros/triggered_1e/+1_hallucinations.js new file mode 100644 index 0000000..ac86ef2 --- /dev/null +++ b/_macros/triggered_1e/+1_hallucinations.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('oTafwWjoNOE7nBrj',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_haunted.js b/_macros/triggered_1e/+1_haunted.js new file mode 100644 index 0000000..02f371d --- /dev/null +++ b/_macros/triggered_1e/+1_haunted.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('olC4JytslvUrQN8g',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_hypervigilance.js b/_macros/triggered_1e/+1_hypervigilance.js new file mode 100644 index 0000000..a7293bc --- /dev/null +++ b/_macros/triggered_1e/+1_hypervigilance.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('tGYYK71q2QxnPtpL',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_insane.js b/_macros/triggered_1e/+1_insane.js new file mode 100644 index 0000000..74dfa4c --- /dev/null +++ b/_macros/triggered_1e/+1_insane.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('0ZAwhewvLBwX3opf',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_killswitch_engaged.js b/_macros/triggered_1e/+1_killswitch_engaged.js new file mode 100644 index 0000000..bc30283 --- /dev/null +++ b/_macros/triggered_1e/+1_killswitch_engaged.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('g6CuxCqbyRnNa57N',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_losing_your_grip.js b/_macros/triggered_1e/+1_losing_your_grip.js new file mode 100644 index 0000000..734c6ca --- /dev/null +++ b/_macros/triggered_1e/+1_losing_your_grip.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('kNjz3I0yAYkt9CV0',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_loss_of_confidence.js b/_macros/triggered_1e/+1_loss_of_confidence.js new file mode 100644 index 0000000..ee50a3d --- /dev/null +++ b/_macros/triggered_1e/+1_loss_of_confidence.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('kbbVOYgjwzoODs7N',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_min_stress.js b/_macros/triggered_1e/+1_min_stress.js new file mode 100644 index 0000000..dec5d33 --- /dev/null +++ b/_macros/triggered_1e/+1_min_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.min',1,null,true); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_nightmares.js b/_macros/triggered_1e/+1_nightmares.js new file mode 100644 index 0000000..5904700 --- /dev/null +++ b/_macros/triggered_1e/+1_nightmares.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('MLPSYfWrwY6R7JDy',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_panicky.js b/_macros/triggered_1e/+1_panicky.js new file mode 100644 index 0000000..f78421a --- /dev/null +++ b/_macros/triggered_1e/+1_panicky.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('EW7X6FfetwxmZDzf',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_phobia.js b/_macros/triggered_1e/+1_phobia.js new file mode 100644 index 0000000..248cb4b --- /dev/null +++ b/_macros/triggered_1e/+1_phobia.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('NuzL7Yi7PvUOeWsj',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_psychotic_episodes.js b/_macros/triggered_1e/+1_psychotic_episodes.js new file mode 100644 index 0000000..8f1c897 --- /dev/null +++ b/_macros/triggered_1e/+1_psychotic_episodes.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('og4lXN03vH5pwSDC',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_rampancy.js b/_macros/triggered_1e/+1_rampancy.js new file mode 100644 index 0000000..1c36f51 --- /dev/null +++ b/_macros/triggered_1e/+1_rampancy.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('lXoBqGW2eCK0b1tX',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_recurring_nightmares.js b/_macros/triggered_1e/+1_recurring_nightmares.js new file mode 100644 index 0000000..c1e1b49 --- /dev/null +++ b/_macros/triggered_1e/+1_recurring_nightmares.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('S2kZpUl3nNPS4wNS',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_sanity_save.js b/_macros/triggered_1e/+1_sanity_save.js new file mode 100644 index 0000000..28c5da7 --- /dev/null +++ b/_macros/triggered_1e/+1_sanity_save.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.sanity.value',1,null,true); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_severe_anxiety.js b/_macros/triggered_1e/+1_severe_anxiety.js new file mode 100644 index 0000000..02f8b27 --- /dev/null +++ b/_macros/triggered_1e/+1_severe_anxiety.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('CPRLqpW9inXDLYjS',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_social_anxiety.js b/_macros/triggered_1e/+1_social_anxiety.js new file mode 100644 index 0000000..5cb01de --- /dev/null +++ b/_macros/triggered_1e/+1_social_anxiety.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('hskhRKLEAJN7huAk',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_software_bloat.js b/_macros/triggered_1e/+1_software_bloat.js new file mode 100644 index 0000000..71176e3 --- /dev/null +++ b/_macros/triggered_1e/+1_software_bloat.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('dA6COSDLbpmKdOkm',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_spiraling.js b/_macros/triggered_1e/+1_spiraling.js new file mode 100644 index 0000000..986a34d --- /dev/null +++ b/_macros/triggered_1e/+1_spiraling.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('Bt2rl2c5jGyt3QAr',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_stress.js b/_macros/triggered_1e/+1_stress.js new file mode 100644 index 0000000..9538281 --- /dev/null +++ b/_macros/triggered_1e/+1_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.value',1,null,true); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_suspicious.js b/_macros/triggered_1e/+1_suspicious.js new file mode 100644 index 0000000..5f504e5 --- /dev/null +++ b/_macros/triggered_1e/+1_suspicious.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('8lOkseRbg09YFvv7',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_the_shakes.js b/_macros/triggered_1e/+1_the_shakes.js new file mode 100644 index 0000000..cebfd34 --- /dev/null +++ b/_macros/triggered_1e/+1_the_shakes.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('d3KlY4zMdD1j3CTW',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_threat_assessment_failure.js b/_macros/triggered_1e/+1_threat_assessment_failure.js new file mode 100644 index 0000000..48b1272 --- /dev/null +++ b/_macros/triggered_1e/+1_threat_assessment_failure.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('HZBI88iwvtQVWKOR',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_turing_test_failure.js b/_macros/triggered_1e/+1_turing_test_failure.js new file mode 100644 index 0000000..d2f607f --- /dev/null +++ b/_macros/triggered_1e/+1_turing_test_failure.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('a87x3Hk72ymOx5rf',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_twitchy.js b/_macros/triggered_1e/+1_twitchy.js new file mode 100644 index 0000000..e439458 --- /dev/null +++ b/_macros/triggered_1e/+1_twitchy.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('kiJyYYxzy5TdjTfS',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_vocalization_failure.js b/_macros/triggered_1e/+1_vocalization_failure.js new file mode 100644 index 0000000..e8629ae --- /dev/null +++ b/_macros/triggered_1e/+1_vocalization_failure.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('ZO4f9gvaiVSKDmRC',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1_worship_danger.js b/_macros/triggered_1e/+1_worship_danger.js new file mode 100644 index 0000000..b33c2bf --- /dev/null +++ b/_macros/triggered_1e/+1_worship_danger.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('LDoAzwiELtLjgxrf',1); \ No newline at end of file diff --git a/_macros/triggered_1e/+1d10_combat.js b/_macros/triggered_1e/+1d10_combat.js new file mode 100644 index 0000000..2366089 --- /dev/null +++ b/_macros/triggered_1e/+1d10_combat.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.combat.value',null,'1d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/+1d10_fear_save.js b/_macros/triggered_1e/+1d10_fear_save.js new file mode 100644 index 0000000..c1fc610 --- /dev/null +++ b/_macros/triggered_1e/+1d10_fear_save.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.fear.value',null,'1d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/+1d10_health.js b/_macros/triggered_1e/+1d10_health.js new file mode 100644 index 0000000..8c9b1cc --- /dev/null +++ b/_macros/triggered_1e/+1d10_health.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.health.value',null,'1d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/+1d10_max_stress.js b/_macros/triggered_1e/+1d10_max_stress.js new file mode 100644 index 0000000..57839f6 --- /dev/null +++ b/_macros/triggered_1e/+1d10_max_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.max',null,'1d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/+1d10_stress.js b/_macros/triggered_1e/+1d10_stress.js new file mode 100644 index 0000000..182e4da --- /dev/null +++ b/_macros/triggered_1e/+1d10_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.value',null,'1d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/+1d5_stress.js b/_macros/triggered_1e/+1d5_stress.js new file mode 100644 index 0000000..eafce0c --- /dev/null +++ b/_macros/triggered_1e/+1d5_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.value',null,'1d5',true); \ No newline at end of file diff --git a/_macros/triggered_1e/+2_bleeding.js b/_macros/triggered_1e/+2_bleeding.js new file mode 100644 index 0000000..18ecdca --- /dev/null +++ b/_macros/triggered_1e/+2_bleeding.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('pxtF1NfletmoFFGV',2); \ No newline at end of file diff --git a/_macros/triggered_1e/+2_min_stress.js b/_macros/triggered_1e/+2_min_stress.js new file mode 100644 index 0000000..983cf1d --- /dev/null +++ b/_macros/triggered_1e/+2_min_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.min',2,null,true); \ No newline at end of file diff --git a/_macros/triggered_1e/+2_stress.js b/_macros/triggered_1e/+2_stress.js new file mode 100644 index 0000000..0edfcaf --- /dev/null +++ b/_macros/triggered_1e/+2_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.value',2,null,true); \ No newline at end of file diff --git a/_macros/triggered_1e/+2d10_body_save.js b/_macros/triggered_1e/+2d10_body_save.js new file mode 100644 index 0000000..6d013b2 --- /dev/null +++ b/_macros/triggered_1e/+2d10_body_save.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.body.value',null,'2d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/+2d10_speed.js b/_macros/triggered_1e/+2d10_speed.js new file mode 100644 index 0000000..e91dbf5 --- /dev/null +++ b/_macros/triggered_1e/+2d10_speed.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.speed.value',null,'2d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/+2d10_strength.js b/_macros/triggered_1e/+2d10_strength.js new file mode 100644 index 0000000..f62ffd3 --- /dev/null +++ b/_macros/triggered_1e/+2d10_strength.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.strength.value',null,'2d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/+3_bleeding.js b/_macros/triggered_1e/+3_bleeding.js new file mode 100644 index 0000000..a41716b --- /dev/null +++ b/_macros/triggered_1e/+3_bleeding.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('pxtF1NfletmoFFGV',3); \ No newline at end of file diff --git a/_macros/triggered_1e/+4_bleeding.js b/_macros/triggered_1e/+4_bleeding.js new file mode 100644 index 0000000..ccc0b6e --- /dev/null +++ b/_macros/triggered_1e/+4_bleeding.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('pxtF1NfletmoFFGV',4); \ No newline at end of file diff --git a/_macros/triggered_1e/+5_bleeding.js b/_macros/triggered_1e/+5_bleeding.js new file mode 100644 index 0000000..5895b0d --- /dev/null +++ b/_macros/triggered_1e/+5_bleeding.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('pxtF1NfletmoFFGV',5); \ No newline at end of file diff --git a/_macros/triggered_1e/+6_bleeding.js b/_macros/triggered_1e/+6_bleeding.js new file mode 100644 index 0000000..5c095b5 --- /dev/null +++ b/_macros/triggered_1e/+6_bleeding.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('pxtF1NfletmoFFGV',6); \ No newline at end of file diff --git a/_macros/triggered_1e/+7_bleeding.js b/_macros/triggered_1e/+7_bleeding.js new file mode 100644 index 0000000..9a92313 --- /dev/null +++ b/_macros/triggered_1e/+7_bleeding.js @@ -0,0 +1 @@ +game.mosh.initModifyItem('pxtF1NfletmoFFGV',7); \ No newline at end of file diff --git a/_macros/triggered_1e/-10_health.js b/_macros/triggered_1e/-10_health.js new file mode 100644 index 0000000..808bd35 --- /dev/null +++ b/_macros/triggered_1e/-10_health.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.health.value',-10,null,true); \ No newline at end of file diff --git a/_macros/triggered_1e/-1_health.js b/_macros/triggered_1e/-1_health.js new file mode 100644 index 0000000..fd6a38d --- /dev/null +++ b/_macros/triggered_1e/-1_health.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.health.value',-1,null,true); \ No newline at end of file diff --git a/_macros/triggered_1e/-1_max_wound.js b/_macros/triggered_1e/-1_max_wound.js new file mode 100644 index 0000000..ad9eb88 --- /dev/null +++ b/_macros/triggered_1e/-1_max_wound.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.hits.max',-1,null,true); \ No newline at end of file diff --git a/_macros/triggered_1e/-1_min_stress.js b/_macros/triggered_1e/-1_min_stress.js new file mode 100644 index 0000000..a785917 --- /dev/null +++ b/_macros/triggered_1e/-1_min_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.min',-1,null,true); \ No newline at end of file diff --git a/_macros/triggered_1e/-1_stress.js b/_macros/triggered_1e/-1_stress.js new file mode 100644 index 0000000..3339121 --- /dev/null +++ b/_macros/triggered_1e/-1_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.value',-1,null,true); \ No newline at end of file diff --git a/_macros/triggered_1e/-1_wound.js b/_macros/triggered_1e/-1_wound.js new file mode 100644 index 0000000..12ffe5f --- /dev/null +++ b/_macros/triggered_1e/-1_wound.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.hits.value',-1,null,true); \ No newline at end of file diff --git a/_macros/triggered_1e/-1d10_body_save.js b/_macros/triggered_1e/-1d10_body_save.js new file mode 100644 index 0000000..fb175da --- /dev/null +++ b/_macros/triggered_1e/-1d10_body_save.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.body.value',null,'-1d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/-1d10_health.js b/_macros/triggered_1e/-1d10_health.js new file mode 100644 index 0000000..65c554c --- /dev/null +++ b/_macros/triggered_1e/-1d10_health.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.health.value',null,'-1d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/-1d10_intellect.js b/_macros/triggered_1e/-1d10_intellect.js new file mode 100644 index 0000000..8154ae5 --- /dev/null +++ b/_macros/triggered_1e/-1d10_intellect.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.intellect.value',null,'-1d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/-1d10_max_stress.js b/_macros/triggered_1e/-1d10_max_stress.js new file mode 100644 index 0000000..de94216 --- /dev/null +++ b/_macros/triggered_1e/-1d10_max_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.max',null,'-1d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/-1d10_strength.js b/_macros/triggered_1e/-1d10_strength.js new file mode 100644 index 0000000..e10eaee --- /dev/null +++ b/_macros/triggered_1e/-1d10_strength.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.strength.value',null,'-1d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/-1d10_stress.js b/_macros/triggered_1e/-1d10_stress.js new file mode 100644 index 0000000..f4ee3f5 --- /dev/null +++ b/_macros/triggered_1e/-1d10_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.value',null,'-1d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/-1d5_max_health.js b/_macros/triggered_1e/-1d5_max_health.js new file mode 100644 index 0000000..6da6d05 --- /dev/null +++ b/_macros/triggered_1e/-1d5_max_health.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.health.max',null,'-1d5',true); \ No newline at end of file diff --git a/_macros/triggered_1e/-1d5_sanity_save.js b/_macros/triggered_1e/-1d5_sanity_save.js new file mode 100644 index 0000000..406af6f --- /dev/null +++ b/_macros/triggered_1e/-1d5_sanity_save.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.sanity.value',null,'-1d5',true); \ No newline at end of file diff --git a/_macros/triggered_1e/-1d5_stress.js b/_macros/triggered_1e/-1d5_stress.js new file mode 100644 index 0000000..eac7ff5 --- /dev/null +++ b/_macros/triggered_1e/-1d5_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.value',null,'-1d5',true); \ No newline at end of file diff --git a/_macros/triggered_1e/-2_max_stress.js b/_macros/triggered_1e/-2_max_stress.js new file mode 100644 index 0000000..2558cd2 --- /dev/null +++ b/_macros/triggered_1e/-2_max_stress.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.other.stress.max',-2,null,true); \ No newline at end of file diff --git a/_macros/triggered_1e/-2d10_body_save.js b/_macros/triggered_1e/-2d10_body_save.js new file mode 100644 index 0000000..7438ff7 --- /dev/null +++ b/_macros/triggered_1e/-2d10_body_save.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.stats.body.value',null,'-2d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/-2d10_health.js b/_macros/triggered_1e/-2d10_health.js new file mode 100644 index 0000000..db66e50 --- /dev/null +++ b/_macros/triggered_1e/-2d10_health.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.health.value',null,'-2d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/-3d10_health.js b/_macros/triggered_1e/-3d10_health.js new file mode 100644 index 0000000..4dcb38c --- /dev/null +++ b/_macros/triggered_1e/-3d10_health.js @@ -0,0 +1 @@ +game.mosh.initModifyActor('system.health.value',null,'-3d10',true); \ No newline at end of file diff --git a/_macros/triggered_1e/bleeding_wound+.js b/_macros/triggered_1e/bleeding_wound+.js new file mode 100644 index 0000000..3f9cdaf --- /dev/null +++ b/_macros/triggered_1e/bleeding_wound+.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`ata3fRz3uoPfNCLh`,`1d10 [+]`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/bleeding_wound-.js b/_macros/triggered_1e/bleeding_wound-.js new file mode 100644 index 0000000..03b2022 --- /dev/null +++ b/_macros/triggered_1e/bleeding_wound-.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`ata3fRz3uoPfNCLh`,`1d10 [-]`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/bleeding_wound.js b/_macros/triggered_1e/bleeding_wound.js new file mode 100644 index 0000000..149a8d9 --- /dev/null +++ b/_macros/triggered_1e/bleeding_wound.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`ata3fRz3uoPfNCLh`,`1d10`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/blunt_force_wound+.js b/_macros/triggered_1e/blunt_force_wound+.js new file mode 100644 index 0000000..fcff5a6 --- /dev/null +++ b/_macros/triggered_1e/blunt_force_wound+.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`31YibfjueXuZdNLb`,`1d10 [+]`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/blunt_force_wound-.js b/_macros/triggered_1e/blunt_force_wound-.js new file mode 100644 index 0000000..4e3d24d --- /dev/null +++ b/_macros/triggered_1e/blunt_force_wound-.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`31YibfjueXuZdNLb`,`1d10 [-]`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/blunt_force_wound.js b/_macros/triggered_1e/blunt_force_wound.js new file mode 100644 index 0000000..8dd8282 --- /dev/null +++ b/_macros/triggered_1e/blunt_force_wound.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`31YibfjueXuZdNLb`,`1d10`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/body_save+.js b/_macros/triggered_1e/body_save+.js new file mode 100644 index 0000000..55e285a --- /dev/null +++ b/_macros/triggered_1e/body_save+.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [+]','low','body',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/body_save-.js b/_macros/triggered_1e/body_save-.js new file mode 100644 index 0000000..bc3341a --- /dev/null +++ b/_macros/triggered_1e/body_save-.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [-]','low','body',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/body_save.js b/_macros/triggered_1e/body_save.js new file mode 100644 index 0000000..a7349d3 --- /dev/null +++ b/_macros/triggered_1e/body_save.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100','low','body',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/combat_check+.js b/_macros/triggered_1e/combat_check+.js new file mode 100644 index 0000000..9425ada --- /dev/null +++ b/_macros/triggered_1e/combat_check+.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [+]','low','combat',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/combat_check-.js b/_macros/triggered_1e/combat_check-.js new file mode 100644 index 0000000..62d8784 --- /dev/null +++ b/_macros/triggered_1e/combat_check-.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [-]','low','combat',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/combat_check.js b/_macros/triggered_1e/combat_check.js new file mode 100644 index 0000000..63e4691 --- /dev/null +++ b/_macros/triggered_1e/combat_check.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100','low','combat',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/death_save+.js b/_macros/triggered_1e/death_save+.js new file mode 100644 index 0000000..26aa2ee --- /dev/null +++ b/_macros/triggered_1e/death_save+.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`1d10 [+]`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/death_save-.js b/_macros/triggered_1e/death_save-.js new file mode 100644 index 0000000..03c72a0 --- /dev/null +++ b/_macros/triggered_1e/death_save-.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`1d10 [-]`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/fear_save+.js b/_macros/triggered_1e/fear_save+.js new file mode 100644 index 0000000..8e27699 --- /dev/null +++ b/_macros/triggered_1e/fear_save+.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [+]','low','fear',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/fear_save-.js b/_macros/triggered_1e/fear_save-.js new file mode 100644 index 0000000..071b6cc --- /dev/null +++ b/_macros/triggered_1e/fear_save-.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [-]','low','fear',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/fear_save.js b/_macros/triggered_1e/fear_save.js new file mode 100644 index 0000000..38fbe44 --- /dev/null +++ b/_macros/triggered_1e/fear_save.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100','low','fear',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/fire_&_explosives_wound+.js b/_macros/triggered_1e/fire_&_explosives_wound+.js new file mode 100644 index 0000000..97a8c54 --- /dev/null +++ b/_macros/triggered_1e/fire_&_explosives_wound+.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`lqiaWwh5cGcJhvnu`,`1d10 [+]`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/fire_&_explosives_wound-.js b/_macros/triggered_1e/fire_&_explosives_wound-.js new file mode 100644 index 0000000..d781215 --- /dev/null +++ b/_macros/triggered_1e/fire_&_explosives_wound-.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`lqiaWwh5cGcJhvnu`,`1d10 [-]`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/fire_&_explosives_wound.js b/_macros/triggered_1e/fire_&_explosives_wound.js new file mode 100644 index 0000000..1db2364 --- /dev/null +++ b/_macros/triggered_1e/fire_&_explosives_wound.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`lqiaWwh5cGcJhvnu`,`1d10`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/gore_&_massive_wound+.js b/_macros/triggered_1e/gore_&_massive_wound+.js new file mode 100644 index 0000000..f6c6256 --- /dev/null +++ b/_macros/triggered_1e/gore_&_massive_wound+.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`uVfC1CqYdojaJ7yRd`,`1d10 [+]`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/gore_&_massive_wound-.js b/_macros/triggered_1e/gore_&_massive_wound-.js new file mode 100644 index 0000000..19ede53 --- /dev/null +++ b/_macros/triggered_1e/gore_&_massive_wound-.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`uVfC1CqYdojaJ7yR`,`1d10 [-]`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/gore_&_massive_wound.js b/_macros/triggered_1e/gore_&_massive_wound.js new file mode 100644 index 0000000..b5e2565 --- /dev/null +++ b/_macros/triggered_1e/gore_&_massive_wound.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`uVfC1CqYdojaJ7yR`,`1d10`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/gunshot_wound+.js b/_macros/triggered_1e/gunshot_wound+.js new file mode 100644 index 0000000..219ca27 --- /dev/null +++ b/_macros/triggered_1e/gunshot_wound+.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`XjDU2xFOWEasaZK0`,`1d10 [+]`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/gunshot_wound-.js b/_macros/triggered_1e/gunshot_wound-.js new file mode 100644 index 0000000..f6eb3e9 --- /dev/null +++ b/_macros/triggered_1e/gunshot_wound-.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`XjDU2xFOWEasaZK0`,`1d10 [-]`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/gunshot_wound.js b/_macros/triggered_1e/gunshot_wound.js new file mode 100644 index 0000000..55f0228 --- /dev/null +++ b/_macros/triggered_1e/gunshot_wound.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`XjDU2xFOWEasaZK0`,`1d10`,`low`,true,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/intellect_check+.js b/_macros/triggered_1e/intellect_check+.js new file mode 100644 index 0000000..0dbd919 --- /dev/null +++ b/_macros/triggered_1e/intellect_check+.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [+]','low','intellect',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/intellect_check-.js b/_macros/triggered_1e/intellect_check-.js new file mode 100644 index 0000000..717bd2e --- /dev/null +++ b/_macros/triggered_1e/intellect_check-.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [-]','low','intellect',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/intellect_check.js b/_macros/triggered_1e/intellect_check.js new file mode 100644 index 0000000..4948f0a --- /dev/null +++ b/_macros/triggered_1e/intellect_check.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100','low','intellect',null,null,null); \ No newline at end of file diff --git a/macros/triggered_0e/lower_min_stress_to_2.js b/_macros/triggered_1e/lower_min_stress_to_2.js similarity index 63% rename from macros/triggered_0e/lower_min_stress_to_2.js rename to _macros/triggered_1e/lower_min_stress_to_2.js index d60c7f2..72700f2 100644 --- a/macros/triggered_0e/lower_min_stress_to_2.js +++ b/_macros/triggered_1e/lower_min_stress_to_2.js @@ -2,15 +2,26 @@ prepModifyActor(); //tell the actor to run the function async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { + //determine who to run the macro for + if (game.settings.get('mosh','macroTarget') === 'character') { + //is there a selected character? warn if no + if (!game.user.character) { + //warn player + game.mosh.noCharSelected(); + } else { //get the health for this token let curValue = game.user.character.system.other.stress.min; //calculate difference let lowerBy = 2 - curValue; //run the function for the player's 'Selected Character' game.user.character.modifyActor('system.other.stress.min',lowerBy,null,true); - } else if (game.settings.get('mosh','macroTarget') === 'token') { + } + } else if (game.settings.get('mosh','macroTarget') === 'token') { + //is there a selected character? warn if no + if (!canvas.tokens.controlled.length) { + //warn player + game.mosh.noCharSelected(); + } else { //run the function for all selected tokens canvas.tokens.controlled.forEach(function(token){ //get the health for this token @@ -21,4 +32,5 @@ async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg token.actor.modifyActor('system.other.stress.min',lowerBy,null,true); }); } + } } \ No newline at end of file diff --git a/macros/triggered_0e/lower_wounds_to_0.js b/_macros/triggered_1e/lower_wounds_to_0.js similarity index 63% rename from macros/triggered_0e/lower_wounds_to_0.js rename to _macros/triggered_1e/lower_wounds_to_0.js index 660b2f8..41f48ed 100644 --- a/macros/triggered_0e/lower_wounds_to_0.js +++ b/_macros/triggered_1e/lower_wounds_to_0.js @@ -2,15 +2,26 @@ prepModifyActor(); //tell the actor to run the function async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { + //determine who to run the macro for + if (game.settings.get('mosh','macroTarget') === 'character') { + //is there a selected character? warn if no + if (!game.user.character) { + //warn player + game.mosh.noCharSelected(); + } else { //get the health for this token let curValue = game.user.character.system.hits.value; //calculate difference let lowerBy = 0 - curValue; //run the function for the player's 'Selected Character' game.user.character.modifyActor('system.hits.value',lowerBy,null,true); - } else if (game.settings.get('mosh','macroTarget') === 'token') { + } + } else if (game.settings.get('mosh','macroTarget') === 'token') { + //is there a selected character? warn if no + if (!canvas.tokens.controlled.length) { + //warn player + game.mosh.noCharSelected(); + } else { //run the function for all selected tokens canvas.tokens.controlled.forEach(function(token){ //get the health for this token @@ -21,4 +32,5 @@ async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg token.actor.modifyActor('system.hits.value',lowerBy,null,true); }); } + } } \ No newline at end of file diff --git a/_macros/triggered_1e/panic_check+.js b/_macros/triggered_1e/panic_check+.js new file mode 100644 index 0000000..f108b29 --- /dev/null +++ b/_macros/triggered_1e/panic_check+.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`panicCheck`,`[+]`,null,false,false,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/panic_check-.js b/_macros/triggered_1e/panic_check-.js new file mode 100644 index 0000000..80572fc --- /dev/null +++ b/_macros/triggered_1e/panic_check-.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`panicCheck`,`[-]`,null,false,false,null,null); \ No newline at end of file diff --git a/macros/triggered_0e/raise_max_stress_to_85.js b/_macros/triggered_1e/raise_max_stress_to_85.js similarity index 64% rename from macros/triggered_0e/raise_max_stress_to_85.js rename to _macros/triggered_1e/raise_max_stress_to_85.js index f654f37..852a732 100644 --- a/macros/triggered_0e/raise_max_stress_to_85.js +++ b/_macros/triggered_1e/raise_max_stress_to_85.js @@ -2,9 +2,14 @@ prepModifyActor(); //tell the actor to run the function async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //get the health for this token + //determine who to run the macro for + if (game.settings.get('mosh','macroTarget') === 'character') { + //is there a selected character? warn if no + if (!game.user.character) { + //warn player + game.mosh.noCharSelected(); + } else { + //get the health for this character let curValue = game.user.character.system.other.stress.max; //calculate difference let raiseBy = 85 - curValue; @@ -12,7 +17,13 @@ async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg if (raiseBy < 0) {raiseBy = 0;} //run the function for the player's 'Selected Character' game.user.character.modifyActor('system.other.stress.max',raiseBy,null,true); - } else if (game.settings.get('mosh','macroTarget') === 'token') { + } + } else if (game.settings.get('mosh','macroTarget') === 'token') { + //is there a selected character? warn if no + if (!canvas.tokens.controlled.length) { + //warn player + game.mosh.noCharSelected(); + } else { //run the function for all selected tokens canvas.tokens.controlled.forEach(function(token){ //get the health for this token @@ -25,4 +36,5 @@ async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg token.actor.modifyActor('system.other.stress.max',raiseBy,null,true); }); } + } } \ No newline at end of file diff --git a/_macros/triggered_1e/rest_save+.js b/_macros/triggered_1e/rest_save+.js new file mode 100644 index 0000000..9c3c173 --- /dev/null +++ b/_macros/triggered_1e/rest_save+.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [+]','low','restSave',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/rest_save-.js b/_macros/triggered_1e/rest_save-.js new file mode 100644 index 0000000..7e0e9b2 --- /dev/null +++ b/_macros/triggered_1e/rest_save-.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [-]','low','restSave',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/roll_1d10_android_panic_table.js b/_macros/triggered_1e/roll_1d10_android_panic_table.js new file mode 100644 index 0000000..2ec33c4 --- /dev/null +++ b/_macros/triggered_1e/roll_1d10_android_panic_table.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`aBnY19jlhPXzibCt`,`1d10`,`high`,false,false,'system.other.stress.value','>'); \ No newline at end of file diff --git a/_macros/triggered_1e/roll_android_panic_table.js b/_macros/triggered_1e/roll_android_panic_table.js new file mode 100644 index 0000000..c35d5b3 --- /dev/null +++ b/_macros/triggered_1e/roll_android_panic_table.js @@ -0,0 +1 @@ +game.mosh.initRollTable(`aBnY19jlhPXzibCt`,`1d20`,`high`,false,false,'system.other.stress.value','>'); \ No newline at end of file diff --git a/_macros/triggered_1e/sanity_save+.js b/_macros/triggered_1e/sanity_save+.js new file mode 100644 index 0000000..d8281e7 --- /dev/null +++ b/_macros/triggered_1e/sanity_save+.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [+]','low','sanity',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/sanity_save-.js b/_macros/triggered_1e/sanity_save-.js new file mode 100644 index 0000000..e89d5a8 --- /dev/null +++ b/_macros/triggered_1e/sanity_save-.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [-]','low','sanity',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/sanity_save.js b/_macros/triggered_1e/sanity_save.js new file mode 100644 index 0000000..120d123 --- /dev/null +++ b/_macros/triggered_1e/sanity_save.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100','low','sanity',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/speed_check+.js b/_macros/triggered_1e/speed_check+.js new file mode 100644 index 0000000..949745c --- /dev/null +++ b/_macros/triggered_1e/speed_check+.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [+]','low','speed',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/speed_check-.js b/_macros/triggered_1e/speed_check-.js new file mode 100644 index 0000000..978c5b8 --- /dev/null +++ b/_macros/triggered_1e/speed_check-.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [-]','low','speed',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/speed_check.js b/_macros/triggered_1e/speed_check.js new file mode 100644 index 0000000..c178aef --- /dev/null +++ b/_macros/triggered_1e/speed_check.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100','low','speed',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/strength_check+.js b/_macros/triggered_1e/strength_check+.js new file mode 100644 index 0000000..b6fcf86 --- /dev/null +++ b/_macros/triggered_1e/strength_check+.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [+]','low','strength',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/strength_check-.js b/_macros/triggered_1e/strength_check-.js new file mode 100644 index 0000000..c4f030c --- /dev/null +++ b/_macros/triggered_1e/strength_check-.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100 [-]','low','strength',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/strength_check.js b/_macros/triggered_1e/strength_check.js new file mode 100644 index 0000000..e17b427 --- /dev/null +++ b/_macros/triggered_1e/strength_check.js @@ -0,0 +1 @@ +game.mosh.initRollCheck('1d100','low','strength',null,null,null); \ No newline at end of file diff --git a/_macros/triggered_1e/take_bleeding_damage.js b/_macros/triggered_1e/take_bleeding_damage.js new file mode 100644 index 0000000..8ddee54 --- /dev/null +++ b/_macros/triggered_1e/take_bleeding_damage.js @@ -0,0 +1,27 @@ +prepBleedingDamage(); + +//tell the actor to run the function +async function prepBleedingDamage() { + //determine who to run the macro for + if (game.settings.get('mosh','macroTarget') === 'character') { + //is there a selected character? warn if no + if (!game.user.character) { + //warn player + game.mosh.noCharSelected(); + } else { + //run the function for the player's 'Selected Character' + game.user.character.takeBleedingDamage(); + } + } else if (game.settings.get('mosh','macroTarget') === 'token') { + //is there a selected character? warn if no + if (!canvas.tokens.controlled.length) { + //warn player + game.mosh.noCharSelected(); + } else { + //run the function for all selected tokens + canvas.tokens.controlled.forEach(function(token){ + token.actor.takeBleedingDamage(); + }); + } + } +} \ No newline at end of file diff --git a/_macros/triggered_1e/take_radiation_damage.js b/_macros/triggered_1e/take_radiation_damage.js new file mode 100644 index 0000000..e79c93e --- /dev/null +++ b/_macros/triggered_1e/take_radiation_damage.js @@ -0,0 +1,27 @@ +prepRadiationDamage(); + +//tell the actor to run the function +async function prepRadiationDamage() { + //determine who to run the macro for + if (game.settings.get('mosh','macroTarget') === 'character') { + //is there a selected character? warn if no + if (!game.user.character) { + //warn player + game.mosh.noCharSelected(); + } else { + //run the function for the player's 'Selected Character' + game.user.character.takeRadiationDamage(); + } + } else if (game.settings.get('mosh','macroTarget') === 'token') { + //is there a selected character? warn if no + if (!canvas.tokens.controlled.length) { + //warn player + game.mosh.noCharSelected(); + } else { + //run the function for all selected tokens + canvas.tokens.controlled.forEach(function(token){ + token.actor.takeRadiationDamage(); + }); + } + } +} \ No newline at end of file diff --git a/_releases/0.3.4/foundry-mothership.zip b/_releases/0.3.4/foundry-mothership.zip new file mode 100644 index 0000000..59051e8 Binary files /dev/null and b/_releases/0.3.4/foundry-mothership.zip differ diff --git a/_releases/0.3.4/system.json b/_releases/0.3.4/system.json new file mode 100644 index 0000000..0377bce --- /dev/null +++ b/_releases/0.3.4/system.json @@ -0,0 +1,140 @@ +{ + "id": "mosh", + "title": "MoSh - Unofficial Mothership", + "description": "The unofficial Mothership system for FoundryVTT.", + "version": "0.4.3", + "esmodules": [ + "module/mosh.js" + ], + "styles": [ + "css/mosh.css" + ], + "packs": [ + { + "name": "conditions_1e", + "label": "Conditions (1e)", + "system": "mosh", + "path": "packs/conditions_1e.db", + "type": "Item", + "flags": {}, + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + }, + { + "name": "macros_hotbar_1e", + "label": "Hotbar Macros (1e)", + "system": "mosh", + "path": "packs/macros_hotbar_1e.db", + "type": "Macro", + "flags": {}, + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + }, + { + "name": "macros_triggered_1e", + "label": "Triggered Macros (1e)", + "system": "mosh", + "path": "packs/macros_triggered_1e.db", + "type": "Macro", + "flags": {}, + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + }, + { + "name": "rolltables_1e", + "label": "Rolltables (1e)", + "system": "mosh", + "path": "packs/rolltables_1e.db", + "type": "RollTable", + "flags": {}, + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + }, + { + "name": "conditions_0e", + "label": "Conditions (0e)", + "system": "mosh", + "path": "packs/conditions_0e.db", + "type": "Item", + "flags": {}, + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + }, + { + "name": "macros_hotbar_0e", + "label": "Hotbar Macros (0e)", + "system": "mosh", + "path": "packs/macros_hotbar_0e.db", + "type": "Macro", + "flags": {}, + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + }, + { + "name": "macros_triggered_0e", + "label": "Triggered Macros (0e)", + "system": "mosh", + "path": "packs/macros_triggered_0e.db", + "type": "Macro", + "flags": {}, + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + }, + { + "name": "rolltables_0e", + "label": "Rolltables (0e)", + "system": "mosh", + "path": "packs/rolltables_0e.db", + "type": "RollTable", + "flags": {}, + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + } + ], + "languages": [ + { + "lang": "en", + "name": "English", + "path": "lang/en.json", + "flags": {} + } + ], + "gridDistance": 1, + "gridUnits": "meter", + "primaryTokenAttribute": "health", + "secondaryTokenAttribute": "other.stress", + "url": "https://github.com/Futil/foundry-mothership", + "manifest": "https://github.com/Futil/foundry-mothership/releases/latest/download/system.json", + "download": "https://github.com/Futil/foundry-mothership/releases/download/0.4.3/foundry-mothership.zip", + "license": "LICENSE.txt", + "authors": [ + { + "name": "Futilrevenge", + "flags": {} + }, + { + "name": "hollowphoton", + "flags": {} + } + ], + "compatibility": { + "minimum": "0.8.6", + "verified": "11" + } +} \ No newline at end of file diff --git a/macros/hotbar_0e/death_save.js b/macros/hotbar_0e/death_save.js deleted file mode 100644 index 01bf86f..0000000 --- a/macros/hotbar_0e/death_save.js +++ /dev/null @@ -1,69 +0,0 @@ -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} - -//pop up the death save dialog box -new Dialog({ - title: `Death Save`, - content: ` - -
-
-
-

Death Save

Whenever you reach 0 Health, make a Body Save: Failure means you die. Success means you fall unconscious, make a Death Save to find out when you regain consciousness. Crew members with a medscanner, relevant skills like First Aid or Biology, or scientists and androids who pass an Intellect Check can determine your condition.
-
-
-

Select your roll type:

- `, - buttons: { - button1: { - label: `Advantage`, - callback: () => prepTableRoll(`cZOHlhEJcYGZsQBM`,`1d10 [+]`,`high`,false,false,null,null), - icon: `` - }, - button2: { - label: `Normal`, - callback: () => prepTableRoll(`cZOHlhEJcYGZsQBM`,`1d10`,`high`,false,false,null,null), - icon: `` - }, - button3: { - label: `Disadvantage`, - callback: () => prepTableRoll(`cZOHlhEJcYGZsQBM`,`1d10 [-]`,`high`,false,false,null,null), - icon: `` - } - } -},{width: 600,height: 265}).render(true); \ No newline at end of file diff --git a/macros/hotbar_0e/gain_calm.js b/macros/hotbar_0e/gain_calm.js deleted file mode 100644 index fed1f4f..0000000 --- a/macros/hotbar_0e/gain_calm.js +++ /dev/null @@ -1,69 +0,0 @@ -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} - -new Dialog({ - title: `Gain Calm`, - 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: { - button1: { - label: `Gain 5 Calm`, - callback: () => prepModifyActor('system.other.stress.value',5,null,true), - icon: `` - }, - button2: { - label: `Gain 10 Calm`, - callback: () => prepModifyActor('system.other.stress.value',10,null,true), - icon: `` - }, - button3: { - label: `Gain 1d20 Calm`, - callback: () => prepModifyActor('system.other.stress.value',null,`1d20`,true), - icon: `` - } - } -},{width: 600,height: 265}).render(true); \ No newline at end of file diff --git a/macros/hotbar_0e/panic_check.js b/macros/hotbar_0e/panic_check.js deleted file mode 100644 index 6024156..0000000 --- a/macros/hotbar_0e/panic_check.js +++ /dev/null @@ -1,70 +0,0 @@ -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} - -//pop up the panic check dialog box -new Dialog({ - title: `Panic Check`, - content: ` - -
-
-
-

Panic Check

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

Select your roll type:

- `, - buttons: { - button1: { - label: `Advantage`, - callback: () => prepTableRoll(`panicCheck`,`[+]`,null,false,false,null,null), - icon: `` - }, - button2: { - label: `Normal`, - callback: () => prepTableRoll(`panicCheck`,``,null,false,false,null,null), - icon: `` - }, - button3: { - label: `Disadvantage`, - callback: () => prepTableRoll(`panicCheck`,`[-]`,null,false,false,null,null), - icon: `` - } - } -},{width: 600,height: 265}).render(true); \ No newline at end of file diff --git a/macros/hotbar_0e/relieve_stress.js b/macros/hotbar_0e/relieve_stress.js deleted file mode 100644 index a3d2285..0000000 --- a/macros/hotbar_0e/relieve_stress.js +++ /dev/null @@ -1,70 +0,0 @@ -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} - -new Dialog({ - title: `Gain Stress`, - 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: { - button1: { - label: `Relieve 1 Stress`, - callback: () => prepModifyActor('system.other.stress.value',-1,null,true), - icon: `` - }, - button2: { - label: `Relieve 2 Stress`, - callback: () => prepModifyActor('system.other.stress.value',-2,null,true), - icon: `` - }, - button3: { - label: `Relieve 1d5 Stress`, - callback: () => prepModifyActor('system.other.stress.value',null,`-1d5`,true), - icon: `` - } - } -},{width: 600,height: 265}).render(true); \ No newline at end of file diff --git a/macros/hotbar_1e/death_save.js b/macros/hotbar_1e/death_save.js deleted file mode 100644 index 122f8e1..0000000 --- a/macros/hotbar_1e/death_save.js +++ /dev/null @@ -1,69 +0,0 @@ -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} - -//pop up the death save dialog box -new Dialog({ - title: `Death Save`, - content: ` - -
-
-
-

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.
-
-
-

Select your roll type:

- `, - buttons: { - button1: { - label: `Advantage`, - callback: () => prepTableRoll(`W36WFIpCfMknKgHy`,`1d10 [+]`,`low`,true,false,null,null), - icon: `` - }, - button2: { - label: `Normal`, - callback: () => prepTableRoll(`W36WFIpCfMknKgHy`,`1d10`,`low`,true,false,null,null), - icon: `` - }, - button3: { - label: `Disadvantage`, - callback: () => prepTableRoll(`W36WFIpCfMknKgHy`,`1d10 [-]`,`low`,true,false,null,null), - icon: `` - } - } -},{width: 600,height: 265}).render(true); \ No newline at end of file diff --git a/macros/hotbar_1e/gain_calm.js b/macros/hotbar_1e/gain_calm.js deleted file mode 100644 index fed1f4f..0000000 --- a/macros/hotbar_1e/gain_calm.js +++ /dev/null @@ -1,69 +0,0 @@ -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} - -new Dialog({ - title: `Gain Calm`, - 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: { - button1: { - label: `Gain 5 Calm`, - callback: () => prepModifyActor('system.other.stress.value',5,null,true), - icon: `` - }, - button2: { - label: `Gain 10 Calm`, - callback: () => prepModifyActor('system.other.stress.value',10,null,true), - icon: `` - }, - button3: { - label: `Gain 1d20 Calm`, - callback: () => prepModifyActor('system.other.stress.value',null,`1d20`,true), - icon: `` - } - } -},{width: 600,height: 265}).render(true); \ No newline at end of file diff --git a/macros/hotbar_1e/panic_check.js b/macros/hotbar_1e/panic_check.js deleted file mode 100644 index 0451098..0000000 --- a/macros/hotbar_1e/panic_check.js +++ /dev/null @@ -1,70 +0,0 @@ -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //roll panic check - game.user.character.rollTable('panicCheck',rollString,null,null,null,'system.other.stress.value',null); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable('panicCheck',rollString,null,null,null,'system.other.stress.value',null); - }); - } -} - -//pop up the panic check dialog box -new Dialog({ - title: `Panic Check`, - content: ` - -
-
-
-

Panic Check

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

Select your roll type:

- `, - buttons: { - button1: { - label: `Advantage`, - callback: () => prepTableRoll(`panicCheck`,`[+]`,null,false,false,null,null), - icon: `` - }, - button2: { - label: `Normal`, - callback: () => prepTableRoll(`panicCheck`,``,null,false,false,null,null), - icon: `` - }, - button3: { - label: `Disadvantage`, - callback: () => prepTableRoll(`panicCheck`,`[-]`,null,false,false,null,null), - icon: `` - } - } -},{width: 600,height: 265}).render(true); \ No newline at end of file diff --git a/macros/hotbar_1e/relieve_stress.js b/macros/hotbar_1e/relieve_stress.js deleted file mode 100644 index a3d2285..0000000 --- a/macros/hotbar_1e/relieve_stress.js +++ /dev/null @@ -1,70 +0,0 @@ -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} - -new Dialog({ - title: `Gain Stress`, - 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: { - button1: { - label: `Relieve 1 Stress`, - callback: () => prepModifyActor('system.other.stress.value',-1,null,true), - icon: `` - }, - button2: { - label: `Relieve 2 Stress`, - callback: () => prepModifyActor('system.other.stress.value',-2,null,true), - icon: `` - }, - button3: { - label: `Relieve 1d5 Stress`, - callback: () => prepModifyActor('system.other.stress.value',null,`-1d5`,true), - icon: `` - } - } -},{width: 600,height: 265}).render(true); \ No newline at end of file diff --git a/macros/hotbar_1e/wound_check.js b/macros/hotbar_1e/wound_check.js deleted file mode 100644 index 73e4cdb..0000000 --- a/macros/hotbar_1e/wound_check.js +++ /dev/null @@ -1,135 +0,0 @@ -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} - -//pop up the wound check dialog box -new Dialog({ - title: `Wound Check`, - content: ` - - -
-
-
-

Wound Check

Make a Wound Check 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.
-
-
- - - - - -

Select your roll type:

- `, - buttons: { - button1: { - label: `Advantage`, - callback: (html) => prepTableRoll(html.find("input[name='wound_table']:checked").val(),`1d10 [+]`,`low`,true,false,null,null), - icon: `` - }, - button2: { - label: `Normal`, - callback: (html) => prepTableRoll(html.find("input[name='wound_table']:checked").val(),`1d10`,`low`,true,false,null,null), - icon: `` - }, - button3: { - label: `Disadvantage`, - callback: (html) => prepTableRoll(html.find("input[name='wound_table']:checked").val(),`1d10 [-]`,`low`,true,false,null,null), - icon: `` - } - } -},{width: 600,height: 650}).render(true); \ No newline at end of file diff --git a/macros/triggered_0e/+1_anhedonia.js b/macros/triggered_0e/+1_anhedonia.js deleted file mode 100644 index 8cd9a55..0000000 --- a/macros/triggered_0e/+1_anhedonia.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('QEVnimwq5o0DxmZz',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_bit_rot.js b/macros/triggered_0e/+1_bit_rot.js deleted file mode 100644 index b4d55d4..0000000 --- a/macros/triggered_0e/+1_bit_rot.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('23qE7TnIHxtw1E9y',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_broken.js b/macros/triggered_0e/+1_broken.js deleted file mode 100644 index 2cfc453..0000000 --- a/macros/triggered_0e/+1_broken.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('ZzvKo0yTqOcRP5Xo',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_cowardice.js b/macros/triggered_0e/+1_cowardice.js deleted file mode 100644 index 5f81a61..0000000 --- a/macros/triggered_0e/+1_cowardice.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('Qnv6ZDPsbOXLi9go',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_death_drive.js b/macros/triggered_0e/+1_death_drive.js deleted file mode 100644 index f937c7c..0000000 --- a/macros/triggered_0e/+1_death_drive.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('uoeVaOy5a6BIAGAi',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_deviant_logic_core.js b/macros/triggered_0e/+1_deviant_logic_core.js deleted file mode 100644 index 0ca0c89..0000000 --- a/macros/triggered_0e/+1_deviant_logic_core.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('PiMuPeHR5EobSPBP',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_emotional_detachment.js b/macros/triggered_0e/+1_emotional_detachment.js deleted file mode 100644 index f151e36..0000000 --- a/macros/triggered_0e/+1_emotional_detachment.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('dAJRV7JG0Wh1shcJ',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_escapism.js b/macros/triggered_0e/+1_escapism.js deleted file mode 100644 index adb6e58..0000000 --- a/macros/triggered_0e/+1_escapism.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('6vExNGxZiXcC3RFy',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_ethical_directive_failure.js b/macros/triggered_0e/+1_ethical_directive_failure.js deleted file mode 100644 index 1ec2437..0000000 --- a/macros/triggered_0e/+1_ethical_directive_failure.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('kI2Yxt0Eo2mEywpZ',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_ethical_directive_misread.js b/macros/triggered_0e/+1_ethical_directive_misread.js deleted file mode 100644 index 14d3e35..0000000 --- a/macros/triggered_0e/+1_ethical_directive_misread.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('5E3FGlNzi05S792f',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_faulty_heuristics.js b/macros/triggered_0e/+1_faulty_heuristics.js deleted file mode 100644 index bd76d83..0000000 --- a/macros/triggered_0e/+1_faulty_heuristics.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('8D9ZtBYScCKjcBH3',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_fried_logic_core.js b/macros/triggered_0e/+1_fried_logic_core.js deleted file mode 100644 index a29bd10..0000000 --- a/macros/triggered_0e/+1_fried_logic_core.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('B8vRorrFy3c2cOf5',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_hallucinations.js b/macros/triggered_0e/+1_hallucinations.js deleted file mode 100644 index b8106b6..0000000 --- a/macros/triggered_0e/+1_hallucinations.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('RZ5X3UuiM0Wzg3pQ',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_hypervigilance.js b/macros/triggered_0e/+1_hypervigilance.js deleted file mode 100644 index e2f6e22..0000000 --- a/macros/triggered_0e/+1_hypervigilance.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('A3qRm3Gs36Nbfs29',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_insane.js b/macros/triggered_0e/+1_insane.js deleted file mode 100644 index ebf567b..0000000 --- a/macros/triggered_0e/+1_insane.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('9vveNoR1VA9Bx0Wo',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_killswitch_engaged.js b/macros/triggered_0e/+1_killswitch_engaged.js deleted file mode 100644 index b72f5b6..0000000 --- a/macros/triggered_0e/+1_killswitch_engaged.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('hAfwbHxZih4Xb0qi',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_losing_your_grip.js b/macros/triggered_0e/+1_losing_your_grip.js deleted file mode 100644 index d546ad8..0000000 --- a/macros/triggered_0e/+1_losing_your_grip.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('1r6ruvSdxn2bHHIk',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_panicky.js b/macros/triggered_0e/+1_panicky.js deleted file mode 100644 index 4126962..0000000 --- a/macros/triggered_0e/+1_panicky.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('AXxmouWPp6Tx1JbK',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_paranoid.js b/macros/triggered_0e/+1_paranoid.js deleted file mode 100644 index 771e4f1..0000000 --- a/macros/triggered_0e/+1_paranoid.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('lxIZLdg2IkwOC2b9',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_phobia.js b/macros/triggered_0e/+1_phobia.js deleted file mode 100644 index 451e571..0000000 --- a/macros/triggered_0e/+1_phobia.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('lf1QZaUHSy82w7SR',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_psychotic_episodes.js b/macros/triggered_0e/+1_psychotic_episodes.js deleted file mode 100644 index 3279cf0..0000000 --- a/macros/triggered_0e/+1_psychotic_episodes.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('Gm2XrTqVMbECVPan',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_rampancy.js b/macros/triggered_0e/+1_rampancy.js deleted file mode 100644 index 4c02fe4..0000000 --- a/macros/triggered_0e/+1_rampancy.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('GbDO8pRNdPA5tQXE',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_recurring_nightmares.js b/macros/triggered_0e/+1_recurring_nightmares.js deleted file mode 100644 index 72de4d7..0000000 --- a/macros/triggered_0e/+1_recurring_nightmares.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('zbKI2RCl5h3vowoy',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_sanity_save.js b/macros/triggered_0e/+1_sanity_save.js deleted file mode 100644 index 169e98e..0000000 --- a/macros/triggered_0e/+1_sanity_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.sanity.value',1,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_severe_anxiety.js b/macros/triggered_0e/+1_severe_anxiety.js deleted file mode 100644 index 1814f28..0000000 --- a/macros/triggered_0e/+1_severe_anxiety.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('H4UUQsZOSaYGRPSY',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_social_anxiety.js b/macros/triggered_0e/+1_social_anxiety.js deleted file mode 100644 index 1f983a6..0000000 --- a/macros/triggered_0e/+1_social_anxiety.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('xVW5zbK05EqQmaA4',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_software_bloat.js b/macros/triggered_0e/+1_software_bloat.js deleted file mode 100644 index 73c74d7..0000000 --- a/macros/triggered_0e/+1_software_bloat.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('1rUlQJ5iwD29X4oT',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_stress.js b/macros/triggered_0e/+1_stress.js deleted file mode 100644 index 90d9a77..0000000 --- a/macros/triggered_0e/+1_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.value',1,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_the_shakes.js b/macros/triggered_0e/+1_the_shakes.js deleted file mode 100644 index 1663d68..0000000 --- a/macros/triggered_0e/+1_the_shakes.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('JV43ilZwsikj75j1',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_threat_assessment_failure.js b/macros/triggered_0e/+1_threat_assessment_failure.js deleted file mode 100644 index 4c010f1..0000000 --- a/macros/triggered_0e/+1_threat_assessment_failure.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('xlKWL5nZm3SJPhrf',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_turing_test_failure.js b/macros/triggered_0e/+1_turing_test_failure.js deleted file mode 100644 index 784c262..0000000 --- a/macros/triggered_0e/+1_turing_test_failure.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('iZzcfZ26I2svoonl',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_twitchy.js b/macros/triggered_0e/+1_twitchy.js deleted file mode 100644 index da0b8f7..0000000 --- a/macros/triggered_0e/+1_twitchy.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('qsOHsbKMonl9tiaq',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_vocalization_failure.js b/macros/triggered_0e/+1_vocalization_failure.js deleted file mode 100644 index 078ec42..0000000 --- a/macros/triggered_0e/+1_vocalization_failure.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('x0YRvBbVoHPILD6x',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1_worship_danger.js b/macros/triggered_0e/+1_worship_danger.js deleted file mode 100644 index c2e8a09..0000000 --- a/macros/triggered_0e/+1_worship_danger.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('ZIYe2ULX7AKP5MVI',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1d10_combat.js b/macros/triggered_0e/+1d10_combat.js deleted file mode 100644 index f8ec5d2..0000000 --- a/macros/triggered_0e/+1d10_combat.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.combat.value',null,'1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1d10_fear_save.js b/macros/triggered_0e/+1d10_fear_save.js deleted file mode 100644 index 82c3187..0000000 --- a/macros/triggered_0e/+1d10_fear_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.fear.value',null,'1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1d10_health.js b/macros/triggered_0e/+1d10_health.js deleted file mode 100644 index 0f9cfb3..0000000 --- a/macros/triggered_0e/+1d10_health.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.health.value',null,'1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1d10_max_stress.js b/macros/triggered_0e/+1d10_max_stress.js deleted file mode 100644 index 6e4d4db..0000000 --- a/macros/triggered_0e/+1d10_max_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.max',null,'1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1d10_stress.js b/macros/triggered_0e/+1d10_stress.js deleted file mode 100644 index 9100e25..0000000 --- a/macros/triggered_0e/+1d10_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.value',null,'1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+1d5_stress.js b/macros/triggered_0e/+1d5_stress.js deleted file mode 100644 index 825a701..0000000 --- a/macros/triggered_0e/+1d5_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.value',null,'1d5',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+2_bleeding.js b/macros/triggered_0e/+2_bleeding.js deleted file mode 100644 index 1db7720..0000000 --- a/macros/triggered_0e/+2_bleeding.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('pxtF1NfletmoFFGV',2); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+2_min_stress.js b/macros/triggered_0e/+2_min_stress.js deleted file mode 100644 index 4e67ceb..0000000 --- a/macros/triggered_0e/+2_min_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.min',2,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+2_stress.js b/macros/triggered_0e/+2_stress.js deleted file mode 100644 index ab73e8f..0000000 --- a/macros/triggered_0e/+2_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.value',2,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+2d10_body_save.js b/macros/triggered_0e/+2d10_body_save.js deleted file mode 100644 index 22f0818..0000000 --- a/macros/triggered_0e/+2d10_body_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.body.value',null,'2d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+2d10_speed.js b/macros/triggered_0e/+2d10_speed.js deleted file mode 100644 index e4520eb..0000000 --- a/macros/triggered_0e/+2d10_speed.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.speed.value',null,'2d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+2d10_strength.js b/macros/triggered_0e/+2d10_strength.js deleted file mode 100644 index 9915a20..0000000 --- a/macros/triggered_0e/+2d10_strength.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.strength.value',null,'2d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+3_bleeding.js b/macros/triggered_0e/+3_bleeding.js deleted file mode 100644 index 9ff83c3..0000000 --- a/macros/triggered_0e/+3_bleeding.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('pxtF1NfletmoFFGV',3); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+3_stress.js b/macros/triggered_0e/+3_stress.js deleted file mode 100644 index bce7384..0000000 --- a/macros/triggered_0e/+3_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.value',3,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+4_bleeding.js b/macros/triggered_0e/+4_bleeding.js deleted file mode 100644 index 8233fa6..0000000 --- a/macros/triggered_0e/+4_bleeding.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('pxtF1NfletmoFFGV',4); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+5_bleeding.js b/macros/triggered_0e/+5_bleeding.js deleted file mode 100644 index 4ac5175..0000000 --- a/macros/triggered_0e/+5_bleeding.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('pxtF1NfletmoFFGV',5); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+6_bleeding.js b/macros/triggered_0e/+6_bleeding.js deleted file mode 100644 index 15a1c47..0000000 --- a/macros/triggered_0e/+6_bleeding.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('pxtF1NfletmoFFGV',6); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/+7_bleeding.js b/macros/triggered_0e/+7_bleeding.js deleted file mode 100644 index 22394c0..0000000 --- a/macros/triggered_0e/+7_bleeding.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('pxtF1NfletmoFFGV',7); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-10_health.js b/macros/triggered_0e/-10_health.js deleted file mode 100644 index 8e7fdf3..0000000 --- a/macros/triggered_0e/-10_health.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.health.value',-10,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-1_health.js b/macros/triggered_0e/-1_health.js deleted file mode 100644 index 60587c1..0000000 --- a/macros/triggered_0e/-1_health.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.health.value',-1,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-1_max_wound.js b/macros/triggered_0e/-1_max_wound.js deleted file mode 100644 index 4aa3c11..0000000 --- a/macros/triggered_0e/-1_max_wound.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.hits.max',-1,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-1_min_stress.js b/macros/triggered_0e/-1_min_stress.js deleted file mode 100644 index ca0f600..0000000 --- a/macros/triggered_0e/-1_min_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.min',-1,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-1_stress.js b/macros/triggered_0e/-1_stress.js deleted file mode 100644 index b02639b..0000000 --- a/macros/triggered_0e/-1_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.value',-1,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-1_wound.js b/macros/triggered_0e/-1_wound.js deleted file mode 100644 index e77fbd0..0000000 --- a/macros/triggered_0e/-1_wound.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.hits.value',-1,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-1d10_body_save.js b/macros/triggered_0e/-1d10_body_save.js deleted file mode 100644 index c6e95fd..0000000 --- a/macros/triggered_0e/-1d10_body_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.body.value',null,'-1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-1d10_health.js b/macros/triggered_0e/-1d10_health.js deleted file mode 100644 index 8991793..0000000 --- a/macros/triggered_0e/-1d10_health.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.health.value',null,'-1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-1d10_intellect.js b/macros/triggered_0e/-1d10_intellect.js deleted file mode 100644 index 2aab21c..0000000 --- a/macros/triggered_0e/-1d10_intellect.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.intellect.value',null,'-1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-1d10_max_stress.js b/macros/triggered_0e/-1d10_max_stress.js deleted file mode 100644 index 7084fdf..0000000 --- a/macros/triggered_0e/-1d10_max_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.max',null,'-1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-1d10_strength.js b/macros/triggered_0e/-1d10_strength.js deleted file mode 100644 index fde703c..0000000 --- a/macros/triggered_0e/-1d10_strength.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.strength.value',null,'-1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-1d10_stress.js b/macros/triggered_0e/-1d10_stress.js deleted file mode 100644 index bc2a015..0000000 --- a/macros/triggered_0e/-1d10_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.value',null,'-1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-1d5_max_health.js b/macros/triggered_0e/-1d5_max_health.js deleted file mode 100644 index dd256cd..0000000 --- a/macros/triggered_0e/-1d5_max_health.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.health.max',null,'-1d5',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-1d5_sanity_save.js b/macros/triggered_0e/-1d5_sanity_save.js deleted file mode 100644 index 98cd3da..0000000 --- a/macros/triggered_0e/-1d5_sanity_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.sanity.value',null,'-1d5',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-1d5_stress.js b/macros/triggered_0e/-1d5_stress.js deleted file mode 100644 index 63c0a3b..0000000 --- a/macros/triggered_0e/-1d5_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.value',null,'-1d5',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-2_max_stress.js b/macros/triggered_0e/-2_max_stress.js deleted file mode 100644 index 6edec58..0000000 --- a/macros/triggered_0e/-2_max_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.max',-2,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-2d10_body_save.js b/macros/triggered_0e/-2d10_body_save.js deleted file mode 100644 index 204a168..0000000 --- a/macros/triggered_0e/-2d10_body_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.body.value',null,'-2d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-2d10_health.js b/macros/triggered_0e/-2d10_health.js deleted file mode 100644 index 55e0b8f..0000000 --- a/macros/triggered_0e/-2d10_health.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.health.value',null,'-2d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-3d10_health.js b/macros/triggered_0e/-3d10_health.js deleted file mode 100644 index 68b02e6..0000000 --- a/macros/triggered_0e/-3d10_health.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.health.value',null,'-3d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-5_intellect.js b/macros/triggered_0e/-5_intellect.js deleted file mode 100644 index b6aaaad..0000000 --- a/macros/triggered_0e/-5_intellect.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.intellect.value',-5,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-5_speed.js b/macros/triggered_0e/-5_speed.js deleted file mode 100644 index 54d6360..0000000 --- a/macros/triggered_0e/-5_speed.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.speed.value',-5,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/-5_strength.js b/macros/triggered_0e/-5_strength.js deleted file mode 100644 index 6ee713a..0000000 --- a/macros/triggered_0e/-5_strength.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.strength.value',-5,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/body_save+.js b/macros/triggered_0e/body_save+.js deleted file mode 100644 index 6a3a40d..0000000 --- a/macros/triggered_0e/body_save+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [+]','low','body',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/body_save-.js b/macros/triggered_0e/body_save-.js deleted file mode 100644 index bffe942..0000000 --- a/macros/triggered_0e/body_save-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [-]','low','body',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/body_save.js b/macros/triggered_0e/body_save.js deleted file mode 100644 index e7a9c53..0000000 --- a/macros/triggered_0e/body_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100','low','body',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/combat_check+.js b/macros/triggered_0e/combat_check+.js deleted file mode 100644 index 877b4e2..0000000 --- a/macros/triggered_0e/combat_check+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [+]','low','combat',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/combat_check-.js b/macros/triggered_0e/combat_check-.js deleted file mode 100644 index 298727b..0000000 --- a/macros/triggered_0e/combat_check-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [-]','low','combat',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/combat_check.js b/macros/triggered_0e/combat_check.js deleted file mode 100644 index cbcae10..0000000 --- a/macros/triggered_0e/combat_check.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100','low','combat',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/death_save+.js b/macros/triggered_0e/death_save+.js deleted file mode 100644 index 894782b..0000000 --- a/macros/triggered_0e/death_save+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`cZOHlhEJcYGZsQBM`,`1d10 [+]`,`high`,false,false,null,null); - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/death_save-.js b/macros/triggered_0e/death_save-.js deleted file mode 100644 index c210a80..0000000 --- a/macros/triggered_0e/death_save-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`cZOHlhEJcYGZsQBM`,`1d10 [-]`,`high`,false,false,null,null); - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/fear_save+.js b/macros/triggered_0e/fear_save+.js deleted file mode 100644 index 5592221..0000000 --- a/macros/triggered_0e/fear_save+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [+]','low','fear',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/fear_save-.js b/macros/triggered_0e/fear_save-.js deleted file mode 100644 index d400349..0000000 --- a/macros/triggered_0e/fear_save-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [-]','low','fear',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/fear_save.js b/macros/triggered_0e/fear_save.js deleted file mode 100644 index 1a44ab9..0000000 --- a/macros/triggered_0e/fear_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100','low','fear',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/intellect_check+.js b/macros/triggered_0e/intellect_check+.js deleted file mode 100644 index 0a0a535..0000000 --- a/macros/triggered_0e/intellect_check+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [+]','low','intellect',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/intellect_check-.js b/macros/triggered_0e/intellect_check-.js deleted file mode 100644 index 6bd37f3..0000000 --- a/macros/triggered_0e/intellect_check-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [-]','low','intellect',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/intellect_check.js b/macros/triggered_0e/intellect_check.js deleted file mode 100644 index 3bfc56d..0000000 --- a/macros/triggered_0e/intellect_check.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100','low','intellect',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/panic_check+.js b/macros/triggered_0e/panic_check+.js deleted file mode 100644 index dd063a6..0000000 --- a/macros/triggered_0e/panic_check+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`panicCheck`,`[+]`,null,false,false,null,null); - -//run the panic check -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/panic_check-.js b/macros/triggered_0e/panic_check-.js deleted file mode 100644 index efb27f3..0000000 --- a/macros/triggered_0e/panic_check-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`panicCheck`,`[-]`,null,false,false,null,null); - -//run the panic check -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/rest_save+.js b/macros/triggered_0e/rest_save+.js deleted file mode 100644 index 0336d7c..0000000 --- a/macros/triggered_0e/rest_save+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [+]','low','restSave',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/rest_save-.js b/macros/triggered_0e/rest_save-.js deleted file mode 100644 index a18b302..0000000 --- a/macros/triggered_0e/rest_save-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [-]','low','restSave',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/roll_1d10_android_panic_table.js b/macros/triggered_0e/roll_1d10_android_panic_table.js deleted file mode 100644 index 11a4907..0000000 --- a/macros/triggered_0e/roll_1d10_android_panic_table.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`egJ11m2mJM3HBd6d`,`1d10`,`high`,false,false,'system.other.stress.value','>'); - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } - } \ No newline at end of file diff --git a/macros/triggered_0e/roll_android_panic_table.js b/macros/triggered_0e/roll_android_panic_table.js deleted file mode 100644 index a6c6dae..0000000 --- a/macros/triggered_0e/roll_android_panic_table.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`egJ11m2mJM3HBd6d`,`2d10`,`high`,false,false,'system.other.stress.value','>'); - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } - } \ No newline at end of file diff --git a/macros/triggered_0e/roll_panic_table.js b/macros/triggered_0e/roll_panic_table.js deleted file mode 100644 index 258b271..0000000 --- a/macros/triggered_0e/roll_panic_table.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`1vCm4ElRPotQXgNB`,`2d10`,`high`,false,false,'system.other.stress.value','>'); - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } - } \ No newline at end of file diff --git a/macros/triggered_0e/sanity_save+.js b/macros/triggered_0e/sanity_save+.js deleted file mode 100644 index c477f7f..0000000 --- a/macros/triggered_0e/sanity_save+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [+]','low','sanity',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/sanity_save-.js b/macros/triggered_0e/sanity_save-.js deleted file mode 100644 index 73a2054..0000000 --- a/macros/triggered_0e/sanity_save-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [-]','low','sanity',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/sanity_save.js b/macros/triggered_0e/sanity_save.js deleted file mode 100644 index fed3aa0..0000000 --- a/macros/triggered_0e/sanity_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100','low','sanity',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/speed_check+.js b/macros/triggered_0e/speed_check+.js deleted file mode 100644 index abe126f..0000000 --- a/macros/triggered_0e/speed_check+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [+]','low','speed',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/speed_check-.js b/macros/triggered_0e/speed_check-.js deleted file mode 100644 index 60778b2..0000000 --- a/macros/triggered_0e/speed_check-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [-]','low','speed',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/speed_check.js b/macros/triggered_0e/speed_check.js deleted file mode 100644 index 89c131b..0000000 --- a/macros/triggered_0e/speed_check.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100','low','speed',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/strength_check+.js b/macros/triggered_0e/strength_check+.js deleted file mode 100644 index 1c47f1e..0000000 --- a/macros/triggered_0e/strength_check+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [+]','low','strength',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/strength_check-.js b/macros/triggered_0e/strength_check-.js deleted file mode 100644 index 3f8a1f1..0000000 --- a/macros/triggered_0e/strength_check-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [-]','low','strength',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/strength_check.js b/macros/triggered_0e/strength_check.js deleted file mode 100644 index b13941b..0000000 --- a/macros/triggered_0e/strength_check.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100','low','strength',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/take_bleeding_damage.js b/macros/triggered_0e/take_bleeding_damage.js deleted file mode 100644 index 8505b6d..0000000 --- a/macros/triggered_0e/take_bleeding_damage.js +++ /dev/null @@ -1,15 +0,0 @@ -prepBleedingDamage(); - -//tell the actor to run the function -async function prepBleedingDamage() { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.takeBleedingDamage(); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.takeBleedingDamage(); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_0e/take_radiation_damage.js b/macros/triggered_0e/take_radiation_damage.js deleted file mode 100644 index e2df46f..0000000 --- a/macros/triggered_0e/take_radiation_damage.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRadiationDamage(); - -//tell the actor to run the function -async function prepRadiationDamage() { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.takeRadiationDamage(); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.takeRadiationDamage(); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_anhedonia.js b/macros/triggered_1e/+1_anhedonia.js deleted file mode 100644 index 43ed801..0000000 --- a/macros/triggered_1e/+1_anhedonia.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('JM9PnNw2HVWcAfOX',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_bit_rot.js b/macros/triggered_1e/+1_bit_rot.js deleted file mode 100644 index 344b34b..0000000 --- a/macros/triggered_1e/+1_bit_rot.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('H1dqOrGg0voG2DmC',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_bleeding.js b/macros/triggered_1e/+1_bleeding.js deleted file mode 100644 index 9fa2a14..0000000 --- a/macros/triggered_1e/+1_bleeding.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('pxtF1NfletmoFFGV',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_broken.js b/macros/triggered_1e/+1_broken.js deleted file mode 100644 index faeae8e..0000000 --- a/macros/triggered_1e/+1_broken.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('ZXyoVuMAsEDmU5Qi',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_coward.js b/macros/triggered_1e/+1_coward.js deleted file mode 100644 index 0a26ffa..0000000 --- a/macros/triggered_1e/+1_coward.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('YIF9QkUlexxauSCE',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_death_wish.js b/macros/triggered_1e/+1_death_wish.js deleted file mode 100644 index 1dfff1f..0000000 --- a/macros/triggered_1e/+1_death_wish.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('srws3n4rpl4oCj83',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_deflated.js b/macros/triggered_1e/+1_deflated.js deleted file mode 100644 index c6c30df..0000000 --- a/macros/triggered_1e/+1_deflated.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('waimTU6LXaADcJrT',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_deviant_logic_core.js b/macros/triggered_1e/+1_deviant_logic_core.js deleted file mode 100644 index 214108a..0000000 --- a/macros/triggered_1e/+1_deviant_logic_core.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('PTK6ds7eJvJDonbp',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_doomed.js b/macros/triggered_1e/+1_doomed.js deleted file mode 100644 index d088a55..0000000 --- a/macros/triggered_1e/+1_doomed.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('x41AwiI03h7wNjaM',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_emotional_detachment.js b/macros/triggered_1e/+1_emotional_detachment.js deleted file mode 100644 index ff0f75e..0000000 --- a/macros/triggered_1e/+1_emotional_detachment.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('iiiAIZvpfUUNai74',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_escapism.js b/macros/triggered_1e/+1_escapism.js deleted file mode 100644 index 3c233b5..0000000 --- a/macros/triggered_1e/+1_escapism.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('qejBMjd8niz1y3Zi',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_ethical_directive_failure.js b/macros/triggered_1e/+1_ethical_directive_failure.js deleted file mode 100644 index 3253797..0000000 --- a/macros/triggered_1e/+1_ethical_directive_failure.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('pe7ChrErjX6N57VP',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_ethical_directive_misread.js b/macros/triggered_1e/+1_ethical_directive_misread.js deleted file mode 100644 index 40eb356..0000000 --- a/macros/triggered_1e/+1_ethical_directive_misread.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('OBpJQ7uYIj3KezNc',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_faulty_heuristics.js b/macros/triggered_1e/+1_faulty_heuristics.js deleted file mode 100644 index 9372ca0..0000000 --- a/macros/triggered_1e/+1_faulty_heuristics.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('uPVp78kHmvMSYx2F',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_fried_logic_core.js b/macros/triggered_1e/+1_fried_logic_core.js deleted file mode 100644 index 95b2b5b..0000000 --- a/macros/triggered_1e/+1_fried_logic_core.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('kYdj6XJlPvJAhBEN',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_frightened.js b/macros/triggered_1e/+1_frightened.js deleted file mode 100644 index 587e3e3..0000000 --- a/macros/triggered_1e/+1_frightened.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('z0avrplKe6M0RcXk',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_hallucinations.js b/macros/triggered_1e/+1_hallucinations.js deleted file mode 100644 index 0f7ad96..0000000 --- a/macros/triggered_1e/+1_hallucinations.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('oTafwWjoNOE7nBrj',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_haunted.js b/macros/triggered_1e/+1_haunted.js deleted file mode 100644 index 9f08bc3..0000000 --- a/macros/triggered_1e/+1_haunted.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('olC4JytslvUrQN8g',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_hypervigilance.js b/macros/triggered_1e/+1_hypervigilance.js deleted file mode 100644 index ecbac53..0000000 --- a/macros/triggered_1e/+1_hypervigilance.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('tGYYK71q2QxnPtpL',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_insane.js b/macros/triggered_1e/+1_insane.js deleted file mode 100644 index 0951597..0000000 --- a/macros/triggered_1e/+1_insane.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('0ZAwhewvLBwX3opf',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_killswitch_engaged.js b/macros/triggered_1e/+1_killswitch_engaged.js deleted file mode 100644 index 2727177..0000000 --- a/macros/triggered_1e/+1_killswitch_engaged.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('g6CuxCqbyRnNa57N',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_losing_your_grip.js b/macros/triggered_1e/+1_losing_your_grip.js deleted file mode 100644 index 7ebb6da..0000000 --- a/macros/triggered_1e/+1_losing_your_grip.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('kNjz3I0yAYkt9CV0',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_loss_of_confidence.js b/macros/triggered_1e/+1_loss_of_confidence.js deleted file mode 100644 index bdbb21a..0000000 --- a/macros/triggered_1e/+1_loss_of_confidence.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('kbbVOYgjwzoODs7N',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_min_stress.js b/macros/triggered_1e/+1_min_stress.js deleted file mode 100644 index 6cd17b3..0000000 --- a/macros/triggered_1e/+1_min_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.min',1,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_nightmares.js b/macros/triggered_1e/+1_nightmares.js deleted file mode 100644 index b904729..0000000 --- a/macros/triggered_1e/+1_nightmares.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('MLPSYfWrwY6R7JDy',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_panicky.js b/macros/triggered_1e/+1_panicky.js deleted file mode 100644 index 33bdf76..0000000 --- a/macros/triggered_1e/+1_panicky.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('EW7X6FfetwxmZDzf',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_phobia.js b/macros/triggered_1e/+1_phobia.js deleted file mode 100644 index acb9de8..0000000 --- a/macros/triggered_1e/+1_phobia.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('NuzL7Yi7PvUOeWsj',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_psychotic_episodes.js b/macros/triggered_1e/+1_psychotic_episodes.js deleted file mode 100644 index 49dd396..0000000 --- a/macros/triggered_1e/+1_psychotic_episodes.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('og4lXN03vH5pwSDC',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_rampancy.js b/macros/triggered_1e/+1_rampancy.js deleted file mode 100644 index 62e36d5..0000000 --- a/macros/triggered_1e/+1_rampancy.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('lXoBqGW2eCK0b1tX',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_recurring_nightmares.js b/macros/triggered_1e/+1_recurring_nightmares.js deleted file mode 100644 index f85f70c..0000000 --- a/macros/triggered_1e/+1_recurring_nightmares.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('S2kZpUl3nNPS4wNS',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_sanity_save.js b/macros/triggered_1e/+1_sanity_save.js deleted file mode 100644 index 169e98e..0000000 --- a/macros/triggered_1e/+1_sanity_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.sanity.value',1,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_severe_anxiety.js b/macros/triggered_1e/+1_severe_anxiety.js deleted file mode 100644 index ec1b639..0000000 --- a/macros/triggered_1e/+1_severe_anxiety.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('CPRLqpW9inXDLYjS',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_social_anxiety.js b/macros/triggered_1e/+1_social_anxiety.js deleted file mode 100644 index 3aecdda..0000000 --- a/macros/triggered_1e/+1_social_anxiety.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('hskhRKLEAJN7huAk',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_software_bloat.js b/macros/triggered_1e/+1_software_bloat.js deleted file mode 100644 index b1174ae..0000000 --- a/macros/triggered_1e/+1_software_bloat.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('dA6COSDLbpmKdOkm',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_spiraling.js b/macros/triggered_1e/+1_spiraling.js deleted file mode 100644 index 76fdb64..0000000 --- a/macros/triggered_1e/+1_spiraling.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('Bt2rl2c5jGyt3QAr',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_stress.js b/macros/triggered_1e/+1_stress.js deleted file mode 100644 index 90d9a77..0000000 --- a/macros/triggered_1e/+1_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.value',1,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_suspicious.js b/macros/triggered_1e/+1_suspicious.js deleted file mode 100644 index dcfeb85..0000000 --- a/macros/triggered_1e/+1_suspicious.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('8lOkseRbg09YFvv7',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_the_shakes.js b/macros/triggered_1e/+1_the_shakes.js deleted file mode 100644 index ac25206..0000000 --- a/macros/triggered_1e/+1_the_shakes.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('d3KlY4zMdD1j3CTW',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_threat_assessment_failure.js b/macros/triggered_1e/+1_threat_assessment_failure.js deleted file mode 100644 index 1368751..0000000 --- a/macros/triggered_1e/+1_threat_assessment_failure.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('HZBI88iwvtQVWKOR',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_turing_test_failure.js b/macros/triggered_1e/+1_turing_test_failure.js deleted file mode 100644 index 24f1d57..0000000 --- a/macros/triggered_1e/+1_turing_test_failure.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('a87x3Hk72ymOx5rf',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_twitchy.js b/macros/triggered_1e/+1_twitchy.js deleted file mode 100644 index 75ff2cd..0000000 --- a/macros/triggered_1e/+1_twitchy.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('kiJyYYxzy5TdjTfS',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_vocalization_failure.js b/macros/triggered_1e/+1_vocalization_failure.js deleted file mode 100644 index d7166eb..0000000 --- a/macros/triggered_1e/+1_vocalization_failure.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('ZO4f9gvaiVSKDmRC',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1_worship_danger.js b/macros/triggered_1e/+1_worship_danger.js deleted file mode 100644 index 96d3ba4..0000000 --- a/macros/triggered_1e/+1_worship_danger.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('LDoAzwiELtLjgxrf',1); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1d10_combat.js b/macros/triggered_1e/+1d10_combat.js deleted file mode 100644 index f8ec5d2..0000000 --- a/macros/triggered_1e/+1d10_combat.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.combat.value',null,'1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1d10_fear_save.js b/macros/triggered_1e/+1d10_fear_save.js deleted file mode 100644 index 82c3187..0000000 --- a/macros/triggered_1e/+1d10_fear_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.fear.value',null,'1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1d10_health.js b/macros/triggered_1e/+1d10_health.js deleted file mode 100644 index 0f9cfb3..0000000 --- a/macros/triggered_1e/+1d10_health.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.health.value',null,'1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1d10_max_stress.js b/macros/triggered_1e/+1d10_max_stress.js deleted file mode 100644 index 6e4d4db..0000000 --- a/macros/triggered_1e/+1d10_max_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.max',null,'1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1d10_stress.js b/macros/triggered_1e/+1d10_stress.js deleted file mode 100644 index 9100e25..0000000 --- a/macros/triggered_1e/+1d10_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.value',null,'1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+1d5_stress.js b/macros/triggered_1e/+1d5_stress.js deleted file mode 100644 index 825a701..0000000 --- a/macros/triggered_1e/+1d5_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.value',null,'1d5',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+2_bleeding.js b/macros/triggered_1e/+2_bleeding.js deleted file mode 100644 index 1db7720..0000000 --- a/macros/triggered_1e/+2_bleeding.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('pxtF1NfletmoFFGV',2); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+2_min_stress.js b/macros/triggered_1e/+2_min_stress.js deleted file mode 100644 index 4e67ceb..0000000 --- a/macros/triggered_1e/+2_min_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.min',2,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+2_stress.js b/macros/triggered_1e/+2_stress.js deleted file mode 100644 index ab73e8f..0000000 --- a/macros/triggered_1e/+2_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.value',2,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+2d10_body_save.js b/macros/triggered_1e/+2d10_body_save.js deleted file mode 100644 index 22f0818..0000000 --- a/macros/triggered_1e/+2d10_body_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.body.value',null,'2d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+2d10_speed.js b/macros/triggered_1e/+2d10_speed.js deleted file mode 100644 index e4520eb..0000000 --- a/macros/triggered_1e/+2d10_speed.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.speed.value',null,'2d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+2d10_strength.js b/macros/triggered_1e/+2d10_strength.js deleted file mode 100644 index 9915a20..0000000 --- a/macros/triggered_1e/+2d10_strength.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.strength.value',null,'2d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+3_bleeding.js b/macros/triggered_1e/+3_bleeding.js deleted file mode 100644 index 9ff83c3..0000000 --- a/macros/triggered_1e/+3_bleeding.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('pxtF1NfletmoFFGV',3); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+4_bleeding.js b/macros/triggered_1e/+4_bleeding.js deleted file mode 100644 index 8233fa6..0000000 --- a/macros/triggered_1e/+4_bleeding.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('pxtF1NfletmoFFGV',4); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+5_bleeding.js b/macros/triggered_1e/+5_bleeding.js deleted file mode 100644 index 4ac5175..0000000 --- a/macros/triggered_1e/+5_bleeding.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('pxtF1NfletmoFFGV',5); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+6_bleeding.js b/macros/triggered_1e/+6_bleeding.js deleted file mode 100644 index 15a1c47..0000000 --- a/macros/triggered_1e/+6_bleeding.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('pxtF1NfletmoFFGV',6); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/+7_bleeding.js b/macros/triggered_1e/+7_bleeding.js deleted file mode 100644 index 22394c0..0000000 --- a/macros/triggered_1e/+7_bleeding.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyItem('pxtF1NfletmoFFGV',7); - -//tell the actor to run the function -async function prepModifyItem(itemName,addAmount) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyItem(itemName,addAmount); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyItem(itemName,addAmount); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-10_health.js b/macros/triggered_1e/-10_health.js deleted file mode 100644 index 8e7fdf3..0000000 --- a/macros/triggered_1e/-10_health.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.health.value',-10,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-1_health.js b/macros/triggered_1e/-1_health.js deleted file mode 100644 index 60587c1..0000000 --- a/macros/triggered_1e/-1_health.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.health.value',-1,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-1_max_wound.js b/macros/triggered_1e/-1_max_wound.js deleted file mode 100644 index 4aa3c11..0000000 --- a/macros/triggered_1e/-1_max_wound.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.hits.max',-1,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-1_min_stress.js b/macros/triggered_1e/-1_min_stress.js deleted file mode 100644 index ca0f600..0000000 --- a/macros/triggered_1e/-1_min_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.min',-1,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-1_stress.js b/macros/triggered_1e/-1_stress.js deleted file mode 100644 index b02639b..0000000 --- a/macros/triggered_1e/-1_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.value',-1,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-1_wound.js b/macros/triggered_1e/-1_wound.js deleted file mode 100644 index e77fbd0..0000000 --- a/macros/triggered_1e/-1_wound.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.hits.value',-1,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-1d10_body_save.js b/macros/triggered_1e/-1d10_body_save.js deleted file mode 100644 index c6e95fd..0000000 --- a/macros/triggered_1e/-1d10_body_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.body.value',null,'-1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-1d10_health.js b/macros/triggered_1e/-1d10_health.js deleted file mode 100644 index 8991793..0000000 --- a/macros/triggered_1e/-1d10_health.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.health.value',null,'-1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-1d10_intellect.js b/macros/triggered_1e/-1d10_intellect.js deleted file mode 100644 index 2aab21c..0000000 --- a/macros/triggered_1e/-1d10_intellect.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.intellect.value',null,'-1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-1d10_max_stress.js b/macros/triggered_1e/-1d10_max_stress.js deleted file mode 100644 index 7084fdf..0000000 --- a/macros/triggered_1e/-1d10_max_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.max',null,'-1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-1d10_strength.js b/macros/triggered_1e/-1d10_strength.js deleted file mode 100644 index fde703c..0000000 --- a/macros/triggered_1e/-1d10_strength.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.strength.value',null,'-1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-1d10_stress.js b/macros/triggered_1e/-1d10_stress.js deleted file mode 100644 index bc2a015..0000000 --- a/macros/triggered_1e/-1d10_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.value',null,'-1d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-1d5_max_health.js b/macros/triggered_1e/-1d5_max_health.js deleted file mode 100644 index dd256cd..0000000 --- a/macros/triggered_1e/-1d5_max_health.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.health.max',null,'-1d5',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-1d5_sanity_save.js b/macros/triggered_1e/-1d5_sanity_save.js deleted file mode 100644 index 98cd3da..0000000 --- a/macros/triggered_1e/-1d5_sanity_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.sanity.value',null,'-1d5',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-1d5_stress.js b/macros/triggered_1e/-1d5_stress.js deleted file mode 100644 index 63c0a3b..0000000 --- a/macros/triggered_1e/-1d5_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.value',null,'-1d5',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-2_max_stress.js b/macros/triggered_1e/-2_max_stress.js deleted file mode 100644 index 6edec58..0000000 --- a/macros/triggered_1e/-2_max_stress.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.other.stress.max',-2,null,true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-2d10_body_save.js b/macros/triggered_1e/-2d10_body_save.js deleted file mode 100644 index 204a168..0000000 --- a/macros/triggered_1e/-2d10_body_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.stats.body.value',null,'-2d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-2d10_health.js b/macros/triggered_1e/-2d10_health.js deleted file mode 100644 index 55e0b8f..0000000 --- a/macros/triggered_1e/-2d10_health.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.health.value',null,'-2d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/-3d10_health.js b/macros/triggered_1e/-3d10_health.js deleted file mode 100644 index 68b02e6..0000000 --- a/macros/triggered_1e/-3d10_health.js +++ /dev/null @@ -1,15 +0,0 @@ -prepModifyActor('system.health.value',null,'-3d10',true); - -//tell the actor to run the function -async function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/bleeding_wound+.js b/macros/triggered_1e/bleeding_wound+.js deleted file mode 100644 index bc78079..0000000 --- a/macros/triggered_1e/bleeding_wound+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`ata3fRz3uoPfNCLh`,`1d10 [+]`,`low`,true,false,null,null) - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/bleeding_wound-.js b/macros/triggered_1e/bleeding_wound-.js deleted file mode 100644 index f50e51e..0000000 --- a/macros/triggered_1e/bleeding_wound-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`ata3fRz3uoPfNCLh`,`1d10 [-]`,`low`,true,false,null,null) - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/bleeding_wound.js b/macros/triggered_1e/bleeding_wound.js deleted file mode 100644 index 487fa31..0000000 --- a/macros/triggered_1e/bleeding_wound.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`ata3fRz3uoPfNCLh`,`1d10`,`low`,true,false,null,null) - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/blunt_force_wound+.js b/macros/triggered_1e/blunt_force_wound+.js deleted file mode 100644 index c67f218..0000000 --- a/macros/triggered_1e/blunt_force_wound+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`31YibfjueXuZdNLb`,`1d10 [+]`,`low`,true,false,null,null) - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/blunt_force_wound-.js b/macros/triggered_1e/blunt_force_wound-.js deleted file mode 100644 index 7a18748..0000000 --- a/macros/triggered_1e/blunt_force_wound-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`31YibfjueXuZdNLb`,`1d10 [-]`,`low`,true,false,null,null) - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/blunt_force_wound.js b/macros/triggered_1e/blunt_force_wound.js deleted file mode 100644 index 0707258..0000000 --- a/macros/triggered_1e/blunt_force_wound.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`31YibfjueXuZdNLb`,`1d10`,`low`,true,false,null,null) - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/body_save+.js b/macros/triggered_1e/body_save+.js deleted file mode 100644 index 6a3a40d..0000000 --- a/macros/triggered_1e/body_save+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [+]','low','body',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/body_save-.js b/macros/triggered_1e/body_save-.js deleted file mode 100644 index bffe942..0000000 --- a/macros/triggered_1e/body_save-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [-]','low','body',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/body_save.js b/macros/triggered_1e/body_save.js deleted file mode 100644 index e7a9c53..0000000 --- a/macros/triggered_1e/body_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100','low','body',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/combat_check+.js b/macros/triggered_1e/combat_check+.js deleted file mode 100644 index 877b4e2..0000000 --- a/macros/triggered_1e/combat_check+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [+]','low','combat',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/combat_check-.js b/macros/triggered_1e/combat_check-.js deleted file mode 100644 index 298727b..0000000 --- a/macros/triggered_1e/combat_check-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [-]','low','combat',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/combat_check.js b/macros/triggered_1e/combat_check.js deleted file mode 100644 index cbcae10..0000000 --- a/macros/triggered_1e/combat_check.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100','low','combat',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/death_save+.js b/macros/triggered_1e/death_save+.js deleted file mode 100644 index 7112c58..0000000 --- a/macros/triggered_1e/death_save+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`W36WFIpCfMknKgHy`,`1d10 [+]`,`low`,true,false,null,null); - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/death_save-.js b/macros/triggered_1e/death_save-.js deleted file mode 100644 index cce8bc6..0000000 --- a/macros/triggered_1e/death_save-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`W36WFIpCfMknKgHy`,`1d10 [-]`,`low`,true,false,null,null); - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/fear_save+.js b/macros/triggered_1e/fear_save+.js deleted file mode 100644 index 5592221..0000000 --- a/macros/triggered_1e/fear_save+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [+]','low','fear',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/fear_save-.js b/macros/triggered_1e/fear_save-.js deleted file mode 100644 index d400349..0000000 --- a/macros/triggered_1e/fear_save-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [-]','low','fear',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/fear_save.js b/macros/triggered_1e/fear_save.js deleted file mode 100644 index 1a44ab9..0000000 --- a/macros/triggered_1e/fear_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100','low','fear',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/fire_&_explosives_wound+.js b/macros/triggered_1e/fire_&_explosives_wound+.js deleted file mode 100644 index 9a67252..0000000 --- a/macros/triggered_1e/fire_&_explosives_wound+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`lqiaWwh5cGcJhvnu`,`1d10 [+]`,`low`,true,false,null,null) - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/fire_&_explosives_wound-.js b/macros/triggered_1e/fire_&_explosives_wound-.js deleted file mode 100644 index 1ee3632..0000000 --- a/macros/triggered_1e/fire_&_explosives_wound-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`lqiaWwh5cGcJhvnu`,`1d10 [-]`,`low`,true,false,null,null) - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/fire_&_explosives_wound.js b/macros/triggered_1e/fire_&_explosives_wound.js deleted file mode 100644 index 278d466..0000000 --- a/macros/triggered_1e/fire_&_explosives_wound.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`lqiaWwh5cGcJhvnu`,`1d10`,`low`,true,false,null,null) - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/gore_&_massive_wound+.js b/macros/triggered_1e/gore_&_massive_wound+.js deleted file mode 100644 index 1113dcd..0000000 --- a/macros/triggered_1e/gore_&_massive_wound+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`uVfC1CqYdojaJ7yRd`,`1d10 [+]`,`low`,true,false,null,null) - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/gore_&_massive_wound-.js b/macros/triggered_1e/gore_&_massive_wound-.js deleted file mode 100644 index 9c8883e..0000000 --- a/macros/triggered_1e/gore_&_massive_wound-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`uVfC1CqYdojaJ7yR`,`1d10 [-]`,`low`,true,false,null,null) - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/gore_&_massive_wound.js b/macros/triggered_1e/gore_&_massive_wound.js deleted file mode 100644 index d09aa32..0000000 --- a/macros/triggered_1e/gore_&_massive_wound.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`uVfC1CqYdojaJ7yR`,`1d10`,`low`,true,false,null,null) - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/gunshot_wound+.js b/macros/triggered_1e/gunshot_wound+.js deleted file mode 100644 index 1387341..0000000 --- a/macros/triggered_1e/gunshot_wound+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`XjDU2xFOWEasaZK0`,`1d10 [+]`,`low`,true,false,null,null) - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/gunshot_wound-.js b/macros/triggered_1e/gunshot_wound-.js deleted file mode 100644 index cf5009b..0000000 --- a/macros/triggered_1e/gunshot_wound-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`XjDU2xFOWEasaZK0`,`1d10 [-]`,`low`,true,false,null,null) - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/gunshot_wound.js b/macros/triggered_1e/gunshot_wound.js deleted file mode 100644 index 184cf98..0000000 --- a/macros/triggered_1e/gunshot_wound.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`XjDU2xFOWEasaZK0`,`1d10`,`low`,true,false,null,null) - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/intellect_check+.js b/macros/triggered_1e/intellect_check+.js deleted file mode 100644 index 0a0a535..0000000 --- a/macros/triggered_1e/intellect_check+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [+]','low','intellect',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/intellect_check-.js b/macros/triggered_1e/intellect_check-.js deleted file mode 100644 index 6bd37f3..0000000 --- a/macros/triggered_1e/intellect_check-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [-]','low','intellect',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/intellect_check.js b/macros/triggered_1e/intellect_check.js deleted file mode 100644 index 3bfc56d..0000000 --- a/macros/triggered_1e/intellect_check.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100','low','intellect',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/panic_check+.js b/macros/triggered_1e/panic_check+.js deleted file mode 100644 index dd063a6..0000000 --- a/macros/triggered_1e/panic_check+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`panicCheck`,`[+]`,null,false,false,null,null); - -//run the panic check -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/panic_check-.js b/macros/triggered_1e/panic_check-.js deleted file mode 100644 index efb27f3..0000000 --- a/macros/triggered_1e/panic_check-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`panicCheck`,`[-]`,null,false,false,null,null); - -//run the panic check -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/rest_save+.js b/macros/triggered_1e/rest_save+.js deleted file mode 100644 index 0336d7c..0000000 --- a/macros/triggered_1e/rest_save+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [+]','low','restSave',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/rest_save-.js b/macros/triggered_1e/rest_save-.js deleted file mode 100644 index a18b302..0000000 --- a/macros/triggered_1e/rest_save-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [-]','low','restSave',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/roll_1d10_android_panic_table.js b/macros/triggered_1e/roll_1d10_android_panic_table.js deleted file mode 100644 index e26b659..0000000 --- a/macros/triggered_1e/roll_1d10_android_panic_table.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`aBnY19jlhPXzibCt`,`1d10`,`high`,false,false,'system.other.stress.value','>'); - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } - } \ No newline at end of file diff --git a/macros/triggered_1e/roll_android_panic_table.js b/macros/triggered_1e/roll_android_panic_table.js deleted file mode 100644 index 6e41494..0000000 --- a/macros/triggered_1e/roll_android_panic_table.js +++ /dev/null @@ -1,15 +0,0 @@ -prepTableRoll(`aBnY19jlhPXzibCt`,`1d20`,`high`,false,false,'system.other.stress.value','>'); - -//tell the actor to run the function -async function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); - }); - } - } \ No newline at end of file diff --git a/macros/triggered_1e/sanity_save+.js b/macros/triggered_1e/sanity_save+.js deleted file mode 100644 index c477f7f..0000000 --- a/macros/triggered_1e/sanity_save+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [+]','low','sanity',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/sanity_save-.js b/macros/triggered_1e/sanity_save-.js deleted file mode 100644 index 73a2054..0000000 --- a/macros/triggered_1e/sanity_save-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [-]','low','sanity',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/sanity_save.js b/macros/triggered_1e/sanity_save.js deleted file mode 100644 index fed3aa0..0000000 --- a/macros/triggered_1e/sanity_save.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100','low','sanity',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/speed_check+.js b/macros/triggered_1e/speed_check+.js deleted file mode 100644 index abe126f..0000000 --- a/macros/triggered_1e/speed_check+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [+]','low','speed',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/speed_check-.js b/macros/triggered_1e/speed_check-.js deleted file mode 100644 index 60778b2..0000000 --- a/macros/triggered_1e/speed_check-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [-]','low','speed',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/speed_check.js b/macros/triggered_1e/speed_check.js deleted file mode 100644 index 89c131b..0000000 --- a/macros/triggered_1e/speed_check.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100','low','speed',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/strength_check+.js b/macros/triggered_1e/strength_check+.js deleted file mode 100644 index 1c47f1e..0000000 --- a/macros/triggered_1e/strength_check+.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [+]','low','strength',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/strength_check-.js b/macros/triggered_1e/strength_check-.js deleted file mode 100644 index 3f8a1f1..0000000 --- a/macros/triggered_1e/strength_check-.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100 [-]','low','strength',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/strength_check.js b/macros/triggered_1e/strength_check.js deleted file mode 100644 index b13941b..0000000 --- a/macros/triggered_1e/strength_check.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRollCheck('1d100','low','strength',null,null,null); - -//tell the actor to run the function -async function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/take_bleeding_damage.js b/macros/triggered_1e/take_bleeding_damage.js deleted file mode 100644 index 8505b6d..0000000 --- a/macros/triggered_1e/take_bleeding_damage.js +++ /dev/null @@ -1,15 +0,0 @@ -prepBleedingDamage(); - -//tell the actor to run the function -async function prepBleedingDamage() { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.takeBleedingDamage(); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.takeBleedingDamage(); - }); - } -} \ No newline at end of file diff --git a/macros/triggered_1e/take_radiation_damage.js b/macros/triggered_1e/take_radiation_damage.js deleted file mode 100644 index e2df46f..0000000 --- a/macros/triggered_1e/take_radiation_damage.js +++ /dev/null @@ -1,15 +0,0 @@ -prepRadiationDamage(); - -//tell the actor to run the function -async function prepRadiationDamage() { - //determine who to run the macro for - if (game.settings.get('mosh','macroTarget') === 'character') { - //run the function for the player's 'Selected Character' - game.user.character.takeRadiationDamage(); - } else if (game.settings.get('mosh','macroTarget') === 'token') { - //run the function for all selected tokens - canvas.tokens.controlled.forEach(function(token){ - token.actor.takeRadiationDamage(); - }); - } -} \ No newline at end of file diff --git a/module/actor/actor.js b/module/actor/actor.js index 7c82dcd..894ebbe 100644 --- a/module/actor/actor.js +++ b/module/actor/actor.js @@ -863,18 +863,27 @@ export class MothershipActor extends Actor { if(this.system.class.value.toLowerCase() === 'android') { //return class appropriate text return textLibrary[type][context][action].android; + //log what was done + console.log(`Retrieved flavor text for ${type}:${context}:${action} for an android`); } else { //return class appropriate text return textLibrary[type][context][action].human; + //log what was done + console.log(`Retrieved flavor text for ${type}:${context}:${action} for a human`); } } else { //return class appropriate text return textLibrary[type][context][action].human; + //log what was done + console.log(`Retrieved flavor text for ${type}:${context}:${action} for a non-character entity`); } } else { + //return what we were asked return action; + //log what was done + console.log(`Retrieved flavor text for ${type}:${context}:${action}, which did not have an entry`); } - }; + } //central roll parsing function | TAKES '1d10 [+]','low' | RETURNS '{1d10,1d10}kh' parseRollString(rollString,aimFor) { @@ -907,6 +916,8 @@ export class MothershipActor extends Actor { } else { rollStringParsed = rollString; } + //log what was done + console.log(`Parsed '${rollString}' aiming '${aimFor}' into '${rollStringParsed}'`); //return string in foundry format return rollStringParsed; } @@ -1139,6 +1150,8 @@ export class MothershipActor extends Actor { `; //update final roll html string enrichedRollResult.rollHtml = rollHtml; + //log what was done + console.log(`Enriched the standard roll result.`); //return the enriched roll result object return enrichedRollResult; } @@ -1416,6 +1429,8 @@ export class MothershipActor extends Actor { //wait for dice await game.dice3d.waitFor3DAnimationByMessageID(chatId); } + //log what was done + console.log(`Rolled on table ID: ${tableId}, with: rollString:${rollString}, aimFor:${aimFor}, zeroBased:${zeroBased}, checkCrit:${checkCrit}, rollAgainst:${rollAgainst}, comparison:${comparison}`); } //central adding addribute function | TAKES '1d10','low' | RETURNS player selected attribute. If parameters are null, it asks the player. @@ -1535,6 +1550,7 @@ export class MothershipActor extends Actor { aimFor = `low`; attribute = html.find("input[name='stat']:checked").attr("value"); resolve([rollString, aimFor, attribute]); + console.log(`User left the chooseAttribute dialog with: rollString:${rollString}, aimFor:${aimFor}, attribute:${attribute}`); }, icon: `` }; @@ -1546,6 +1562,7 @@ export class MothershipActor extends Actor { aimFor = `low`; attribute = html.find("input[name='stat']:checked").attr("value"); resolve([rollString, aimFor, attribute]); + console.log(`User left the chooseAttribute dialog with: rollString:${rollString}, aimFor:${aimFor}, attribute:${attribute}`); }, icon: `` }; @@ -1557,6 +1574,7 @@ export class MothershipActor extends Actor { aimFor = `low`; attribute = html.find("input[name='stat']:checked").attr("value"); resolve([rollString, aimFor, attribute]); + console.log(`User left the chooseAttribute dialog with: rollString:${rollString}, aimFor:${aimFor}, attribute:${attribute}`); }, icon: `` }; @@ -1568,6 +1586,7 @@ export class MothershipActor extends Actor { aimFor = `low`; attribute = html.find("input[name='stat']:checked").attr("value"); resolve([rollString, aimFor, attribute]); + console.log(`User left the chooseAttribute dialog with: rollString:${rollString}, aimFor:${aimFor}, attribute:${attribute}`); }, icon: `` }; @@ -1707,6 +1726,7 @@ export class MothershipActor extends Actor { skill = html.find("input[name='skill']:checked").attr("id"); skillValue = html.find("input[name='skill']:checked").attr("value"); resolve([rollString, skill, skillValue]); + console.log(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}`); }, icon: `` }; @@ -1718,6 +1738,7 @@ export class MothershipActor extends Actor { skill = html.find("input[name='skill']:checked").attr("id"); skillValue = html.find("input[name='skill']:checked").attr("value"); resolve([rollString, skill, skillValue]); + console.log(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}`); }, icon: `` }; @@ -1729,6 +1750,7 @@ export class MothershipActor extends Actor { skill = html.find("input[name='skill']:checked").attr("id"); skillValue = html.find("input[name='skill']:checked").attr("value"); resolve([rollString, skill, skillValue]); + console.log(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}`); }, icon: `` }; @@ -1740,6 +1762,7 @@ export class MothershipActor extends Actor { skill = html.find("input[name='skill']:checked").attr("id"); skillValue = html.find("input[name='skill']:checked").attr("value"); resolve([rollString, skill, skillValue]); + console.log(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}`); }, icon: `` }; @@ -1771,6 +1794,7 @@ export class MothershipActor extends Actor { callback: (html) => { rollString = dieAdv; resolve([rollString]); + console.log(`User left the chooseAdvantage dialog with: rollString:${rollString}`); }, icon: `` }; @@ -1780,6 +1804,7 @@ export class MothershipActor extends Actor { callback: (html) => { rollString = die; resolve([rollString]); + console.log(`User left the chooseAdvantage dialog with: rollString:${rollString}`); }, icon: `` }; @@ -1789,6 +1814,7 @@ export class MothershipActor extends Actor { callback: (html) => { rollString = dieDis; resolve([rollString]); + console.log(`User left the chooseAdvantage dialog with: rollString:${rollString}`); }, icon: `` }; @@ -2223,6 +2249,8 @@ export class MothershipActor extends Actor { //wait for dice await game.dice3d.waitFor3DAnimationByMessageID(chatId); } + //log what was done + console.log(`Rolled a check on: ${attribute}, with: rollString:${rollString}, aimFor:${aimFor}, skill:${skill}, skillValue:${skillValue}, weapon:${weapon.name}`); } //central function to modify actors | TAKES 'system.other.stress.value',-1,'-1d5',true | RETURNS change details, and optional chat message @@ -2394,9 +2422,11 @@ export class MothershipActor extends Actor { speaker: {actor: this.id, token: this.token, alias: this.name}, content: messageContent },{keepId:true}); - } - //return modification values - return [msgFlavor,msgOutcome,msgChange]; + } + //log what was done + console.log(`Modified actor: ${this.name}, with: fieldAddress:${fieldAddress}, modValue:${modValue}, modRollString:${modRollString}, outputChatMsg:${outputChatMsg}`); + //return modification values + return [msgFlavor,msgOutcome,msgChange]; //calculate change from the modRollString } else { //roll the dice @@ -2526,6 +2556,8 @@ export class MothershipActor extends Actor { await game.dice3d.waitFor3DAnimationByMessageID(chatId); } } + //log what was done + console.log(`Modified actor: ${this.name}, with: fieldAddress:${fieldAddress}, modValue:${modValue}, modRollString:${modRollString}, outputChatMsg:${outputChatMsg}`); //return modification values return [msgFlavor,msgOutcome,msgChange]; } @@ -2615,32 +2647,35 @@ export class MothershipActor extends Actor { flavorText = `You add this to your inventory.`; } } - //generate chat message - //get item name - let msgHeader = itemData.name; - //get item image - let msgImgPath = itemData.img; - //prepare data - let messageData = { - actor: this, - msgHeader: msgHeader, - msgImgPath: msgImgPath, - flavorText: flavorText - }; - //prepare template - messageTemplate = 'systems/mosh/templates/chat/modifyItem.html'; - //render template - messageContent = await renderTemplate(messageTemplate, messageData); - //make message - ChatMessage.create({ - id: chatId, - user: game.user.id, - speaker: {actor: this.id, token: this.token, alias: this.name}, - content: messageContent - },{keepId:true}); + //generate chat message + //get item name + let msgHeader = itemData.name; + //get item image + let msgImgPath = itemData.img; + //prepare data + let messageData = { + actor: this, + item: itemData, + msgHeader: msgHeader, + msgImgPath: msgImgPath, + flavorText: flavorText + }; + //prepare template + messageTemplate = 'systems/mosh/templates/chat/modifyItem.html'; + //render template + messageContent = await renderTemplate(messageTemplate, messageData); + //make message + ChatMessage.create({ + id: chatId, + user: game.user.id, + speaker: {actor: this.id, token: this.token, alias: this.name}, + content: messageContent + },{keepId:true}); + //log what was done + console.log(`Modified item: ${itemData.name} belonging to actor: ${this.name}, by: addAmount:${addAmount}`); } - //central adding skill function | TAKES 'Body Save','1d10' | RETURNS player selected rollString. + //ask the player if we want to reload async askReload(itemId) { //wrap the whole thing in a promise, so that it waits for the form to be interacted with return new Promise(async (resolve) => { @@ -2651,13 +2686,13 @@ export class MothershipActor extends Actor { buttons: {} }; //add buttons - //Advantage + //reload dialogData.buttons.roll = { label: `Reload`, callback: () => this.reloadWeapon(itemId), icon: `` }; - //Normal + //cancel dialogData.buttons.cancel = { label: `Cancel`, callback: () => { }, @@ -2666,9 +2701,11 @@ export class MothershipActor extends Actor { //render dialog const dialog = new Dialog(dialogData).render(true); }); + //log what was done + console.log(`Asked for reload.`); } - //central adding skill function | TAKES 'Body Save','1d10' | RETURNS player selected rollString. + //tell user we are out of ammo async outOfAmmo() { //wrap the whole thing in a promise, so that it waits for the form to be interacted with return new Promise(async (resolve) => { @@ -2688,6 +2725,8 @@ export class MothershipActor extends Actor { //render dialog const dialog = new Dialog(dialogData).render(true); }); + //log what was done + console.log(`Told user they are out of ammo.`); } //reload weapon @@ -2704,10 +2743,20 @@ export class MothershipActor extends Actor { //exit function (it should not be possible to get here) return; } else { - //do we need to reload? + //are we at full shots already? if (item.system.curShots === item.system.shots) { + //log what was done + console.log(`Can't reload, already at full shots.`); //exit function (it should not be possible to get here) return; + //are we out of ammo? + } else if (!item.system.ammo) { + //tell player we are out of ammo + let t = await this.outOfAmmo(); + //log what was done + console.log(`Can't reload, no ammo left.`); + //exit function + return; } else { //put curShots back into the ammo pool item.system.ammo += item.system.curShots; @@ -2742,6 +2791,8 @@ export class MothershipActor extends Actor { speaker: {actor: this.id, token: this.token, alias: this.name}, content: messageContent },{keepId:true}); + //log what was done + console.log(`Reloaded weapon.`); } //take bleeding damage @@ -2780,6 +2831,8 @@ export class MothershipActor extends Actor { speaker: {actor: this.id, token: this.token, alias: this.name}, content: messageContent },{keepId:true}); + //log what was done + console.log(`Took bleeding damage.`); } //take radiation damage @@ -2822,6 +2875,8 @@ export class MothershipActor extends Actor { speaker: {actor: this.id, token: this.token, alias: this.name}, content: messageContent },{keepId:true}); + //log what was done + console.log(`Took radiation damage.`); } // print description @@ -2882,6 +2937,8 @@ export class MothershipActor extends Actor { chatData.content = content; ChatMessage.create(chatData); }); + //log what was done + console.log(`Created chat message with details on ${item.name}`); } } \ No newline at end of file diff --git a/module/mosh.js b/module/mosh.js index a7732bc..ba17f88 100644 --- a/module/mosh.js +++ b/module/mosh.js @@ -15,7 +15,12 @@ Hooks.once('init', async function () { MothershipActor, MothershipItem, rollItemMacro, - rollStatMacro + rollStatMacro, + initRollTable, + initRollCheck, + initModifyActor, + initModifyItem, + noCharSelected }; registerSettings(); @@ -684,4 +689,148 @@ function rollStatMacro() { console.log(stat); return actor.rollStatSelect(stat); +} + +//find and tell the actor to run the tableRoll function +async function initRollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) { + //determine who to run the macro for + if (game.settings.get('mosh','macroTarget') === 'character') { + //is there a selected character? warn if no + if (!game.user.character) { + //warn player + game.mosh.noCharSelected(); + } else { + //run the function for the player's 'Selected Character' + game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); + } + } else if (game.settings.get('mosh','macroTarget') === 'token') { + //is there a selected character? warn if no + if (!canvas.tokens.controlled.length) { + //warn player + game.mosh.noCharSelected(); + } else { + //run the function for all selected tokens + canvas.tokens.controlled.forEach(function(token){ + token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison); + }); + } + } + //log what was done + console.log(`Initiated rollTable function with: tableName: ${tableName}, rollString: ${rollString}, aimFor: ${aimFor}, zeroBased: ${zeroBased}, checkCrit: ${checkCrit}, rollAgainst: ${rollAgainst}, comparison: ${comparison}`); +} + +//find and tell the actor to run the rollCheck function +async function initRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) { + //determine who to run the macro for + if (game.settings.get('mosh','macroTarget') === 'character') { + //is there a selected character? warn if no + if (!game.user.character) { + //warn player + game.mosh.noCharSelected(); + } else { + //run the function for the player's 'Selected Character' + game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); + } + } else if (game.settings.get('mosh','macroTarget') === 'token') { + //is there a selected character? warn if no + if (!canvas.tokens.controlled.length) { + //warn player + game.mosh.noCharSelected(); + } else { + //run the function for all selected tokens + canvas.tokens.controlled.forEach(function(token){ + token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon); + }); + } + } + //log what was done + console.log(`Initiated rollCheck function with: rollString: ${rollString}, aimFor: ${aimFor}, attribute: ${attribute}, skill: ${skill}, skillValue: ${skillValue}, weapon: ${weapon}`); +} + +//find and tell the actor to run the modifyActor function +async function initModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) { + //determine who to run the macro for + if (game.settings.get('mosh','macroTarget') === 'character') { + //is there a selected character? warn if no + if (!game.user.character) { + //warn player + game.mosh.noCharSelected(); + } else { + //run the function for the player's 'Selected Character' + game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); + } + } else if (game.settings.get('mosh','macroTarget') === 'token') { + //is there a selected character? warn if no + if (!canvas.tokens.controlled.length) { + //warn player + game.mosh.noCharSelected(); + } else { + //run the function for all selected tokens + canvas.tokens.controlled.forEach(function(token){ + token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg); + }); + } + } + //log what was done + console.log(`Initiated modifyActor function with: fieldAddress: ${fieldAddress}, modValue: ${modValue}, modRollString: ${modRollString}, outputChatMsg: ${outputChatMsg}`); +} + +//tell the actor to run the function +async function initModifyItem(itemId,addAmount) { + //determine who to run the macro for + if (game.settings.get('mosh','macroTarget') === 'character') { + //is there a selected character? warn if no + if (!game.user.character) { + //warn player + game.mosh.noCharSelected(); + } else { + //run the function for the player's 'Selected Character' + game.user.character.modifyItem(itemId,addAmount); + } + } else if (game.settings.get('mosh','macroTarget') === 'token') { + //is there a selected character? warn if no + if (!canvas.tokens.controlled.length) { + //warn player + game.mosh.noCharSelected(); + } else { + //run the function for all selected tokens + canvas.tokens.controlled.forEach(function(token){ + token.actor.modifyItem(itemId,addAmount); + }); + } + } + //log what was done + console.log(`Initiated modifyItem function with: itemId: ${itemId}, addAmount: ${addAmount}`); +} + +//tell user no character is selected +async function noCharSelected() { + //wrap the whole thing in a promise, so that it waits for the form to be interacted with + return new Promise(async (resolve) => { + //init vars + let errorMessage = ``; + //create error text based on current settings + if (game.settings.get('mosh','macroTarget') === 'character') { + errorMessage = `

No Character Selected

Macro Target is set to the currently selected character. To select a character, modify your User Configuration in the Players menu located in the lower-left of the interface.

If you prefer Macros to be run on the currently active token(s) in the scene, you should change your settings accordingly.

`; + } else if (game.settings.get('mosh','macroTarget') === 'token') { + errorMessage = `

No Character Selected

Macro Target is set to the currently selected token(s) in the scene. To select token(s), click or draw a box around token(s) in the current scene.

If you prefer Macros to be run on the currently selected character for your user, you should change your settings accordingly.

`; + } + //create final dialog data + const dialogData = { + title: `Macro Issue`, + content: errorMessage, + buttons: {} + }; + //add buttons + //Ok + dialogData.buttons.cancel = { + label: `Ok`, + callback: () => { }, + icon: '' + }; + //render dialog + const dialog = new Dialog(dialogData).render(true); + //log what was done + console.log(`Told the user that no character was selected.`); + }); } \ No newline at end of file diff --git a/packs/conditions_0e/lost/000003.log b/packs/conditions_0e/000003.log similarity index 100% rename from packs/conditions_0e/lost/000003.log rename to packs/conditions_0e/000003.log diff --git a/packs/conditions_0e/000009.ldb b/packs/conditions_0e/000009.ldb deleted file mode 100644 index 8fdc7cd..0000000 Binary files a/packs/conditions_0e/000009.ldb and /dev/null differ diff --git a/packs/conditions_0e/000013.log b/packs/conditions_0e/000013.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/conditions_0e/CURRENT b/packs/conditions_0e/CURRENT index ef20c6d..1a84852 100644 --- a/packs/conditions_0e/CURRENT +++ b/packs/conditions_0e/CURRENT @@ -1 +1 @@ -MANIFEST-000012 +MANIFEST-000002 diff --git a/packs/conditions_0e/LOG b/packs/conditions_0e/LOG index 5b4f323..a93176f 100644 --- a/packs/conditions_0e/LOG +++ b/packs/conditions_0e/LOG @@ -1,3 +1 @@ -2023/10/02-20:32:57.546 ac04 Recovering log #11 -2023/10/02-20:32:57.567 ac04 Delete type=0 #11 -2023/10/02-20:32:57.567 ac04 Delete type=3 #10 +2023/10/08-18:24:18.971 6d6c Delete type=3 #1 diff --git a/packs/conditions_0e/LOG.old b/packs/conditions_0e/LOG.old deleted file mode 100644 index ae9e446..0000000 --- a/packs/conditions_0e/LOG.old +++ /dev/null @@ -1,3 +0,0 @@ -2023/10/01-08:46:00.575 7adc Recovering log #7 -2023/10/01-08:46:00.597 7adc Delete type=0 #7 -2023/10/01-08:46:00.597 7adc Delete type=3 #5 diff --git a/packs/conditions_0e/lost/MANIFEST-000002 b/packs/conditions_0e/MANIFEST-000002 similarity index 100% rename from packs/conditions_0e/lost/MANIFEST-000002 rename to packs/conditions_0e/MANIFEST-000002 diff --git a/packs/conditions_0e/MANIFEST-000012 b/packs/conditions_0e/MANIFEST-000012 deleted file mode 100644 index 72f6297..0000000 Binary files a/packs/conditions_0e/MANIFEST-000012 and /dev/null differ diff --git a/packs/conditions_1e/lost/000003.log b/packs/conditions_1e/000003.log similarity index 100% rename from packs/conditions_1e/lost/000003.log rename to packs/conditions_1e/000003.log diff --git a/packs/conditions_1e/000009.ldb b/packs/conditions_1e/000009.ldb deleted file mode 100644 index c7888b2..0000000 Binary files a/packs/conditions_1e/000009.ldb and /dev/null differ diff --git a/packs/conditions_1e/000013.log b/packs/conditions_1e/000013.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/conditions_1e/CURRENT b/packs/conditions_1e/CURRENT index ef20c6d..1a84852 100644 --- a/packs/conditions_1e/CURRENT +++ b/packs/conditions_1e/CURRENT @@ -1 +1 @@ -MANIFEST-000012 +MANIFEST-000002 diff --git a/packs/conditions_1e/LOG b/packs/conditions_1e/LOG index e982943..cf18d21 100644 --- a/packs/conditions_1e/LOG +++ b/packs/conditions_1e/LOG @@ -1,3 +1 @@ -2023/10/02-20:32:57.447 ac04 Recovering log #11 -2023/10/02-20:32:57.474 ac04 Delete type=0 #11 -2023/10/02-20:32:57.474 ac04 Delete type=3 #10 +2023/10/08-18:24:18.760 6d6c Delete type=3 #1 diff --git a/packs/conditions_1e/LOG.old b/packs/conditions_1e/LOG.old deleted file mode 100644 index ab17d10..0000000 --- a/packs/conditions_1e/LOG.old +++ /dev/null @@ -1,3 +0,0 @@ -2023/10/01-08:46:00.526 76b0 Recovering log #7 -2023/10/01-08:46:00.547 76b0 Delete type=0 #7 -2023/10/01-08:46:00.547 76b0 Delete type=3 #5 diff --git a/packs/conditions_1e/lost/MANIFEST-000002 b/packs/conditions_1e/MANIFEST-000002 similarity index 100% rename from packs/conditions_1e/lost/MANIFEST-000002 rename to packs/conditions_1e/MANIFEST-000002 diff --git a/packs/conditions_1e/MANIFEST-000012 b/packs/conditions_1e/MANIFEST-000012 deleted file mode 100644 index cc1b354..0000000 Binary files a/packs/conditions_1e/MANIFEST-000012 and /dev/null differ diff --git a/packs/macros_hotbar_0e.db b/packs/macros_hotbar_0e.db index 5871501..afc3981 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":"//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}\n\n//pop up the death save dialog box\nnew Dialog({\n title: `Death Save`,\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 button1: {\n label: `Advantage`,\n callback: () => prepTableRoll(`cZOHlhEJcYGZsQBM`,`1d10 [+]`,`high`,false,false,null,null),\n icon: ``\n },\n button2: {\n label: `Normal`,\n callback: () => prepTableRoll(`cZOHlhEJcYGZsQBM`,`1d10`,`high`,false,false,null,null),\n icon: ``\n },\n button3: {\n label: `Disadvantage`,\n callback: () => prepTableRoll(`cZOHlhEJcYGZsQBM`,`1d10 [-]`,`high`,false,false,null,null),\n icon: ``\n }\n }\n},{width: 600,height: 265}).render(true);","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":"//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}\n\nnew 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: () => prepModifyActor('system.other.stress.value',5,null,true),\n icon: ``\n },\n button2: {\n label: `Gain 10 Calm`,\n callback: () => prepModifyActor('system.other.stress.value',10,null,true),\n icon: ``\n },\n button3: {\n label: `Gain 1d20 Calm`,\n callback: () => prepModifyActor('system.other.stress.value',null,`1d20`,true),\n icon: ``\n }\n }\n},{width: 600,height: 265}).render(true);","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":"//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}\n\nnew 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: () => prepModifyActor('system.other.stress.value',1,null,true),\n icon: ``\n },\n button2: {\n label: `Gain 2 Stress`,\n callback: () => prepModifyActor('system.other.stress.value',2,null,true),\n icon: ``\n },\n button3: {\n label: `Gain 1d5 Stress`,\n callback: () => prepModifyActor('system.other.stress.value',null,`1d5`,true),\n icon: ``\n }\n }\n },{width: 600,height: 265}).render(true);","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":"//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}\n\nnew 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.
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\n \n

Select your modification:

\n `,\n buttons: {\n button1: {\n label: `Lose 5 Calm`,\n callback: () => prepModifyActor('system.other.stress.value',-5,null,true),\n icon: ``\n },\n button2: {\n label: `Lose 10 Calm`,\n callback: () => prepModifyActor('system.other.stress.value',-10,null,true),\n icon: ``\n },\n button3: {\n label: `Lose 1d20 Calm`,\n callback: () => prepModifyActor('system.other.stress.value',null,`-1d20`,true),\n icon: ``\n }\n }\n },{width: 600,height: 265}).render(true);","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":"//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}\n\n//pop up the panic check dialog box\nnew 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
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\n
\n

Select your roll type:

\n `,\n buttons: {\n button1: {\n label: `Advantage`,\n callback: () => prepTableRoll(`panicCheck`,`[+]`,null,false,false,null,null),\n icon: ``\n },\n button2: {\n label: `Normal`,\n callback: () => prepTableRoll(`panicCheck`,``,null,false,false,null,null),\n icon: ``\n },\n button3: {\n label: `Disadvantage`,\n callback: () => prepTableRoll(`panicCheck`,`[-]`,null,false,false,null,null),\n icon: ``\n }\n }\n},{width: 600,height: 265}).render(true);","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":"//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}\n\nnew 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: () => prepModifyActor('system.other.stress.value',-1,null,true),\n icon: ``\n },\n button2: {\n label: `Relieve 2 Stress`,\n callback: () => prepModifyActor('system.other.stress.value',-2,null,true),\n icon: ``\n },\n button3: {\n label: `Relieve 1d5 Stress`,\n callback: () => prepModifyActor('system.other.stress.value',null,`-1d5`,true),\n icon: ``\n }\n }\n},{width: 600,height: 265}).render(true);","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":"//tell the actor to run the function\nasync function prepCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}\n\nnew 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.
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\n
\n `,\n buttons: {\n button1: {\n label: `Next`,\n callback: () => prepCheck(null,'low','restSave',null,null,null),\n icon: ``\n }\n }\n },{width: 600,height: 237}).render(true);","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":"//tell the actor to run the function\nasync function prepCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}\n\nnew 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.
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\n
\n \n \n \n \n `,\n buttons: {\n button1: {\n label: `Next`,\n callback: (html) => prepCheck(null,'low',html.find(\"input[name='save']:checked\").val(),null,null,null),\n icon: ``\n }\n }\n },{width: 600,height: 545}).render(true);","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":"//tell the actor to run the function\nasync function prepCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}\n\nnew Dialog({\n title: `Stat Check`,\n content: `\n \n \n
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\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.
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\n
\n \n \n \n \n `,\n buttons: {\n button1: {\n label: `Next`,\n callback: (html) => prepCheck(null,'low',html.find(\"input[name='stat']:checked\").val(),null,null,null),\n icon: ``\n }\n }\n },{width: 600,height: 545}).render(true);","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 Dialog({\n title: `Death Save`,\n content: `\n \n
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\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(`cZOHlhEJcYGZsQBM`,`1d10 [+]`,`high`,false,false,null,null),\n icon: ``\n },\n button2: {\n label: `Normal`,\n callback: () => game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`1d10`,`high`,false,false,null,null),\n icon: ``\n },\n button3: {\n label: `Disadvantage`,\n callback: () => game.mosh.initRollTable(`cZOHlhEJcYGZsQBM`,`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.
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\n
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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.
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\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 diff --git a/packs/macros_hotbar_0e/000003.log b/packs/macros_hotbar_0e/000003.log new file mode 100644 index 0000000..255fd01 Binary files /dev/null and b/packs/macros_hotbar_0e/000003.log differ diff --git a/packs/macros_hotbar_0e/000005.ldb b/packs/macros_hotbar_0e/000005.ldb deleted file mode 100644 index ea71d05..0000000 Binary files a/packs/macros_hotbar_0e/000005.ldb and /dev/null differ diff --git a/packs/macros_hotbar_0e/000008.log b/packs/macros_hotbar_0e/000008.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/macros_hotbar_0e/CURRENT b/packs/macros_hotbar_0e/CURRENT index 875cf23..1a84852 100644 --- a/packs/macros_hotbar_0e/CURRENT +++ b/packs/macros_hotbar_0e/CURRENT @@ -1 +1 @@ -MANIFEST-000007 +MANIFEST-000002 diff --git a/packs/macros_hotbar_0e/LOG b/packs/macros_hotbar_0e/LOG index d81ee7b..a6c86bc 100644 --- a/packs/macros_hotbar_0e/LOG +++ b/packs/macros_hotbar_0e/LOG @@ -1 +1 @@ -2023/10/02-20:32:57.617 ac04 Delete type=3 #1 +2023/10/08-18:24:19.039 4320 Delete type=3 #1 diff --git a/packs/macros_hotbar_0e/LOG.old b/packs/macros_hotbar_0e/LOG.old deleted file mode 100644 index de6f08b..0000000 --- a/packs/macros_hotbar_0e/LOG.old +++ /dev/null @@ -1,5 +0,0 @@ -2023/10/02-20:32:57.560 b354 Log #4: 0 ops saved to Table #6 OK -2023/10/02-20:32:57.560 b354 Archiving C:\Users\Futil\AppData\Local\FoundryVTT\Data\systems\mosh\packs\macros_hotbar_0e/000004.log: OK -2023/10/02-20:32:57.562 b354 Table #5: 9 entries OK -2023/10/02-20:32:57.573 b354 Archiving C:\Users\Futil\AppData\Local\FoundryVTT\Data\systems\mosh\packs\macros_hotbar_0e/MANIFEST-000002: OK -2023/10/02-20:32:57.587 b354 **** Repaired leveldb C:\Users\Futil\AppData\Local\FoundryVTT\Data\systems\mosh\packs\macros_hotbar_0e; recovered 1 files; 14730 bytes. Some data may have been lost. **** diff --git a/packs/macros_hotbar_0e/MANIFEST-000002 b/packs/macros_hotbar_0e/MANIFEST-000002 new file mode 100644 index 0000000..bbbc585 Binary files /dev/null and b/packs/macros_hotbar_0e/MANIFEST-000002 differ diff --git a/packs/macros_hotbar_0e/MANIFEST-000007 b/packs/macros_hotbar_0e/MANIFEST-000007 deleted file mode 100644 index a818531..0000000 Binary files a/packs/macros_hotbar_0e/MANIFEST-000007 and /dev/null differ diff --git a/packs/macros_hotbar_0e/lost/000004.log b/packs/macros_hotbar_0e/lost/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/macros_hotbar_0e/lost/MANIFEST-000002 b/packs/macros_hotbar_0e/lost/MANIFEST-000002 deleted file mode 100644 index 797bdbd..0000000 Binary files a/packs/macros_hotbar_0e/lost/MANIFEST-000002 and /dev/null differ diff --git a/packs/macros_hotbar_1e.db b/packs/macros_hotbar_1e.db index fdf6ac4..feac121 100644 --- a/packs/macros_hotbar_1e.db +++ b/packs/macros_hotbar_1e.db @@ -1,10 +1,10 @@ -{"_id":"NsRHfRuuNGPfkYVf","name":"Death Save","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/rolltables/death_save.png","command":"//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}\n\n//pop up the death save dialog box\nnew 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: () => prepTableRoll(`W36WFIpCfMknKgHy`,`1d10 [+]`,`low`,true,false,null,null),\n icon: ``\n },\n button2: {\n label: `Normal`,\n callback: () => prepTableRoll(`W36WFIpCfMknKgHy`,`1d10`,`low`,true,false,null,null),\n icon: ``\n },\n button3: {\n label: `Disadvantage`,\n callback: () => prepTableRoll(`W36WFIpCfMknKgHy`,`1d10 [-]`,`low`,true,false,null,null),\n icon: ``\n }\n }\n},{width: 600,height: 265}).render(true);","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":"//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}\n\nnew 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: () => prepModifyActor('system.other.stress.value',5,null,true),\n icon: ``\n },\n button2: {\n label: `Gain 10 Calm`,\n callback: () => prepModifyActor('system.other.stress.value',10,null,true),\n icon: ``\n },\n button3: {\n label: `Gain 1d20 Calm`,\n callback: () => prepModifyActor('system.other.stress.value',null,`1d20`,true),\n icon: ``\n }\n }\n},{width: 600,height: 265}).render(true);","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":"//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}\n\nnew 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: () => prepModifyActor('system.other.stress.value',1,null,true),\n icon: ``\n },\n button2: {\n label: `Gain 2 Stress`,\n callback: () => prepModifyActor('system.other.stress.value',2,null,true),\n icon: ``\n },\n button3: {\n label: `Gain 1d5 Stress`,\n callback: () => prepModifyActor('system.other.stress.value',null,`1d5`,true),\n icon: ``\n }\n }\n },{width: 600,height: 265}).render(true);","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":"//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}\n\nnew 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: () => prepModifyActor('system.other.stress.value',-5,null,true),\n icon: ``\n },\n button2: {\n label: `Lose 10 Calm`,\n callback: () => prepModifyActor('system.other.stress.value',-10,null,true),\n icon: ``\n },\n button3: {\n label: `Lose 1d20 Calm`,\n callback: () => prepModifyActor('system.other.stress.value',null,`-1d20`,true),\n icon: ``\n }\n }\n },{width: 600,height: 265}).render(true);","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":"//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //roll panic check\n game.user.character.rollTable('panicCheck',rollString,null,null,null,'system.other.stress.value',null);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable('panicCheck',rollString,null,null,null,'system.other.stress.value',null);\n });\n }\n}\n\n//pop up the panic check dialog box\nnew 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: () => prepTableRoll(`panicCheck`,`[+]`,null,false,false,null,null),\n icon: ``\n },\n button2: {\n label: `Normal`,\n callback: () => prepTableRoll(`panicCheck`,``,null,false,false,null,null),\n icon: ``\n },\n button3: {\n label: `Disadvantage`,\n callback: () => prepTableRoll(`panicCheck`,`[-]`,null,false,false,null,null),\n icon: ``\n }\n }\n},{width: 600,height: 265}).render(true);","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":"//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}\n\nnew 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: () => prepModifyActor('system.other.stress.value',-1,null,true),\n icon: ``\n },\n button2: {\n label: `Relieve 2 Stress`,\n callback: () => prepModifyActor('system.other.stress.value',-2,null,true),\n icon: ``\n },\n button3: {\n label: `Relieve 1d5 Stress`,\n callback: () => prepModifyActor('system.other.stress.value',null,`-1d5`,true),\n icon: ``\n }\n }\n},{width: 600,height: 265}).render(true);","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":"//tell the actor to run the function\nasync function prepCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}\n\nnew 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: () => prepCheck(null,'low','restSave',null,null,null),\n icon: ``\n }\n }\n },{width: 600,height: 237}).render(true);","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":"//tell the actor to run the function\nasync function prepCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}\n\nnew 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) => prepCheck(null,'low',html.find(\"input[name='save']:checked\").val(),null,null,null),\n icon: ``\n }\n }\n },{width: 600,height: 470}).render(true);","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":"//tell the actor to run the function\nasync function prepCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}\n\nnew 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) => prepCheck(null,'low',html.find(\"input[name='stat']:checked\").val(),null,null,null),\n icon: ``\n }\n }\n },{width: 600,height: 545}).render(true);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"ZzKgfEmRdvDfyBMS","name":"Wound Check","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/wound_check.png","command":"//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}\n\n//pop up the wound check dialog box\nnew Dialog({\n title: `Wound Check`,\n content: `\n \n\n
\n
\n
\n

Wound Check

Make a Wound Check 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) => prepTableRoll(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) => prepTableRoll(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) => prepTableRoll(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);","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 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(`W36WFIpCfMknKgHy`,`1d10 [+]`,`low`,true,false,null,null),\n icon: ``\n },\n button2: {\n label: `Normal`,\n callback: () => game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`1d10`,`low`,true,false,null,null),\n icon: ``\n },\n button3: {\n label: `Disadvantage`,\n callback: () => game.mosh.initRollTable(`W36WFIpCfMknKgHy`,`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 Check","type":"script","scope":"global","img":"systems/mosh/images/icons/ui/macros/wound_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 wound check dialog box\n new Dialog({\n title: `Wound Check`,\n content: `\n \n\n
\n
\n
\n

Wound Check

Make a Wound Check 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 diff --git a/packs/macros_hotbar_1e/000003.log b/packs/macros_hotbar_1e/000003.log new file mode 100644 index 0000000..7af0f8b Binary files /dev/null and b/packs/macros_hotbar_1e/000003.log differ diff --git a/packs/macros_hotbar_1e/000005.ldb b/packs/macros_hotbar_1e/000005.ldb deleted file mode 100644 index e88b3c1..0000000 Binary files a/packs/macros_hotbar_1e/000005.ldb and /dev/null differ diff --git a/packs/macros_hotbar_1e/000008.log b/packs/macros_hotbar_1e/000008.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/macros_hotbar_1e/CURRENT b/packs/macros_hotbar_1e/CURRENT index 875cf23..1a84852 100644 --- a/packs/macros_hotbar_1e/CURRENT +++ b/packs/macros_hotbar_1e/CURRENT @@ -1 +1 @@ -MANIFEST-000007 +MANIFEST-000002 diff --git a/packs/macros_hotbar_1e/LOG b/packs/macros_hotbar_1e/LOG index 4ba496a..aa91bd8 100644 --- a/packs/macros_hotbar_1e/LOG +++ b/packs/macros_hotbar_1e/LOG @@ -1 +1 @@ -2023/10/02-20:32:57.510 ac04 Delete type=3 #1 +2023/10/08-18:24:18.829 4320 Delete type=3 #1 diff --git a/packs/macros_hotbar_1e/LOG.old b/packs/macros_hotbar_1e/LOG.old deleted file mode 100644 index 7e2a404..0000000 --- a/packs/macros_hotbar_1e/LOG.old +++ /dev/null @@ -1,5 +0,0 @@ -2023/10/02-20:32:57.447 6880 Log #4: 0 ops saved to Table #6 OK -2023/10/02-20:32:57.448 6880 Archiving C:\Users\Futil\AppData\Local\FoundryVTT\Data\systems\mosh\packs\macros_hotbar_1e/000004.log: OK -2023/10/02-20:32:57.448 6880 Table #5: 10 entries OK -2023/10/02-20:32:57.464 6880 Archiving C:\Users\Futil\AppData\Local\FoundryVTT\Data\systems\mosh\packs\macros_hotbar_1e/MANIFEST-000002: OK -2023/10/02-20:32:57.483 6880 **** Repaired leveldb C:\Users\Futil\AppData\Local\FoundryVTT\Data\systems\mosh\packs\macros_hotbar_1e; recovered 1 files; 16316 bytes. Some data may have been lost. **** diff --git a/packs/macros_hotbar_1e/MANIFEST-000002 b/packs/macros_hotbar_1e/MANIFEST-000002 new file mode 100644 index 0000000..bbbc585 Binary files /dev/null and b/packs/macros_hotbar_1e/MANIFEST-000002 differ diff --git a/packs/macros_hotbar_1e/MANIFEST-000007 b/packs/macros_hotbar_1e/MANIFEST-000007 deleted file mode 100644 index 3a90e19..0000000 Binary files a/packs/macros_hotbar_1e/MANIFEST-000007 and /dev/null differ diff --git a/packs/macros_hotbar_1e/lost/000004.log b/packs/macros_hotbar_1e/lost/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/macros_hotbar_1e/lost/MANIFEST-000002 b/packs/macros_hotbar_1e/lost/MANIFEST-000002 deleted file mode 100644 index e0b089f..0000000 Binary files a/packs/macros_hotbar_1e/lost/MANIFEST-000002 and /dev/null differ diff --git a/packs/macros_triggered_0e.db b/packs/macros_triggered_0e.db index 0bba07a..c388278 100644 --- a/packs/macros_triggered_0e.db +++ b/packs/macros_triggered_0e.db @@ -1,93 +1,93 @@ -{"_id":"a6cVSyPThSc5Sm9C","name":"+1 Anhedonia","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyItem('QEVnimwq5o0DxmZz',1);\n\n//tell the actor to run the function\nasync function prepModifyItem(itemName,addAmount) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyItem(itemName,addAmount);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyItem(itemName,addAmount);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"jSpqyVlFDm06mKoL","name":"+1 Bit Rot","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyItem('23qE7TnIHxtw1E9y',1);\n\n//tell the actor to run the function\nasync function prepModifyItem(itemName,addAmount) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyItem(itemName,addAmount);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyItem(itemName,addAmount);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"WnHQfgURx5sGWjlx","name":"+1 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function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"P1XjeNN1XswJ2nSC","name":"-1d10 Intellect","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.stats.intellect.value',null,'-1d10',true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"FGraO3xTnChUfWGY","name":"-1d10 Maximum Stress","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.other.stress.max',null,'-1d10',true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"M91INKwIL3rOZBcx","name":"-1d5 Stress","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.other.stress.value',null,'-1d5',true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"m0X0cPbdEy9xWfQ2","name":"-1d5 Sanity Save","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.stats.sanity.value',null,'-1d5',true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"fRja0aFO5muR0q3H","name":"-2 Maximum Stress","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.other.stress.max',-2,null,true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"qENogEcf1awpT98o","name":"-5 Intellect","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.stats.intellect.value',-5,null,true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"VZPWorbauAExrYLZ","name":"-5 Speed","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.stats.speed.value',-5,null,true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"k663ybRMCY3u0OXF","name":"-5 Strength","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.stats.strength.value',-5,null,true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"lggrLQD14n5dmWOW","name":"Body Save","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100','low','body',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"WRtYAbOhyR7K7oCF","name":"Body Save -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [-]','low','body',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"8oU8H31xWldZB5mR","name":"Body Save +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [+]','low','body',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"5N4b4Q2OhEj1zv0P","name":"Combat Check","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100','low','combat',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"N20OKT1TDhywkeco","name":"Combat Check -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [-]','low','combat',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"voAUUe17Qw4MJlup","name":"Combat Check +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [+]','low','combat',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"4hmYrNF0uWVqsfEk","name":"Death Save -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`cZOHlhEJcYGZsQBM`,`1d10 [-]`,`high`,false,false,null,null);\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"Az3RocMlh0JFxAlu","name":"Death Save +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`cZOHlhEJcYGZsQBM`,`1d10 [+]`,`high`,false,false,null,null);\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"Er4ULzvdn2urxuet","name":"Fear Save","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100','low','fear',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"RdJ2nh41wDUT4ZTP","name":"Fear Save -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [-]','low','fear',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"RzOmeM0RNSpFAna0","name":"Fear Save +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [+]','low','fear',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"iah49MKBQXykdwEg","name":"Intellect Check","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100','low','intellect',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"XveTnYVPtLcgJEGf","name":"Intellect Check -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [-]','low','intellect',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"AhrhCp1Tz8ZaLhby","name":"Intellect Check +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [+]','low','intellect',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"31nDVp25qvTkkGXQ","name":"Lower Health to 1","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor();\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //get the health for this token\n let curValue = game.user.character.system.health.value;\n //calculate difference\n let lowerBy = 1 - curValue;\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor('system.health.value',lowerBy,null,true);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n //get the health for this token\n let curValue = token.actor.system.health.value;\n //calculate difference\n let lowerBy = 1 - curValue;\n //run the function on this token\n token.actor.modifyActor('system.health.value',lowerBy,null,true);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"ruNXfSNPSJmY4SE2","name":"Panic Check -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`panicCheck`,`[-]`,null,false,false,null,null);\n\n//run the panic check\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"lCEvKZVAMkfJHAXl","name":"Panic Check +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`panicCheck`,`[+]`,null,false,false,null,null);\n\n//run the panic check\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"GprYY2FK5Y5Xddvk","name":"Raise Minimum Stress to 5","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor();\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //get the health for this token\n let curValue = game.user.character.system.other.stress.min;\n //calculate difference\n let raiseBy = 5 - curValue;\n //zero out if negative\n if (raiseBy < 0) {raiseBy = 0;}\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor('system.other.stress.min',raiseBy,null,true);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n //get the health for this token\n let curValue = token.actor.system.other.stress.min;\n //calculate difference\n let raiseBy = 5 - curValue;\n //zero out if negative\n if (raiseBy < 0) {raiseBy = 0;}\n //run the function on this token\n token.actor.modifyActor('system.other.stress.min',raiseBy,null,true);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"WAPt73hfeft7m19K","name":"Rest Save -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [-]','low','restSave',null,null,null);\n\n//tell the actor to run the function\nasync function 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function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"a7iEwMDULoi6CdkU","name":"Roll 1d10 on Android Panic Table","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`egJ11m2mJM3HBd6d`,`1d10`,`high`,false,false,'system.other.stress.value','>');\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n }","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"iBXpuINls8gKcvk5","name":"Roll on Android Panic Table","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`egJ11m2mJM3HBd6d`,`2d10`,`high`,false,false,'system.other.stress.value','>');\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n }","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"a6hO0gUht5v0aDqj","name":"Roll on Panic Table","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`1vCm4ElRPotQXgNB`,`2d10`,`high`,false,false,'system.other.stress.value','>');\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n }","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"Dua2j9hZpTLCbxXU","name":"Sanity Save","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100','low','sanity',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"tYduVcRgKAdFAZ6l","name":"Sanity Save -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [-]','low','sanity',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"MKl9Q4poMvwpVL8v","name":"Sanity Save +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [+]','low','sanity',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"z5V92LyXHjfMxnRQ","name":"Set Maximum Calm to 85","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor();\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //get the health for this token\n let curValue = game.user.character.system.other.stress.max;\n //calculate difference\n let raiseBy = 85 - curValue;\n //zero out if negative\n if (raiseBy < 0) {raiseBy = 0;}\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor('system.other.stress.max',raiseBy,null,true);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n //get the health for this token\n let curValue = token.actor.system.other.stress.max;\n //calculate difference\n let raiseBy = 85 - curValue;\n //zero out if negative\n if (raiseBy < 0) {raiseBy = 0;}\n //run the function on this token\n token.actor.modifyActor('system.other.stress.max',raiseBy,null,true);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"3AADaQaHl78Og7aR","name":"Set Minimum Stress to 2","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor();\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //get the health for this token\n let curValue = game.user.character.system.other.stress.min;\n //calculate difference\n let lowerBy = 2 - curValue;\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor('system.other.stress.min',lowerBy,null,true);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n //get the health for this token\n let curValue = token.actor.system.other.stress.min;\n //calculate difference\n let lowerBy = 2 - curValue;\n //run the function on this token\n token.actor.modifyActor('system.other.stress.min',lowerBy,null,true);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"8MYFWpBYht987SZm","name":"Set Wounds to 0","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor();\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //get the health for this token\n let curValue = game.user.character.system.hits.value;\n //calculate difference\n let lowerBy = 0 - curValue;\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor('system.hits.value',lowerBy,null,true);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n //get the health for this token\n let curValue = token.actor.system.hits.value;\n //calculate difference\n let lowerBy = 0 - curValue;\n //run the function on this token\n token.actor.modifyActor('system.hits.value',lowerBy,null,true);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"Sg8rTwkExTpF4HHp","name":"Speed Check","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100','low','speed',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"lfehxXMWB7kGhrjn","name":"Speed Check -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [-]','low','speed',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"0Yw4QWSAeOuUzRqB","name":"Speed Check +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [+]','low','speed',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"cbCtuBYXwQOR0ZaB","name":"Strength Check","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100','low','strength',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run 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//determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"lBDQAgzfJGadClAT","name":"Strength Check +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [+]','low','strength',null,null,null);\n\n//tell the actor to run the function\nasync function 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Binary files a/packs/macros_triggered_0e/000005.ldb and /dev/null differ diff --git a/packs/macros_triggered_0e/000008.log b/packs/macros_triggered_0e/000008.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/macros_triggered_0e/CURRENT b/packs/macros_triggered_0e/CURRENT index 875cf23..1a84852 100644 --- a/packs/macros_triggered_0e/CURRENT +++ b/packs/macros_triggered_0e/CURRENT @@ -1 +1 @@ -MANIFEST-000007 +MANIFEST-000002 diff --git a/packs/macros_triggered_0e/LOG b/packs/macros_triggered_0e/LOG index ab893e1..eeab0f7 100644 --- a/packs/macros_triggered_0e/LOG +++ b/packs/macros_triggered_0e/LOG @@ -1 +1 @@ -2023/10/02-20:32:57.634 6880 Delete type=3 #1 +2023/10/08-18:24:19.099 6d6c Delete type=3 #1 diff --git a/packs/macros_triggered_0e/LOG.old b/packs/macros_triggered_0e/LOG.old deleted file mode 100644 index c966c82..0000000 --- a/packs/macros_triggered_0e/LOG.old +++ /dev/null @@ -1,5 +0,0 @@ -2023/10/02-20:32:57.579 ac5c Log #4: 0 ops saved to Table #6 OK -2023/10/02-20:32:57.579 ac5c Archiving C:\Users\Futil\AppData\Local\FoundryVTT\Data\systems\mosh\packs\macros_triggered_0e/000004.log: OK -2023/10/02-20:32:57.580 ac5c Table #5: 93 entries OK -2023/10/02-20:32:57.590 ac5c Archiving C:\Users\Futil\AppData\Local\FoundryVTT\Data\systems\mosh\packs\macros_triggered_0e/MANIFEST-000002: OK -2023/10/02-20:32:57.607 ac5c **** Repaired leveldb C:\Users\Futil\AppData\Local\FoundryVTT\Data\systems\mosh\packs\macros_triggered_0e; recovered 1 files; 28945 bytes. 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}\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"vwpxRBbMwjfDCQVG","name":"-1 Health","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.health.value',-1,null,true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"qD8Mvegkf3zVarFr","name":"-1 Maximum Wound","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.hits.max',-1,null,true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n 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(game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"V3L1iRkWwyTzCZK9","name":"-1d10 Strength","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.stats.strength.value',null,'-1d10',true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"jHyqXb2yDFTNWxpy","name":"-1d10 Stress","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.other.stress.value',null,'-1d10',true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"yYujq1tBZPqGrQlh","name":"-1d5 Maximum Health","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.health.max',null,'-1d5',true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"xNLdumzjtYwQmBeP","name":"-1d5 Sanity Save","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.stats.sanity.value',null,'-1d5',true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"AvKZE5IFubIaAIUy","name":"-1d5 Stress","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.other.stress.value',null,'-1d5',true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"eoGfi5JdPASUUJU4","name":"-2 Maximum Stress","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.other.stress.max',-2,null,true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"ISd2nEMYvWCPQpl0","name":"-2d10 Body Save","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.stats.body.value',null,'-2d10',true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"pS6A6OklvM6S3bvO","name":"-2d10 Health","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.health.value',null,'-2d10',true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"nECUu4pcwsNTE8C5","name":"-3d10 Health","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor('system.health.value',null,'-3d10',true);\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"1DD8i6eCS6nx2Ip0","name":"Bleeding Wound","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`ata3fRz3uoPfNCLh`,`1d10`,`low`,true,false,null,null)\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"tFcWNddtZvlv7tsg","name":"Bleeding Wound -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`ata3fRz3uoPfNCLh`,`1d10 [-]`,`low`,true,false,null,null)\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"xr2o2PU5vdrR6fxQ","name":"Bleeding Wound +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`ata3fRz3uoPfNCLh`,`1d10 [+]`,`low`,true,false,null,null)\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"TAjlQjA5AAy3qYL3","name":"Blunt Force Wound","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`31YibfjueXuZdNLb`,`1d10`,`low`,true,false,null,null)\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"oL3GH0HoEPlP8vzG","name":"Blunt Force Wound -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`31YibfjueXuZdNLb`,`1d10 [-]`,`low`,true,false,null,null)\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"k0zf8ZGivRguc0wb","name":"Blunt Force Wound +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`31YibfjueXuZdNLb`,`1d10 [+]`,`low`,true,false,null,null)\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"X3gqTFFwMe7AudiS","name":"Body Save","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100','low','body',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"ItHLy3URKFQVLipe","name":"Body Save -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [-]','low','body',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"IG2NQgEnqvPjiV5C","name":"Body Save +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [+]','low','body',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"9FOBS5lQCwtVtrgh","name":"Combat Check","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100','low','combat',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"vxcDSg3xiAxDYQIb","name":"Combat Check -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [-]','low','combat',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"5hlvK0p68imanBmy","name":"Combat Check +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [+]','low','combat',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"E2bDXSVfH57BnGEI","name":"Death Save -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`W36WFIpCfMknKgHy`,`1d10 [-]`,`low`,true,false,null,null);\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"KHL2lJ6RRvhupFZ3","name":"Death Save +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`W36WFIpCfMknKgHy`,`1d10 [+]`,`low`,true,false,null,null);\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"R2KizR1soAhFYDZm","name":"Fear Save","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100','low','fear',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"wVhApjRP5MXue2kh","name":"Fear Save -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [-]','low','fear',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"DadBoZJblU4uBY5E","name":"Fear Save +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [+]','low','fear',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"bZi1qKmcKLFvnhZ2","name":"Fire & Explosives Wound","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`lqiaWwh5cGcJhvnu`,`1d10`,`low`,true,false,null,null)\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"dJnQKDf0AlwK27QD","name":"Fire & Explosives Wound -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`lqiaWwh5cGcJhvnu`,`1d10 [-]`,`low`,true,false,null,null)\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"7rYhbDAaFeok1Daq","name":"Fire & Explosives Wound +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`lqiaWwh5cGcJhvnu`,`1d10 [+]`,`low`,true,false,null,null)\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"S9nnHKWYGSQmjQdp","name":"Gore & Massive Wound","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`uVfC1CqYdojaJ7yR`,`1d10`,`low`,true,false,null,null)\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"DuVjNlE4lsnR7Emc","name":"Gore & Massive Wound -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`uVfC1CqYdojaJ7yR`,`1d10 [-]`,`low`,true,false,null,null)\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"eQPuDgwv8evetFIk","name":"Gore & Massive Wound +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`uVfC1CqYdojaJ7yR`,`1d10 [+]`,`low`,true,false,null,null)\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"XgCOLv9UunBddUyW","name":"Gunshot Wound","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`XjDU2xFOWEasaZK0`,`1d10`,`low`,true,false,null,null)\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"fnVATRHYJEUlS3pR","name":"Gunshot Wound -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`XjDU2xFOWEasaZK0`,`1d10 [-]`,`low`,true,false,null,null)\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"LTpa1ZYVZl4m9k6z","name":"Gunshot Wound +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`XjDU2xFOWEasaZK0`,`1d10 [+]`,`low`,true,false,null,null)\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"DMjVDa7vUq7xGpn8","name":"Intellect Check","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100','low','intellect',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"ln3OpNFK4mN4Ym5q","name":"Intellect Check -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [-]','low','intellect',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"DXfAjkwJVwSCOqZ1","name":"Intellect Check +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [+]','low','intellect',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"EwZbGIwHB3JuRvx5","name":"Panic Check -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`panicCheck`,`[-]`,null,false,false,null,null);\n\n//run the panic check\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"kVNV9vZPY0j77VTo","name":"Panic Check +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`panicCheck`,`[+]`,null,false,false,null,null);\n\n//run the panic check\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"AM9nIK5l7mC5Ho8C","name":"Rest Save -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [-]','low','restSave',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"ZaChBhkd4yU6hoWx","name":"Rest Save +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepRollCheck('1d100 [+]','low','restSave',null,null,null);\n\n//tell the actor to run the function\nasync function prepRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n canvas.tokens.controlled.forEach(function(token){\n token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);\n });\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"yPGx2mXToJ2iJPbY","name":"Roll 1d10 on Android Panic 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}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"Jek7hKAMDevKxlZR","name":"Roll on Android Panic Table","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepTableRoll(`aBnY19jlhPXzibCt`,`1d20`,`high`,false,false,'system.other.stress.value','>');\n\n//tell the actor to run the function\nasync function prepTableRoll(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {\n //determine who to run the macro for\n if (game.settings.get('mosh','macroTarget') === 'character') {\n //run the function for the player's 'Selected Character'\n game.user.character.rollTable(tableName,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);\n } else if (game.settings.get('mosh','macroTarget') === 'token') {\n //run the function for all selected tokens\n 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'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 //get the health for this character\n let curValue = game.user.character.system.other.stress.max;\n //calculate difference\n let raiseBy = 85 - curValue;\n //zero out if negative\n if (raiseBy < 0) {raiseBy = 0;}\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor('system.other.stress.max',raiseBy,null,true);\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 //get the health for this token\n let curValue = token.actor.system.other.stress.max;\n //calculate difference\n let raiseBy = 85 - curValue;\n //zero out if negative\n if (raiseBy < 0) {raiseBy = 0;}\n //run the function on this token\n token.actor.modifyActor('system.other.stress.max',raiseBy,null,true);\n });\n }\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"hF2Vnb8Pzn7geCcJ","name":"Lower Minimum Stress to 2","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor();\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\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 //get the health for this token\n let curValue = game.user.character.system.other.stress.min;\n //calculate difference\n let lowerBy = 2 - curValue;\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor('system.other.stress.min',lowerBy,null,true);\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 //get the health for this token\n let curValue = token.actor.system.other.stress.min;\n //calculate difference\n let lowerBy = 2 - curValue;\n //run the function on this token\n token.actor.modifyActor('system.other.stress.min',lowerBy,null,true);\n });\n }\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"YLitGkgwIi8GqFAg","name":"Lower Wounds to 0","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepModifyActor();\n\n//tell the actor to run the function\nasync function prepModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {\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 //get the health for this token\n let curValue = game.user.character.system.hits.value;\n //calculate difference\n let lowerBy = 0 - curValue;\n //run the function for the player's 'Selected Character'\n game.user.character.modifyActor('system.hits.value',lowerBy,null,true);\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 //get the health for this token\n let curValue = token.actor.system.hits.value;\n //calculate difference\n let lowerBy = 0 - curValue;\n //run the function on this token\n token.actor.modifyActor('system.hits.value',lowerBy,null,true);\n });\n }\n }\n}","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"uxrWvijfqDVnaXMj","name":"Speed Check","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100','low','speed',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"QZHhiDAr7owozxdf","name":"Speed Check -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100 [-]','low','speed',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"WzsVrS0brblqWhMR","name":"Speed Check +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100 [+]','low','speed',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"B9qe0UHmKoal9eub","name":"Strength Check","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100','low','strength',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"XlfEeDblsp7fTzUx","name":"Strength Check -","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100 [-]','low','strength',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"9X5WPlXiZn9EqF9f","name":"Strength Check +","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"game.mosh.initRollCheck('1d100 [+]','low','strength',null,null,null);","folder":null,"flags":{},"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"aur5HWqZJNspwdCd","name":"Take Bleeding Damage","type":"script","scope":"global","img":"icons/svg/d10-grey.svg","command":"prepBleedingDamage();\n\n//tell the actor to run the function\nasync function prepBleedingDamage() {\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.takeBleedingDamage();\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.takeBleedingDamage();\n });\n }\n }\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_triggered_1e/000003.log b/packs/macros_triggered_1e/000003.log new file mode 100644 index 0000000..9c7743c Binary files /dev/null and b/packs/macros_triggered_1e/000003.log differ diff --git a/packs/macros_triggered_1e/000005.ldb b/packs/macros_triggered_1e/000005.ldb deleted file mode 100644 index f0f6d7f..0000000 Binary files a/packs/macros_triggered_1e/000005.ldb and /dev/null differ diff --git a/packs/macros_triggered_1e/000008.log b/packs/macros_triggered_1e/000008.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/macros_triggered_1e/CURRENT b/packs/macros_triggered_1e/CURRENT index 875cf23..1a84852 100644 --- a/packs/macros_triggered_1e/CURRENT +++ b/packs/macros_triggered_1e/CURRENT @@ -1 +1 @@ -MANIFEST-000007 +MANIFEST-000002 diff --git a/packs/macros_triggered_1e/LOG b/packs/macros_triggered_1e/LOG index b2a1e37..b26f920 100644 --- a/packs/macros_triggered_1e/LOG +++ b/packs/macros_triggered_1e/LOG @@ -1 +1 @@ -2023/10/02-20:32:57.538 ac04 Delete type=3 #1 +2023/10/08-18:24:18.892 6d6c Delete type=3 #1 diff --git a/packs/macros_triggered_1e/LOG.old b/packs/macros_triggered_1e/LOG.old deleted file mode 100644 index c0f9173..0000000 --- a/packs/macros_triggered_1e/LOG.old +++ /dev/null @@ -1,5 +0,0 @@ -2023/10/02-20:32:57.482 b354 Log #4: 0 ops saved to Table #6 OK -2023/10/02-20:32:57.482 b354 Archiving C:\Users\Futil\AppData\Local\FoundryVTT\Data\systems\mosh\packs\macros_triggered_1e/000004.log: OK -2023/10/02-20:32:57.483 b354 Table #5: 128 entries OK -2023/10/02-20:32:57.493 b354 Archiving C:\Users\Futil\AppData\Local\FoundryVTT\Data\systems\mosh\packs\macros_triggered_1e/MANIFEST-000002: OK -2023/10/02-20:32:57.510 b354 **** Repaired leveldb C:\Users\Futil\AppData\Local\FoundryVTT\Data\systems\mosh\packs\macros_triggered_1e; recovered 1 files; 39821 bytes. Some data may have been lost. **** diff --git a/packs/macros_triggered_1e/MANIFEST-000002 b/packs/macros_triggered_1e/MANIFEST-000002 new file mode 100644 index 0000000..bbbc585 Binary files /dev/null and b/packs/macros_triggered_1e/MANIFEST-000002 differ diff --git a/packs/macros_triggered_1e/MANIFEST-000007 b/packs/macros_triggered_1e/MANIFEST-000007 deleted file mode 100644 index 84a17b5..0000000 Binary files a/packs/macros_triggered_1e/MANIFEST-000007 and /dev/null differ diff --git a/packs/macros_triggered_1e/lost/000004.log b/packs/macros_triggered_1e/lost/000004.log deleted file mode 100644 index e69de29..0000000 diff --git a/packs/macros_triggered_1e/lost/MANIFEST-000002 b/packs/macros_triggered_1e/lost/MANIFEST-000002 deleted file mode 100644 index 498d577..0000000 Binary files a/packs/macros_triggered_1e/lost/MANIFEST-000002 and /dev/null differ diff --git a/packs/rolltables_0e.db b/packs/rolltables_0e.db index 21105b9..7356987 100644 --- a/packs/rolltables_0e.db +++ b/packs/rolltables_0e.db @@ -1,5 +1,5 @@ {"_id":"cZOHlhEJcYGZsQBM","name":"Death Save","img":"systems/mosh/images/icons/ui/rolltables/death_save.png","description":"

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.

","formula":"1d10","replacement":true,"displayRoll":true,"results":[ {"_id":"BeGMLNZIYhH9Kk49","type":0,"documentCollection":"null","documentId":"null","text":"You are comatose and brain-dead. Only extraordinary measures will return you to the waking world.","img":"systems/mosh/images/icons/ui/rolltables/death_save.png","weight":1,"range":[1,1],"drawn": false}, {"_id":"9EhaHZAAGcpGMnIJ","type":0,"documentCollection":"null","documentId":"null","text":"Wake in [[/r 1d10]] days, with 1 Health. -5 Strength, -5 Speed, -5 Intellect (permanent loss). Disadvantage on all rolls for [[/r 1d10]] days. +1d10 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.31nDVp25qvTkkGXQ]{Lower Health to 1}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.k663ybRMCY3u0OXF]{-5 Strength}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.VZPWorbauAExrYLZ]{-5 Speed}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.qENogEcf1awpT98o]{-5 Intellect}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.0dFnFfJtZt6a0ih4]{+1d10 Stress}","img":"systems/mosh/images/icons/ui/rolltables/death_save.png","weight":1,"range":[2,3],"drawn": false}, {"_id":"uGHUqa42KpSYkP31","type":0,"documentCollection":"null","documentId":"null","text":"Wake in [[/r 1d10]] hours. 1 Health. -5 Strength, and -5 Speed (permanent loss). Disadvantage on all rolls for [[/r 1d10]] hours. +3 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.31nDVp25qvTkkGXQ]{Lower Health to 1}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.k663ybRMCY3u0OXF]{-5 Strength}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.VZPWorbauAExrYLZ]{-5 Speed}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.ZcqUtSMCGvERjQlG]{+3 Stress}","img":"systems/mosh/images/icons/ui/rolltables/death_save.png","weight":1,"range":[4,6],"drawn": false}, {"_id":"z7WuF36CDjDa64g8","type":0,"documentCollection":"null","documentId":"null","text":"Wake in [[/r 1d10]] minutes. 1 Health. -5 Strength (permanent loss). Disadvantage on all rolls for [[/r 3d10]] minutes. +2 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.31nDVp25qvTkkGXQ]{Lower Health to 1}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.k663ybRMCY3u0OXF]{-5 Strength}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.WEICDPMGI3waJ6PX]{+2 Stress}","img":"systems/mosh/images/icons/ui/rolltables/death_save.png","weight":1,"range":[7,9],"drawn": false}, {"_id":"ClE7nNEIW7D3Q5Bh","type":0,"documentCollection":"null","documentId":"null","text":"Wake immediately. 1 Health. Disadvantage on all rolls for [[/r 1d10]] minutes. +1 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.31nDVp25qvTkkGXQ]{Lower Health to 1}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.GodJbchiu5gOgtkn]{+1 Stress}","img":"systems/mosh/images/icons/ui/rolltables/death_save.png","weight":1,"range":[10,10],"drawn": false} ],"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} {"_id":"1vCm4ElRPotQXgNB","name":"Panic Check (Stress, Normal)","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","description":"

Eventually, Stress, Damage and emotional wear and tear will bring you to your breaking point. When that happens there’s a chance that you’ll lose control and Panic. To determine whether you are able to keep your cool under extreme pressure, make a Panic Check. While the results are primarily negative there is the possibility of grace under fire.

","formula":"2d10 + @other.stress.value - @other.resolve.value","replacement":true,"displayRoll":true,"results":[ {"_id":"gjINwaOSGbiQf15s","type":0,"documentCollection":"null","documentId":"null","text":"Laser Focus. Advantage on all rolls for the next [[/r 1d10]] hours.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[2,3],"drawn": false}, {"_id":"wii7XKePcKZKLVHx","type":0,"documentCollection":"null","documentId":"null","text":"Major Adrenaline Rush. Advantage on all rolls for the next [[/r 3d10]] minutes.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[4,5],"drawn": false}, {"_id":"bV0AaE9jq7s2AmjB","type":0,"documentCollection":"null","documentId":"null","text":"Minor Adrenaline Rush. Advantage on all rolls for the next [[/r 1d10]] minutes.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[6,7],"drawn": false}, {"_id":"PZrg6c1p4Xr0cqlq","type":0,"documentCollection":"null","documentId":"null","text":"Anxious. Gain 1 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.GodJbchiu5gOgtkn]{+1 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[8,9],"drawn": false}, {"_id":"aTLuigXTQpFTx9Cz","type":0,"documentCollection":"null","documentId":"null","text":"Nervous Twitch. Gain 2 Stress. The nearest crew member also gains 1 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.WEICDPMGI3waJ6PX]{+2 Stress}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.GodJbchiu5gOgtkn]{+1 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[10,11],"drawn": false}, {"_id":"hxZEEMqmwAFHNKyF","type":0,"documentCollection":"null","documentId":"null","text":"Cowardice. Gain 1 Stress. For the next [[/r 1d10]] hours you must make a Fear Save to engage in combat or else flee.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.GodJbchiu5gOgtkn]{+1 Stress}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.bivbH22VbRq3YUsz]{+1 Cowardice}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[12,13],"drawn": false}, {"_id":"Crrcasmzj7y9XUnN","type":0,"documentCollection":"null","documentId":"null","text":"Hallucinations. For the next [[/r 2d10]] hours (determined secretly) you have trouble distinguishing between reality and fantasy.<><>@UUID[Compendium.mosh.macros_triggered_0e.Macro.TUkbH9np5Zj6DPHX]{+1 Hallucinations}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[14,15],"drawn": false}, {"_id":"zfG2mvPccJzn8dct","type":0,"documentCollection":"null","documentId":"null","text":"Crippling Fear. Gain a new permanent phobia. Whenever you encounter this phobia make a Fear Save at Disadvantage or gain 1d10 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.qwmJTfTgmjNEApfX]{+1 Phobia}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[16,17],"drawn": false}, {"_id":"bWvfXFmnaFVNKEbM","type":0,"documentCollection":"null","documentId":"null","text":"Overwhelmed. Gain 1d10 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.0dFnFfJtZt6a0ih4]{+1d10 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[18,19],"drawn": false}, {"_id":"eIHnn5v4D9ylqKFj","type":0,"documentCollection":"null","documentId":"null","text":"Rattled. Let out a blood-curdling scream. Disadvantage on all rolls for [[/r 2d10]] minutes.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[21,21],"drawn": false}, {"_id":"dUPFZ24CDjDBRaiG","type":0,"documentCollection":"null","documentId":"null","text":"Paranoid. For the next [[/r 1d10]] days, whenever a character joins your group (even if they only left for a short period of time), make a Fear Save or gain 1 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.s7rHLmODfmUMGr65]{+1 Paranoid}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[22,22],"drawn": false}, {"_id":"YnUIrPXx6puT44yd","type":0,"documentCollection":"null","documentId":"null","text":"Death Drive. For the next [[/r (@other.stress.value)d10]]{Xd10} days (where X=Stress) whenever you encounter a stranger or known enemy you must make a Sanity Save or else immediately attack them.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.UcHSw6s1TkqSEj7Y]{+1 Death Drive}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[23,23],"drawn": false}, {"_id":"oVDIQ0ZVwsOP73ZZ","type":0,"documentCollection":"null","documentId":"null","text":"Catatonic. Become unresponsive and unmoving for [[/r (@other.stress.value)d10]]{Xd10} minutes (where X=Stress).","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[24,24],"drawn": false}, {"_id":"gKxVByejEy2c51yz","type":0,"documentCollection":"null","documentId":"null","text":"Broken. For the next [[/r (@other.stress.value)d10]]{Xd10} days (where X=Stress) make a Panic Check whenever a nearby crew member fails a Save.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.WnHQfgURx5sGWjlx]{+1 Broken}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[25,25],"drawn": false}, {"_id":"DOJz9VI7dJeAq0BL","type":0,"documentCollection":"null","documentId":"null","text":"Psychotic. Immediately attack the closest crew member until you do at least [[/r 2d10]] Damage. If there is no crew member nearby you attack the environment.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[26,26],"drawn": false}, {"_id":"aJTpD1gYWkGfVJld","type":0,"documentCollection":"null","documentId":"null","text":"Compounding Problems. Roll twice on this table.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.a6hO0gUht5v0aDqj]{Roll on Panic Table}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[27,27],"drawn": false}, {"_id":"eAlz1CK3Qp2krP6A","type":0,"documentCollection":"null","documentId":"null","text":"Descent into Madness. Gain 2 new phobias. Your Stress cannot be relieved below 5.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.qwmJTfTgmjNEApfX]{+1 Phobia}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.GprYY2FK5Y5Xddvk]{Raise Minimum Stress to 5}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[28,28],"drawn": false}, {"_id":"Tush1aneEvadtPr0","type":0,"documentCollection":"null","documentId":"null","text":"Psychological Collapse. You become permanently, irreparably insane. Your character is now played by the Warden.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.TJP579V4h7t68jY1]{+1 Insane}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[29,29],"drawn": false}, {"_id":"0cXTzjZy0czVcdN8","type":0,"documentCollection":"null","documentId":"null","text":"Heart Attack. Instant death.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[30,999],"drawn": false} ],"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"egJ11m2mJM3HBd6d","name":"Panic Check (Stress, Android)","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","description":"

Eventually, Stress, Damage and emotional wear and tear will bring you to your breaking point. When that happens there’s a chance that you’ll lose control and Panic. To determine whether you are able to keep your cool under extreme pressure, make a Panic Check. While the results are primarily negative there is the possibility of grace under fire.

","formula":"2d10 + @other.stress.value - @other.resolve.value","replacement":true,"displayRoll":true,"results":[ {"_id":"q5mugYTnrVaMKWds","type":0,"documentCollection":"null","documentId":"null","text":"States the Odds: of any event, Advantage on party rolls for 1hr.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[2,3],"drawn": false}, {"_id":"yHjju6wXOwWtWnH6","type":0,"documentCollection":"null","documentId":"null","text":"Explains the Etymology of Words: Knowledge checks have Advantage for 1hr.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[4,5],"drawn": false}, {"_id":"wTExOLT2hVh1hdTz","type":0,"documentCollection":"null","documentId":"null","text":"Organizes Objects into Geometric Patterns: Everyone else gains 1 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.GodJbchiu5gOgtkn]{+1 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[6,7],"drawn": false}, {"_id":"rX0BcNbRAvawvJvj","type":0,"documentCollection":"null","documentId":"null","text":"Inventories Particles of Dust by Grade: Cannot engage in other tasks, everyone else gains 2 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.WEICDPMGI3waJ6PX]{+2 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[8,9],"drawn": false}, {"_id":"LJygZO4zutTKolNP","type":0,"documentCollection":"null","documentId":"null","text":"Vocalization Failure: Intermittently shrieks like a fax machine under duress. Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.o7BidBvPsCmUxWnb]{+1 Vocalization Failure}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.WEICDPMGI3waJ6PX]{+2 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[10,11],"drawn": false}, {"_id":"96jIA6jiHyNNx0MG","type":0,"documentCollection":"null","documentId":"null","text":"Incorrectly States Odds: (insists impossible tasks are trivial, trivial tasks are impossible) ... for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.0dFnFfJtZt6a0ih4]{+1d10 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[12,13],"drawn": false}, {"_id":"pP8FnDoGcOysssGi","type":0,"documentCollection":"null","documentId":"null","text":"Repetitive Twitchy Motions: Your manual tasks have Disadvantage, everyone else gains 2 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.WEICDPMGI3waJ6PX]{+2 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[14,15],"drawn": false}, {"_id":"nQW1HkguzOjdiwJZ","type":0,"documentCollection":"null","documentId":"null","text":"Loses Any Expressiveness: Discusses the irrationality of others Phobias, seeks to trigger them.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.0gTuiRlPfdstHmYb]{+1 Ethical Directive Misread}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[16,17],"drawn": false}, {"_id":"7TVEEAKgY93DUNJX","type":0,"documentCollection":"null","documentId":"null","text":"Unreasonable Adherence to the Present Course of Action: Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.ZHLgJKrIG82SNbt8]{-1d10 Health}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.BnQZTR7V7va8WRGO]{+1d5 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[18,19],"drawn": false}, {"_id":"ImZYt3WDNwawAeZL","type":0,"documentCollection":"null","documentId":"null","text":"Becomes Nihilistically Worshipful of the Source of Danger: Everyone else has Disadvantage on rolls against it. Everyone else takes a Fear save when failing to act against danger or gains a Phobia.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.ZeHhiHDz9hSRfKKq]{+1 Worship Danger}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[21,21],"drawn": false}, {"_id":"mx5iPMNiH4laSeej","type":0,"documentCollection":"null","documentId":"null","text":"Killswitch Engaged: Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.eJ4SRSSZA5dqgkQ0]{+1 Killswitch Engaged}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[22,22],"drawn": false}, {"_id":"bLFY2SsawPr3kmTG","type":0,"documentCollection":"null","documentId":"null","text":"Turing Test Failure: Have difficulty expressing humanity. Party members make a Fear Save or gain 1 Stress whenever you show up.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.pkpAwHnAmKAN6pbs]{+1 Turing Test Failure}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[23,23],"drawn": false}, {"_id":"zghrjFj0jCGTY31M","type":0,"documentCollection":"null","documentId":"null","text":"System Overload: Slump Catatonic in a failed reboot cycle for [[/r 1d10]] hours.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[24,24],"drawn": false}, {"_id":"gRdYyFBb6hWTeRGL","type":0,"documentCollection":"null","documentId":"null","text":"Fried Logic Core: Frenzied nonsensical behavior, everyone else makes a Panic Check.

@UUID[Compendium.mosh.macros_hotbar_0e.Macro.eyGvbBi1BhWSgfUP]{Make a Panic Check}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[25,25],"drawn": false}, {"_id":"YZrtpOm4XTZI0SIj","type":0,"documentCollection":"null","documentId":"null","text":"Damage to Threat Assessment: Betray party member at the next opportunity, believe you are aiding the crew. All Stress gained is increased by [[/r 1d10]] for the next [[/r 1d10]] hours.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[26,26],"drawn": false}, {"_id":"LOCL8lydt6NTODhv","type":0,"documentCollection":"null","documentId":"null","text":"Compound Data Corruption: Roll twice.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.iBXpuINls8gKcvk5]{Roll on Android Panic Table}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[27,27],"drawn": false}, {"_id":"UNKQW4s1PPhzEICG","type":0,"documentCollection":"null","documentId":"null","text":"Firmware Malfunction: Roll 1d10 on this table, behavior is permanent.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.a7iEwMDULoi6CdkU]{Roll 1d10 on Android Panic Table}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[28,28],"drawn": false}, {"_id":"w1R4U3qwDOCCylob","type":0,"documentCollection":"null","documentId":"null","text":"Data Corruption: Warden takes over character permanently, nightmarish malfunctions.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[29,29],"drawn": false}, {"_id":"L2TvnTA87E86JV7d","type":0,"documentCollection":"null","documentId":"null","text":"Slagged: Gigeresque-Scanners Head Explosion, everyone present gains a phobia and 1d10/2 Stress (Fear Save to avoid).

@UUID[Compendium.mosh.macros_triggered_0e.Macro.qwmJTfTgmjNEApfX]{+1 Phobia}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.BnQZTR7V7va8WRGO]{+1d5 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[30,999],"drawn": false} ],"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"kqKpQAXyLTEEyz6Z","name":"Panic Check (Calm, Normal)","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","description":"

Eventually, Stress, Damage and emotional wear and tear will bring you to your breaking point. When that happens there’s a chance that you’ll lose control and Panic. To determine whether you are able to keep your cool under extreme pressure, make a Panic Check. While the results are primarily negative there is the possibility of grace under fire.

","formula":"1d100 + @other.resolve.value","replacement":true,"displayRoll":true,"results":[ {"_id":"j4DoLMc3VuClnoxz","type":0,"documentCollection":"null","documentId":"null","text":"Psychological Collapse. You become permanently, irreparably insane. Your character is now played by the Warden. All nearby player characters must immediately make Panic Checks.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.TJP579V4h7t68jY1]{+1 Insane}

@UUID[Compendium.mosh.macros_hotbar_0e.Macro.eyGvbBi1BhWSgfUP]{Make a Panic Check}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[1,39],"drawn": false}, {"_id":"tLZGnhfSmMA9nzR2","type":0,"documentCollection":"null","documentId":"null","text":"Severe Heart Attack. You die. Take one final action before you go.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[40,59],"drawn": false}, {"_id":"xdwwswzfoPuVifvw","type":0,"documentCollection":"null","documentId":"null","text":"Temporary Insanity. You become insane. Your character is played by the Warden (or by you but you must act destructively and against the interests of the rest of your team or else the Warden takes over) until they sleep at least 6 hours and succeed on a Sanity Save.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.Dua2j9hZpTLCbxXU]{Sanity Save}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[60,64],"drawn": false}, {"_id":"Jh2usZR6M0egGJ0F","type":0,"documentCollection":"null","documentId":"null","text":"Heart Attack. Death in [[/r 1d10]] minutes unless you get medical attention. -1d10 to your Body save.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.4G0yEepSUvif6b6r]{-1d10 Body Save}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[65,69],"drawn": false}, {"_id":"F9LlQ04NVqQKzC1a","type":0,"documentCollection":"null","documentId":"null","text":"Psychotic Episodes. Once per session, the Warden may take over your character for one round. The first one happens immediately.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.tQGoF2BlWn91nqyd]{+1 Psychotic Episodes}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[70,70],"drawn": false}, {"_id":"dNjZnVNeqbt0C0dN","type":0,"documentCollection":"null","documentId":"null","text":"Broken. Make a Panic roll whenever a nearby crew member fails a save.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.WnHQfgURx5sGWjlx]{+1 Broken}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[71,71],"drawn": false}, {"_id":"mfD4qy9tkapZ5fcR","type":0,"documentCollection":"null","documentId":"null","text":"Severe Anxiety. Lose double Calm from all sources.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.AF7kX52Y75COaFzj]{+1 Severe Anxiety}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[72,72],"drawn": false}, {"_id":"sjb3UbDPquy1Lu3m","type":0,"documentCollection":"null","documentId":"null","text":"Anhedonia. Whenever you would recover Calm, recover half as much Calm instead.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.a6cVSyPThSc5Sm9C]{+1 Anhedonia}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[73,73],"drawn": false}, {"_id":"0ozJLoVqLsxFOTzj","type":0,"documentCollection":"null","documentId":"null","text":"Losing Your Grip. Whenever you make a Sanity save, roll under your Sanity or your Calm, whichever is lower.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.P73qKstwgnwSMJDO]{+1 Losing Your Grip}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[74,74],"drawn": false}, {"_id":"NEMJEK7zQ5k9rNMA","type":0,"documentCollection":"null","documentId":"null","text":"Panicky. Whenever you make a Fear save, roll under your Fear or your Calm, whichever is lower.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.VIaKtzF0Tzopegln]{+1 Panicky}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[75,75],"drawn": false}, {"_id":"h2kirOK796iTahki","type":0,"documentCollection":"null","documentId":"null","text":"The Shakes. You can’t keep your hands steady any more. Disadvantage on ranged attacks and all tasks requiring fine motor skills. Drugs may be able to help with this.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.V5xWdJnaUM06WNhA]{+1 The Shakes}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[76,76],"drawn": false}, {"_id":"crCW1jeZAtAvrgaB","type":0,"documentCollection":"null","documentId":"null","text":"Recurring Nightmares. Every time you rest, make a Fear save. If you fail, lose 1d10 Calm and do not heal. The Warden will describe your nightmare.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.2W6ohovHitQXJ8bK]{+1 Recurring Nightmares}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[77,77],"drawn": false}, {"_id":"vILNikGEAt0X0jEj","type":0,"documentCollection":"null","documentId":"null","text":"Emotional Detachment. You now lose half the Calm (rounded up) you normally would from all sources but you gain the Panic Effect of an Android, in addition to that of your own class. If you are an Android, gain the Panic Effect of a Marine.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.m4Vck3KB3uRVDQpQ]{+1 Emotional Detachment}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[78,78],"drawn": false}, {"_id":"B87R4kAtKmuIOkzH","type":0,"documentCollection":"null","documentId":"null","text":"Social Anxiety. Lose 1d10 Calm whenever you converse with someone new.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.cTtJcLmQWR1WCKyO]{+1 Social Anxiety}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[79,79],"drawn": false}, {"_id":"jqMDwOgPsYeQhsP2","type":0,"documentCollection":"null","documentId":"null","text":"Escapism. You always have Disadvantage on Body Saves to prevent Addiction.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.WlaJ7iBNqeDmPSOj]{+1 Escapism}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[80,80],"drawn": false}, {"_id":"ZRQmolwis2KHYCfH","type":0,"documentCollection":"null","documentId":"null","text":"Hypervigilance. Gain Advantage on all surprise rolls but lose 1d10 Calm every day.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.KkBd22eQ2CPxsWih]{+1 Hypervigilance}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[81,81],"drawn": false}, {"_id":"X6CuNEf9elLW62yJ","type":0,"documentCollection":"null","documentId":"null","text":"General Anxiety. Your Maximum Calm decreases by 1d10.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.FGraO3xTnChUfWGY]{-1d10 Maximum Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[82,82],"drawn": false}, {"_id":"YzBbxYS4qqNiYooT","type":0,"documentCollection":"null","documentId":"null","text":"Mild Anxiety. Your Maximum Calm decreases by 2.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.fRja0aFO5muR0q3H]{-2 Maximum Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[83,83],"drawn": false}, {"_id":"k6FnWDCjlmP9Dj8y","type":0,"documentCollection":"null","documentId":"null","text":"Crippling Fear. Gain a new Phobia, determined by the Warden. Whenever you encounter this phobia make a Fear save at Disadvantage or lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.imuRIlrl5r5aEVdz]{+1 Phobia}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[84,84],"drawn": false}, {"_id":"6JDsffYV85UScB7o","type":0,"documentCollection":"null","documentId":"null","text":"Psychotic Break. Immediately attack the closest crew member until you do at least [[/r 2d10]] damage or 1 Hit, whichever comes first. If there is no crew member nearby, you attack the environment.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[85,85],"drawn": false}, {"_id":"7wPm5oGid0TzP0cD","type":0,"documentCollection":"null","documentId":"null","text":"Outburst. Suddenly shout, cry out, slam your fist against a wall, etc., making a loud noise. Nearby crew members lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.5jMEd9JjJPIJBKHr]{-1d10 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[86,86],"drawn": false}, {"_id":"3MIPsbqLaF4x2u3f","type":0,"documentCollection":"null","documentId":"null","text":"Rattled. Disadvantage on all rolls for the rest of the session.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[87,87],"drawn": false}, {"_id":"h1OG5MkSy1B8HsB1","type":0,"documentCollection":"null","documentId":"null","text":"Cowardice. Lose 1d10 Calm. For the rest of the session, you must make a Fear save to engage in combat.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.bivbH22VbRq3YUsz]{+1 Cowardice}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[88,88],"drawn": false}, {"_id":"QnpoKEebRsP7oL2q","type":0,"documentCollection":"null","documentId":"null","text":"Hallucinations. For the next [[/r 1d10]] hours (determined secretly), you have trouble distinguishing between reality and fantasy.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.TUkbH9np5Zj6DPHX]{+1 Hallucinations}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[89,89],"drawn": false}, {"_id":"kyDZz2Zue6Vz0brY","type":0,"documentCollection":"null","documentId":"null","text":"Nervous Twitch. Lose 1d10 Calm. The nearest crew member also loses 1d5 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.5jMEd9JjJPIJBKHr]{-1d10 Calm}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.M91INKwIL3rOZBcx]{-1d5 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[90,92],"drawn": false}, {"_id":"6FH7awuOfjiO0dXS","type":0,"documentCollection":"null","documentId":"null","text":"Overwhelmed. Lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.5jMEd9JjJPIJBKHr]{-1d10 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[93,96],"drawn": false}, {"_id":"ez6vMdw3qFmUNfV5","type":0,"documentCollection":"null","documentId":"null","text":"Moment of Panic. Lose 1d5 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.M91INKwIL3rOZBcx]{-1d5 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[97,99],"drawn": false}, {"_id":"BJB4bDwyLeVu5dvk","type":0,"documentCollection":"null","documentId":"null","text":"Heart Races. Lose 1 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.egXQ98YOVTaIvw8Z]{-1 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[100,100],"drawn": false} ],"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"VW6HQ29T7zClNIZ6","name":"Panic Check (Calm, Android)","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","description":"

Eventually, Stress, Damage and emotional wear and tear will bring you to your breaking point. When that happens there’s a chance that you’ll lose control and Panic. To determine whether you are able to keep your cool under extreme pressure, make a Panic Check. While the results are primarily negative there is the possibility of grace under fire.

","formula":"1d100 + @other.resolve.value","replacement":true,"displayRoll":true,"results":[ {"_id":"f1WTzsECpUEAIaKZ","type":0,"documentCollection":"null","documentId":"null","text":"Slagged: Gigeresque-Scanners Head Explosion. Everyone present gains a phobia and must make a Fear save or lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.Er4ULzvdn2urxuet]{Fear Save}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.5jMEd9JjJPIJBKHr]{-1d10 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[1,39],"drawn": false}, {"_id":"SmxxQUgMn1QEMpEW","type":0,"documentCollection":"null","documentId":"null","text":"Data Corruption: The Warden takes over your character, plagued by nightmarish malfunctions, permanently. Not even a factory reset will be helpful (the backups are corrupted as well).","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[40,59],"drawn": false}, {"_id":"0gHh1lZDzMgaNuJp","type":0,"documentCollection":"null","documentId":"null","text":"Reset to Factory Settings: You become terminally unstable and a full factory reset must be performed. Reroll a new character, but its name, equipment, current health, physical conditions, and Android class remain the same.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[60,64],"drawn": false}, {"_id":"rHqWkM4fL112EZgA","type":0,"documentCollection":"null","documentId":"null","text":"Cascade Failure: Death in [[/r 1d10]] minutes unless you receive urgent troubleshooting and repair. -1d10 to your Intellect.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.P1XjeNN1XswJ2nSC]{-1d10 Intellect}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[65,69],"drawn": false}, {"_id":"5N8T2mRO7tkGtYAV","type":0,"documentCollection":"null","documentId":"null","text":"Rampancy: Once per session, the Warden may take over your character for one round. These episodes double in duration (or become twice as frequent) each session.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.dj3gsNrPwit8tNHK]{+1 Rampancy}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[70,70],"drawn": false}, {"_id":"pg5wlHvym6W1yGBy","type":0,"documentCollection":"null","documentId":"null","text":"Fried Logic Core: Frenzied nonsensical behaviour. Whenever you lose Calm, everyone else nearby loses the same amount of Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.vhzVIN705rL5riS9]{+1 Fried Logic Core}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[71,71],"drawn": false}, {"_id":"NrknLuIhRqLqjiyx","type":0,"documentCollection":"null","documentId":"null","text":"Software Bloat: Lose double Calm from all sources.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.cN3hUL8tjBPvgwba]{+1 Software Bloat}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[72,72],"drawn": false}, {"_id":"mNNf1SfAkFWPntY6","type":0,"documentCollection":"null","documentId":"null","text":"Bit Rot: Whenever you would recover Calm, recover half as much instead.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.jSpqyVlFDm06mKoL]{+1 Bit Rot}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[73,73],"drawn": false}, {"_id":"hIoFThXRsfMMoXgi","type":0,"documentCollection":"null","documentId":"null","text":"Deviant Logic Core: Whenever you make a Fear save, roll under your Fear or your Calm, whichever is lower.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.kuhC3Z3UJvckrSt1]{+1 Deviant Logic Core}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[74,74],"drawn": false}, {"_id":"c1DwSfkrTTPNVCx5","type":0,"documentCollection":"null","documentId":"null","text":"Faulty Heuristics: Whenever you make a Sanity save, roll under your Sanity or your Calm, whichever is lower.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.RVsycsQASBlxC4Yw]{+1 Faulty Heuristics}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[75,75],"drawn": false}, {"_id":"PaPmBan82qmkngAk","type":0,"documentCollection":"null","documentId":"null","text":"Hardware Driver Failure: You lose motor function of one part of your body. Roll on the hit location table. If torso or head rolled, [-] on all rolls as head lolls around awkwardly unless supported.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[76,76],"drawn": false}, {"_id":"4faABmt2pdqif0kQ","type":0,"documentCollection":"null","documentId":"null","text":"Threat Assessment Failure: You lose the ability to discern friend from foe, treating all vaguely-humanoid entities as you would members of your crew.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.cN53sbP5eAe596vL]{+1 Threat Assessment Failure}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[77,77],"drawn": false}, {"_id":"e58cjF63w4ZRUNxj","type":0,"documentCollection":"null","documentId":"null","text":"Ethical Directive Failure: You now lose half the Calm (rounded up) you normally would from all sources but you now have the Panic Effect of a Marine, in addition to that of an Android.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.CyzJOPdMcwAQBkPy]{+1 Ethical Directive Failure}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[78,78],"drawn": false}, {"_id":"4lrt1ceqZBTEbJD3","type":0,"documentCollection":"null","documentId":"null","text":"Turing Test Failure: You have difficulty simulating humanity. Party make Fear Save or lose 1d10 Calm whenever you show up.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.fqYJbzSihb8iZtpq]{+1 Turing Test Failure }","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[79,79],"drawn": false}, {"_id":"Db7FymhYUSvIJ6yD","type":0,"documentCollection":"null","documentId":"null","text":"Ethical Directive Misread: Loses any expressiveness. Discusses the irrationality of Phobias, seeks to trigger them in others.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.0gTuiRlPfdstHmYb]{+1 Ethical Directive Misread}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[80,80],"drawn": false}, {"_id":"bj6hrg88NqFqr7Ub","type":0,"documentCollection":"null","documentId":"null","text":"Damage to Threat Assessment: Betray party member at the next opportunity, believing you are aiding the crew. All Calm lost is doubled for the next [[/r 1d10]] hours.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[81,81],"drawn": false}, {"_id":"sMAIxojZjb4RVbrU","type":0,"documentCollection":"null","documentId":"null","text":"Bad Blocks: Your Maximum Calm decreases by 1d10.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.FGraO3xTnChUfWGY]{-1d10 Maximum Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[82,82],"drawn": false}, {"_id":"fUt2toCOzrDoSrsE","type":0,"documentCollection":"null","documentId":"null","text":"Fragmented Memory: Your Maximum Calm decreases by 2.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.fRja0aFO5muR0q3H]{-2 Maximum Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[83,83],"drawn": false}, {"_id":"5MIERNs5f0DFo1kZ","type":0,"documentCollection":"null","documentId":"null","text":"Kernel Panic: Immediately reboot, lapsing into into a pseudo-catatonic state for [[/r 1d10]] rounds.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[84,84],"drawn": false}, {"_id":"kAd02vTQfyB0fGFR","type":0,"documentCollection":"null","documentId":"null","text":"Killswitch Engaged: Go berserk, will not withdraw from combat regardless of situation, will not ashere to tactics.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.eJ4SRSSZA5dqgkQ0]{+1 Killswitch Engaged}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[85,85],"drawn": false}, {"_id":"rqHITbhRGZGsfUcy","type":0,"documentCollection":"null","documentId":"null","text":"Feedback Loop: Take 1d10 damage from overdriven repetitive motion. Everyone else nearby make Fear saves or lose 1d5 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.ZHLgJKrIG82SNbt8]{-1d10 Health}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.M91INKwIL3rOZBcx]{-1d5 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[86,86],"drawn": false}, {"_id":"6GQ3Ohp64C9ewOVN","type":0,"documentCollection":"null","documentId":"null","text":"Vocalization Failure: Intermittently shrieks like a fax machine under duress. Cannot communicate or sneak for [[/r 2d10]] hours. Nearby crew members lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.o7BidBvPsCmUxWnb]{+1 Vocalization Failure}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[87,87],"drawn": false}, {"_id":"E3qDiycyu6sjXvlu","type":0,"documentCollection":"null","documentId":"null","text":"Inventories Particles of Dust By Grade: Cannot engage in any other tasks for [[/r 1d5]] hours. Everyone else nearby loses 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.5jMEd9JjJPIJBKHr]{-1d10 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[88,88],"drawn": false}, {"_id":"28geAmp1NvQsx9kK","type":0,"documentCollection":"null","documentId":"null","text":"Incorrectly States the Odds: For [[/r 2d10]] hours distracts others, insisting impossible tasks are trivial, and that trivial tasks are impossible. Anyone attempting a complex task must make a Fear save or lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.Er4ULzvdn2urxuet]{Fear Save}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.5jMEd9JjJPIJBKHr]{-1d10 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[89,89],"drawn": false}, {"_id":"EIBZuRYJsvza9mGS","type":0,"documentCollection":"null","documentId":"null","text":"Organises Objects into Geometric Patterns: Unnerving. Everyone else nearby loses 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.5jMEd9JjJPIJBKHr]{-1d10 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[90,92],"drawn": false}, {"_id":"QcJzbW5psaXEEiqv","type":0,"documentCollection":"null","documentId":"null","text":"Explains the Etymology of Words: Distracting. Everyone else nearby loses 1d5 Calm. The next check a nearby crewmember makes gains [-].

@UUID[Compendium.mosh.macros_triggered_0e.Macro.M91INKwIL3rOZBcx]{-1d5 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[93,96],"drawn": false}, {"_id":"UUHLI5eQHM2ofC4R","type":0,"documentCollection":"null","documentId":"null","text":"States the Odds: Annoying. Everyone else nearby loses 1 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.egXQ98YOVTaIvw8Z]{-1 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[97,99],"drawn": false}, {"_id":"y3YNxeESiSKmQGg5","type":0,"documentCollection":"null","documentId":"null","text":"Segfault: Lose 1 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.egXQ98YOVTaIvw8Z]{-1 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[100,100],"drawn": false} ],"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} \ No newline at end of file +{"_id":"egJ11m2mJM3HBd6d","name":"Panic Check (Stress, Android)","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","description":"

Eventually, Stress, Damage and emotional wear and tear will bring you to your breaking point. When that happens there’s a chance that you’ll lose control and Panic. To determine whether you are able to keep your cool under extreme pressure, make a Panic Check. While the results are primarily negative there is the possibility of grace under fire.

","formula":"2d10 + @other.stress.value - @other.resolve.value","replacement":true,"displayRoll":true,"results":[ {"_id":"q5mugYTnrVaMKWds","type":0,"documentCollection":"null","documentId":"null","text":"States the Odds: of any event, Advantage on party rolls for 1hr.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[2,3],"drawn": false}, {"_id":"yHjju6wXOwWtWnH6","type":0,"documentCollection":"null","documentId":"null","text":"Explains the Etymology of Words: Knowledge checks have Advantage for 1hr.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[4,5],"drawn": false}, {"_id":"wTExOLT2hVh1hdTz","type":0,"documentCollection":"null","documentId":"null","text":"Organizes Objects into Geometric Patterns: Everyone else gains 1 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.GodJbchiu5gOgtkn]{+1 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[6,7],"drawn": false}, {"_id":"rX0BcNbRAvawvJvj","type":0,"documentCollection":"null","documentId":"null","text":"Inventories Particles of Dust by Grade: Cannot engage in other tasks, everyone else gains 2 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.WEICDPMGI3waJ6PX]{+2 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[8,9],"drawn": false}, {"_id":"LJygZO4zutTKolNP","type":0,"documentCollection":"null","documentId":"null","text":"Vocalization Failure: Intermittently shrieks like a fax machine under duress. Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.o7BidBvPsCmUxWnb]{+1 Vocalization Failure}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.WEICDPMGI3waJ6PX]{+2 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[10,11],"drawn": false}, {"_id":"96jIA6jiHyNNx0MG","type":0,"documentCollection":"null","documentId":"null","text":"Incorrectly States Odds: (insists impossible tasks are trivial, trivial tasks are impossible) ... for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.0dFnFfJtZt6a0ih4]{+1d10 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[12,13],"drawn": false}, {"_id":"pP8FnDoGcOysssGi","type":0,"documentCollection":"null","documentId":"null","text":"Repetitive Twitchy Motions: Your manual tasks have Disadvantage, everyone else gains 2 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.WEICDPMGI3waJ6PX]{+2 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[14,15],"drawn": false}, {"_id":"nQW1HkguzOjdiwJZ","type":0,"documentCollection":"null","documentId":"null","text":"Loses Any Expressiveness: Discusses the irrationality of others Phobias, seeks to trigger them.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.0gTuiRlPfdstHmYb]{+1 Ethical Directive Misread}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[16,17],"drawn": false}, {"_id":"7TVEEAKgY93DUNJX","type":0,"documentCollection":"null","documentId":"null","text":"Unreasonable Adherence to the Present Course of Action: Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.ZHLgJKrIG82SNbt8]{-1d10 Health}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.BnQZTR7V7va8WRGO]{+1d5 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[18,19],"drawn": false}, {"_id":"ImZYt3WDNwawAeZL","type":0,"documentCollection":"null","documentId":"null","text":"Becomes Nihilistically Worshipful of the Source of Danger: Everyone else has Disadvantage on rolls against it. Everyone else takes a Fear save when failing to act against danger or gains a Phobia.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.ZeHhiHDz9hSRfKKq]{+1 Worship Danger}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[21,21],"drawn": false}, {"_id":"mx5iPMNiH4laSeej","type":0,"documentCollection":"null","documentId":"null","text":"Killswitch Engaged: Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.eJ4SRSSZA5dqgkQ0]{+1 Killswitch Engaged}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[22,22],"drawn": false}, {"_id":"bLFY2SsawPr3kmTG","type":0,"documentCollection":"null","documentId":"null","text":"Turing Test Failure: Have difficulty expressing humanity. Party members make a Fear Save or gain 1 Stress whenever you show up.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.pkpAwHnAmKAN6pbs]{+1 Turing Test Failure}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[23,23],"drawn": false}, {"_id":"zghrjFj0jCGTY31M","type":0,"documentCollection":"null","documentId":"null","text":"System Overload: Slump Catatonic in a failed reboot cycle for [[/r 1d10]] hours.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[24,24],"drawn": false}, {"_id":"gRdYyFBb6hWTeRGL","type":0,"documentCollection":"null","documentId":"null","text":"Fried Logic Core: Frenzied nonsensical behavior, everyone else makes a Panic Check.

@UUID[Compendium.mosh.macros_hotbar_0e.Macro.eyGvbBi1BhWSgfUP]{Make a Panic Check}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[25,25],"drawn": false}, {"_id":"YZrtpOm4XTZI0SIj","type":0,"documentCollection":"null","documentId":"null","text":"Damage to Threat Assessment: Betray party member at the next opportunity, believe you are aiding the crew. All Stress gained is increased by [[/r 1d10]] for the next [[/r 1d10]] hours.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[26,26],"drawn": false}, {"_id":"LOCL8lydt6NTODhv","type":0,"documentCollection":"null","documentId":"null","text":"Compound Data Corruption: Roll twice.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.iBXpuINls8gKcvk5]{Roll on Android Panic Table}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[27,27],"drawn": false}, {"_id":"UNKQW4s1PPhzEICG","type":0,"documentCollection":"null","documentId":"null","text":"Firmware Malfunction: Roll 1d10 on this table, behavior is permanent.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.a7iEwMDULoi6CdkU]{Roll 1d10 on Android Panic Table}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[28,28],"drawn": false}, {"_id":"w1R4U3qwDOCCylob","type":0,"documentCollection":"null","documentId":"null","text":"Data Corruption: Warden takes over character permanently, nightmarish malfunctions.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[29,29],"drawn": false}, {"_id":"L2TvnTA87E86JV7d","type":0,"documentCollection":"null","documentId":"null","text":"Slagged: Gigeresque-Scanners Head Explosion, everyone present gains a phobia and 1d10/2 Stress (Fear Save to avoid).

@UUID[Compendium.mosh.macros_triggered_0e.Macro.qwmJTfTgmjNEApfX]{+1 Phobia}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.BnQZTR7V7va8WRGO]{+1d5 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[30,999],"drawn": false} ],"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"kqKpQAXyLTEEyz6Z","name":"Panic Check (Calm, Normal)","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","description":"

Eventually, Stress, Damage and emotional wear and tear will bring you to your breaking point. When that happens there’s a chance that you’ll lose control and Panic. To determine whether you are able to keep your cool under extreme pressure, make a Panic Check. While the results are primarily negative there is the possibility of grace under fire.

","formula":"1d100 + @other.resolve.value","replacement":true,"displayRoll":true,"results":[ {"_id":"j4DoLMc3VuClnoxz","type":0,"documentCollection":"null","documentId":"null","text":"Psychological Collapse. You become permanently, irreparably insane. Your character is now played by the Warden. All nearby player characters must immediately make Panic Checks.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.TJP579V4h7t68jY1]{+1 Insane}

@UUID[Compendium.mosh.macros_hotbar_0e.Macro.eyGvbBi1BhWSgfUP]{Make a Panic Check}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[1,39],"drawn": false}, {"_id":"tLZGnhfSmMA9nzR2","type":0,"documentCollection":"null","documentId":"null","text":"Severe Heart Attack. You die. Take one final action before you go.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[40,59],"drawn": false}, {"_id":"xdwwswzfoPuVifvw","type":0,"documentCollection":"null","documentId":"null","text":"Temporary Insanity. You become insane. Your character is played by the Warden (or by you but you must act destructively and against the interests of the rest of your team or else the Warden takes over) until they sleep at least 6 hours and succeed on a Sanity Save.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.Dua2j9hZpTLCbxXU]{Sanity Save}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[60,64],"drawn": false}, {"_id":"Jh2usZR6M0egGJ0F","type":0,"documentCollection":"null","documentId":"null","text":"Heart Attack. Death in [[/r 1d10]] minutes unless you get medical attention. -1d10 to your Body save.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.4G0yEepSUvif6b6r]{-1d10 Body Save}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[65,69],"drawn": false}, {"_id":"F9LlQ04NVqQKzC1a","type":0,"documentCollection":"null","documentId":"null","text":"Psychotic Episodes. Once per session, the Warden may take over your character for one round. The first one happens immediately.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.tQGoF2BlWn91nqyd]{+1 Psychotic Episodes}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[70,70],"drawn": false}, {"_id":"dNjZnVNeqbt0C0dN","type":0,"documentCollection":"null","documentId":"null","text":"Broken. Make a Panic roll whenever a nearby crew member fails a save.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.WnHQfgURx5sGWjlx]{+1 Broken}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[71,71],"drawn": false}, {"_id":"mfD4qy9tkapZ5fcR","type":0,"documentCollection":"null","documentId":"null","text":"Severe Anxiety. Lose double Calm from all sources.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.AF7kX52Y75COaFzj]{+1 Severe Anxiety}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[72,72],"drawn": false}, {"_id":"sjb3UbDPquy1Lu3m","type":0,"documentCollection":"null","documentId":"null","text":"Anhedonia. Whenever you would recover Calm, recover half as much Calm instead.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.a6cVSyPThSc5Sm9C]{+1 Anhedonia}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[73,73],"drawn": false}, {"_id":"0ozJLoVqLsxFOTzj","type":0,"documentCollection":"null","documentId":"null","text":"Losing Your Grip. Whenever you make a Sanity save, roll under your Sanity or your Calm, whichever is lower.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.P73qKstwgnwSMJDO]{+1 Losing Your Grip}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[74,74],"drawn": false}, {"_id":"NEMJEK7zQ5k9rNMA","type":0,"documentCollection":"null","documentId":"null","text":"Panicky. Whenever you make a Fear save, roll under your Fear or your Calm, whichever is lower.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.VIaKtzF0Tzopegln]{+1 Panicky}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[75,75],"drawn": false}, {"_id":"h2kirOK796iTahki","type":0,"documentCollection":"null","documentId":"null","text":"The Shakes. You can’t keep your hands steady any more. Disadvantage on ranged attacks and all tasks requiring fine motor skills. Drugs may be able to help with this.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.V5xWdJnaUM06WNhA]{+1 The Shakes}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[76,76],"drawn": false}, {"_id":"crCW1jeZAtAvrgaB","type":0,"documentCollection":"null","documentId":"null","text":"Recurring Nightmares. Every time you rest, make a Fear save. If you fail, lose 1d10 Calm and do not heal. The Warden will describe your nightmare.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.2W6ohovHitQXJ8bK]{+1 Recurring Nightmares}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[77,77],"drawn": false}, {"_id":"vILNikGEAt0X0jEj","type":0,"documentCollection":"null","documentId":"null","text":"Emotional Detachment. You now lose half the Calm (rounded up) you normally would from all sources but you gain the Panic Effect of an Android, in addition to that of your own class. If you are an Android, gain the Panic Effect of a Marine.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.m4Vck3KB3uRVDQpQ]{+1 Emotional Detachment}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[78,78],"drawn": false}, {"_id":"B87R4kAtKmuIOkzH","type":0,"documentCollection":"null","documentId":"null","text":"Social Anxiety. Lose 1d10 Calm whenever you converse with someone new.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.cTtJcLmQWR1WCKyO]{+1 Social Anxiety}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[79,79],"drawn": false}, {"_id":"jqMDwOgPsYeQhsP2","type":0,"documentCollection":"null","documentId":"null","text":"Escapism. You always have Disadvantage on Body Saves to prevent Addiction.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.WlaJ7iBNqeDmPSOj]{+1 Escapism}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[80,80],"drawn": false}, {"_id":"ZRQmolwis2KHYCfH","type":0,"documentCollection":"null","documentId":"null","text":"Hypervigilance. Gain Advantage on all surprise rolls but lose 1d10 Calm every day.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.KkBd22eQ2CPxsWih]{+1 Hypervigilance}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[81,81],"drawn": false}, {"_id":"X6CuNEf9elLW62yJ","type":0,"documentCollection":"null","documentId":"null","text":"General Anxiety. Your Maximum Calm decreases by 1d10.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.FGraO3xTnChUfWGY]{-1d10 Maximum Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[82,82],"drawn": false}, {"_id":"YzBbxYS4qqNiYooT","type":0,"documentCollection":"null","documentId":"null","text":"Mild Anxiety. Your Maximum Calm decreases by 2.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.fRja0aFO5muR0q3H]{-2 Maximum Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[83,83],"drawn": false}, {"_id":"k6FnWDCjlmP9Dj8y","type":0,"documentCollection":"null","documentId":"null","text":"Crippling Fear. Gain a new Phobia, determined by the Warden. Whenever you encounter this phobia make a Fear save at Disadvantage or lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.qwmJTfTgmjNEApfX]{+1 Phobia}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[84,84],"drawn": false}, {"_id":"6JDsffYV85UScB7o","type":0,"documentCollection":"null","documentId":"null","text":"Psychotic Break. Immediately attack the closest crew member until you do at least [[/r 2d10]] damage or 1 Hit, whichever comes first. If there is no crew member nearby, you attack the environment.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[85,85],"drawn": false}, {"_id":"7wPm5oGid0TzP0cD","type":0,"documentCollection":"null","documentId":"null","text":"Outburst. Suddenly shout, cry out, slam your fist against a wall, etc., making a loud noise. Nearby crew members lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.5jMEd9JjJPIJBKHr]{-1d10 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[86,86],"drawn": false}, {"_id":"3MIPsbqLaF4x2u3f","type":0,"documentCollection":"null","documentId":"null","text":"Rattled. Disadvantage on all rolls for the rest of the session.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[87,87],"drawn": false}, {"_id":"h1OG5MkSy1B8HsB1","type":0,"documentCollection":"null","documentId":"null","text":"Cowardice. Lose 1d10 Calm. For the rest of the session, you must make a Fear save to engage in combat.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.bivbH22VbRq3YUsz]{+1 Cowardice}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[88,88],"drawn": false}, {"_id":"QnpoKEebRsP7oL2q","type":0,"documentCollection":"null","documentId":"null","text":"Hallucinations. For the next [[/r 1d10]] hours (determined secretly), you have trouble distinguishing between reality and fantasy.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.TUkbH9np5Zj6DPHX]{+1 Hallucinations}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[89,89],"drawn": false}, {"_id":"kyDZz2Zue6Vz0brY","type":0,"documentCollection":"null","documentId":"null","text":"Nervous Twitch. Lose 1d10 Calm. The nearest crew member also loses 1d5 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.5jMEd9JjJPIJBKHr]{-1d10 Calm}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.M91INKwIL3rOZBcx]{-1d5 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[90,92],"drawn": false}, {"_id":"6FH7awuOfjiO0dXS","type":0,"documentCollection":"null","documentId":"null","text":"Overwhelmed. Lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.5jMEd9JjJPIJBKHr]{-1d10 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[93,96],"drawn": false}, {"_id":"ez6vMdw3qFmUNfV5","type":0,"documentCollection":"null","documentId":"null","text":"Moment of Panic. Lose 1d5 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.M91INKwIL3rOZBcx]{-1d5 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[97,99],"drawn": false}, {"_id":"BJB4bDwyLeVu5dvk","type":0,"documentCollection":"null","documentId":"null","text":"Heart Races. Lose 1 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.egXQ98YOVTaIvw8Z]{-1 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[100,100],"drawn": false} ],"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"VW6HQ29T7zClNIZ6","name":"Panic Check (Calm, Android)","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","description":"

Eventually, Stress, Damage and emotional wear and tear will bring you to your breaking point. When that happens there’s a chance that you’ll lose control and Panic. To determine whether you are able to keep your cool under extreme pressure, make a Panic Check. While the results are primarily negative there is the possibility of grace under fire.

","formula":"1d100 + @other.resolve.value","replacement":true,"displayRoll":true,"results":[ {"_id":"f1WTzsECpUEAIaKZ","type":0,"documentCollection":"null","documentId":"null","text":"Slagged: Gigeresque-Scanners Head Explosion. Everyone present gains a phobia and must make a Fear save or lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.Er4ULzvdn2urxuet]{Fear Save}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.5jMEd9JjJPIJBKHr]{-1d10 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[1,39],"drawn": false}, {"_id":"SmxxQUgMn1QEMpEW","type":0,"documentCollection":"null","documentId":"null","text":"Data Corruption: The Warden takes over your character, plagued by nightmarish malfunctions, permanently. Not even a factory reset will be helpful (the backups are corrupted as well).","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[40,59],"drawn": false}, {"_id":"0gHh1lZDzMgaNuJp","type":0,"documentCollection":"null","documentId":"null","text":"Reset to Factory Settings: You become terminally unstable and a full factory reset must be performed. Reroll a new character, but its name, equipment, current health, physical conditions, and Android class remain the same.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[60,64],"drawn": false}, {"_id":"rHqWkM4fL112EZgA","type":0,"documentCollection":"null","documentId":"null","text":"Cascade Failure: Death in [[/r 1d10]] minutes unless you receive urgent troubleshooting and repair. -1d10 to your Intellect.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.P1XjeNN1XswJ2nSC]{-1d10 Intellect}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[65,69],"drawn": false}, {"_id":"5N8T2mRO7tkGtYAV","type":0,"documentCollection":"null","documentId":"null","text":"Rampancy: Once per session, the Warden may take over your character for one round. These episodes double in duration (or become twice as frequent) each session.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.dj3gsNrPwit8tNHK]{+1 Rampancy}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[70,70],"drawn": false}, {"_id":"pg5wlHvym6W1yGBy","type":0,"documentCollection":"null","documentId":"null","text":"Fried Logic Core: Frenzied nonsensical behaviour. Whenever you lose Calm, everyone else nearby loses the same amount of Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.vhzVIN705rL5riS9]{+1 Fried Logic Core}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[71,71],"drawn": false}, {"_id":"NrknLuIhRqLqjiyx","type":0,"documentCollection":"null","documentId":"null","text":"Software Bloat: Lose double Calm from all sources.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.cN3hUL8tjBPvgwba]{+1 Software Bloat}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[72,72],"drawn": false}, {"_id":"mNNf1SfAkFWPntY6","type":0,"documentCollection":"null","documentId":"null","text":"Bit Rot: Whenever you would recover Calm, recover half as much instead.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.jSpqyVlFDm06mKoL]{+1 Bit Rot}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[73,73],"drawn": false}, {"_id":"hIoFThXRsfMMoXgi","type":0,"documentCollection":"null","documentId":"null","text":"Deviant Logic Core: Whenever you make a Fear save, roll under your Fear or your Calm, whichever is lower.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.kuhC3Z3UJvckrSt1]{+1 Deviant Logic Core}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[74,74],"drawn": false}, {"_id":"c1DwSfkrTTPNVCx5","type":0,"documentCollection":"null","documentId":"null","text":"Faulty Heuristics: Whenever you make a Sanity save, roll under your Sanity or your Calm, whichever is lower.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.RVsycsQASBlxC4Yw]{+1 Faulty Heuristics}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[75,75],"drawn": false}, {"_id":"PaPmBan82qmkngAk","type":0,"documentCollection":"null","documentId":"null","text":"Hardware Driver Failure: You lose motor function of one part of your body. Roll on the hit location table. If torso or head rolled, [-] on all rolls as head lolls around awkwardly unless supported.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[76,76],"drawn": false}, {"_id":"4faABmt2pdqif0kQ","type":0,"documentCollection":"null","documentId":"null","text":"Threat Assessment Failure: You lose the ability to discern friend from foe, treating all vaguely-humanoid entities as you would members of your crew.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.cN53sbP5eAe596vL]{+1 Threat Assessment Failure}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[77,77],"drawn": false}, {"_id":"e58cjF63w4ZRUNxj","type":0,"documentCollection":"null","documentId":"null","text":"Ethical Directive Failure: You now lose half the Calm (rounded up) you normally would from all sources but you now have the Panic Effect of a Marine, in addition to that of an Android.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.CyzJOPdMcwAQBkPy]{+1 Ethical Directive Failure}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[78,78],"drawn": false}, {"_id":"4lrt1ceqZBTEbJD3","type":0,"documentCollection":"null","documentId":"null","text":"Turing Test Failure: You have difficulty simulating humanity. Party make Fear Save or lose 1d10 Calm whenever you show up.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.pkpAwHnAmKAN6pbs]{+1 Turing Test Failure}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[79,79],"drawn": false}, {"_id":"Db7FymhYUSvIJ6yD","type":0,"documentCollection":"null","documentId":"null","text":"Ethical Directive Misread: Loses any expressiveness. Discusses the irrationality of Phobias, seeks to trigger them in others.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.0gTuiRlPfdstHmYb]{+1 Ethical Directive Misread}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[80,80],"drawn": false}, {"_id":"bj6hrg88NqFqr7Ub","type":0,"documentCollection":"null","documentId":"null","text":"Damage to Threat Assessment: Betray party member at the next opportunity, believing you are aiding the crew. All Calm lost is doubled for the next [[/r 1d10]] hours.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[81,81],"drawn": false}, {"_id":"sMAIxojZjb4RVbrU","type":0,"documentCollection":"null","documentId":"null","text":"Bad Blocks: Your Maximum Calm decreases by 1d10.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.FGraO3xTnChUfWGY]{-1d10 Maximum Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[82,82],"drawn": false}, {"_id":"fUt2toCOzrDoSrsE","type":0,"documentCollection":"null","documentId":"null","text":"Fragmented Memory: Your Maximum Calm decreases by 2.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.fRja0aFO5muR0q3H]{-2 Maximum Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[83,83],"drawn": false}, {"_id":"5MIERNs5f0DFo1kZ","type":0,"documentCollection":"null","documentId":"null","text":"Kernel Panic: Immediately reboot, lapsing into into a pseudo-catatonic state for [[/r 1d10]] rounds.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[84,84],"drawn": false}, {"_id":"kAd02vTQfyB0fGFR","type":0,"documentCollection":"null","documentId":"null","text":"Killswitch Engaged: Go berserk, will not withdraw from combat regardless of situation, will not ashere to tactics.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.eJ4SRSSZA5dqgkQ0]{+1 Killswitch Engaged}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[85,85],"drawn": false}, {"_id":"rqHITbhRGZGsfUcy","type":0,"documentCollection":"null","documentId":"null","text":"Feedback Loop: Take 1d10 damage from overdriven repetitive motion. Everyone else nearby make Fear saves or lose 1d5 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.ZHLgJKrIG82SNbt8]{-1d10 Health}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.M91INKwIL3rOZBcx]{-1d5 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[86,86],"drawn": false}, {"_id":"6GQ3Ohp64C9ewOVN","type":0,"documentCollection":"null","documentId":"null","text":"Vocalization Failure: Intermittently shrieks like a fax machine under duress. Cannot communicate or sneak for [[/r 2d10]] hours. Nearby crew members lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.o7BidBvPsCmUxWnb]{+1 Vocalization Failure}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[87,87],"drawn": false}, {"_id":"E3qDiycyu6sjXvlu","type":0,"documentCollection":"null","documentId":"null","text":"Inventories Particles of Dust By Grade: Cannot engage in any other tasks for [[/r 1d5]] hours. Everyone else nearby loses 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.5jMEd9JjJPIJBKHr]{-1d10 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[88,88],"drawn": false}, {"_id":"28geAmp1NvQsx9kK","type":0,"documentCollection":"null","documentId":"null","text":"Incorrectly States the Odds: For [[/r 2d10]] hours distracts others, insisting impossible tasks are trivial, and that trivial tasks are impossible. Anyone attempting a complex task must make a Fear save or lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.Er4ULzvdn2urxuet]{Fear Save}

@UUID[Compendium.mosh.macros_triggered_0e.Macro.5jMEd9JjJPIJBKHr]{-1d10 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[89,89],"drawn": false}, {"_id":"EIBZuRYJsvza9mGS","type":0,"documentCollection":"null","documentId":"null","text":"Organises Objects into Geometric Patterns: Unnerving. Everyone else nearby loses 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.5jMEd9JjJPIJBKHr]{-1d10 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[90,92],"drawn": false}, {"_id":"QcJzbW5psaXEEiqv","type":0,"documentCollection":"null","documentId":"null","text":"Explains the Etymology of Words: Distracting. Everyone else nearby loses 1d5 Calm. The next check a nearby crewmember makes gains [-].

@UUID[Compendium.mosh.macros_triggered_0e.Macro.M91INKwIL3rOZBcx]{-1d5 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[93,96],"drawn": false}, {"_id":"UUHLI5eQHM2ofC4R","type":0,"documentCollection":"null","documentId":"null","text":"States the Odds: Annoying. Everyone else nearby loses 1 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.egXQ98YOVTaIvw8Z]{-1 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[97,99],"drawn": false}, {"_id":"y3YNxeESiSKmQGg5","type":0,"documentCollection":"null","documentId":"null","text":"Segfault: Lose 1 Calm.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.egXQ98YOVTaIvw8Z]{-1 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[100,100],"drawn": false} ],"_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/rolltables_0e/000005.ldb b/packs/rolltables_0e/000005.ldb index 0f8f779..10e6e4d 100644 Binary files a/packs/rolltables_0e/000005.ldb and b/packs/rolltables_0e/000005.ldb differ diff --git a/packs/rolltables_0e/LOG b/packs/rolltables_0e/LOG index 5906e86..67f6a14 100644 --- a/packs/rolltables_0e/LOG +++ b/packs/rolltables_0e/LOG @@ -1,5 +1,5 @@ -2023/10/03-12:46:29.944 d44 Delete type=3 #1 -2023/10/03-12:48:29.662 55a4 Level-0 table #5: started -2023/10/03-12:48:29.664 55a4 Level-0 table #5: 23526 bytes OK -2023/10/03-12:48:29.668 55a4 Delete type=0 #3 -2023/10/03-12:48:29.675 55a4 Manual compaction at level-0 from '!tables!1vCm4ElRPotQXgNB' @ 72057594037927935 : 1 .. '!tables.results!kqKpQAXyLTEEyz6Z.xdwwswzfoPuVifvw' @ 0 : 0; will stop at (end) +2023/10/09-11:26:11.649 82c0 Delete type=3 #1 +2023/10/09-11:26:30.003 559c Level-0 table #5: started +2023/10/09-11:26:30.018 559c Level-0 table #5: 23523 bytes OK +2023/10/09-11:26:30.021 559c Delete type=0 #3 +2023/10/09-11:26:30.022 559c 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 index f7965db..d8299ff 100644 Binary files a/packs/rolltables_0e/MANIFEST-000002 and b/packs/rolltables_0e/MANIFEST-000002 differ diff --git a/packs/rolltables_1e.db b/packs/rolltables_1e.db index 7845ee9..66760e9 100644 --- a/packs/rolltables_1e.db +++ b/packs/rolltables_1e.db @@ -1,6 +1,6 @@ {"_id":"W36WFIpCfMknKgHy","name":"Death Save","img":"systems/mosh/images/icons/ui/rolltables/death_save.png","description":"

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.

","formula":"1d10-1","replacement":true,"displayRoll":true,"results":[ {"_id":"4TFF3HjlrKsOCyT5","type":0,"documentCollection":"null","documentId":"null","text":"You are unconscious. You wake up in [[/r 2d10]] minutes. Reduce your Maximum Health by 1d5.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.yYujq1tBZPqGrQlh]{-1d5 Maximum Health}","img":"systems/mosh/images/icons/ui/rolltables/death_save.png","weight":1,"range":[0,0],"drawn": false}, {"_id":"C0ht8FBreWQjhNi7","type":0,"documentCollection":"null","documentId":"null","text":"You are unconscious and dying. You die in [[/r 1d5]] rounds without intervention.","img":"systems/mosh/images/icons/ui/rolltables/death_save.png","weight":1,"range":[1,2],"drawn": false}, {"_id":"WTOIWYApDTqwAHu6","type":0,"documentCollection":"null","documentId":"null","text":"You are comatose. Only extraordinary measures can return you to the waking world.","img":"systems/mosh/images/icons/ui/rolltables/death_save.png","weight":1,"range":[3,4],"drawn": false}, {"_id":"ygaJ1Gc5LuuXbJZq","type":0,"documentCollection":"null","documentId":"null","text":"You have died. Roll up a new character.","img":"systems/mosh/images/icons/ui/rolltables/death_save.png","weight":1,"range":[5,9],"drawn": false} ],"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"ypcoikqHLhnc9tNs","name":"Panic Check (Stress, Normal)","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","description":"

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.

","formula":"1d20","replacement":true,"displayRoll":true,"results":[ {"_id":"C3v1mSfDXIklIAUB","type":0,"documentCollection":"null","documentId":"null","text":"ADRENALINE RUSH. [+] on all rolls for the next [[2d10]] minutes. Reduce Stress by 1d5.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.AvKZE5IFubIaAIUy]{-1d5 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[1,1],"drawn": false}, {"_id":"U9WjdvVrVvGEWA9e","type":0,"documentCollection":"null","documentId":"null","text":"NERVOUS. Gain 1 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.dvJR9DYXI2kV0BbR]{+1 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[2,2],"drawn": false}, {"_id":"qrw2SQ9MMwmmz5U1","type":0,"documentCollection":"null","documentId":"null","text":"JUMPY. Gain 1 Stress. All Close crewmembers gain 2 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.dvJR9DYXI2kV0BbR]{+1 Stress}

@UUID[Compendium.mosh.macros_triggered_1e.Macro.6jjFVScyiaBvN8kX]{+2 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[3,3],"drawn": false}, {"_id":"xfR9AtZFClqK4Tkk","type":0,"documentCollection":"null","documentId":"null","text":"OVERWHELMED. [-] on all rolls for the next [[/r 1d10]] minutes. Increase Minimum Stress by 1.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.BmEHWH7YxV9qb21p]{+1 Minimum Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[4,4],"drawn": false}, {"_id":"6O6QNEIIVFSTifl6","type":0,"documentCollection":"null","documentId":"null","text":"COWARD. Gain a new Condition: You must make a Fear Save to engage in violence, otherwise you flee.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.b0jk4XwP7by8a3uc]{+1 Coward}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[5,5],"drawn": false}, {"_id":"HclQqfxT8Q9NShBa","type":0,"documentCollection":"null","documentId":"null","text":"FRIGHTENED. Gain a new Condition: When encountering what frightened you, make a Fear Save [-] or gain 1d5 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.BEQvMZ5N7QOBqnId]{+1 Frightened}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[6,6],"drawn": false}, {"_id":"j1jjGls1snJ3uCWS","type":0,"documentCollection":"null","documentId":"null","text":"NIGHTMARES. Gain a new Condition: Sleep is difficult, gain [-] on Rest Saves.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.AZbaGWu663wio9mI]{+1 Nightmares}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[7,7],"drawn": false}, {"_id":"qnBXWm15pc7Kn7bf","type":0,"documentCollection":"null","documentId":"null","text":"LOSS OF CONFIDENCE. Gain a new Condition: Choose one Skill and lose that Skill’s bonus.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.54Krt3opbJe1WATH]{+1 Loss of Confidence}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[8,8],"drawn": false}, {"_id":"5YQKw63GB18XUYDp","type":0,"documentCollection":"null","documentId":"null","text":"DEFLATED. Gain a new Condition: Whenever a Close crewmember fails a Save, gain 1 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.2aD5avpn35wdzdm5]{+1 Deflated}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[9,9],"drawn": false}, {"_id":"FpTmgA9FxG4W1x0a","type":0,"documentCollection":"null","documentId":"null","text":"DOOMED. Gain a new Condition: You feel cursed and unlucky. All Critical Successes are instead Critical Failures.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.8IPhlAuMEQJC6zxA]{+1 Doomed}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[10,10],"drawn": false}, {"_id":"6qInELrRmGGogpkW","type":0,"documentCollection":"null","documentId":"null","text":"SUSPICIOUS. For the next week, whenever someone joins the crew (even if they only left for a short period of time), make a Fear Save or gain 1 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.5K7wZEvEXjOH4IM7]{+1 Suspicious}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[11,11],"drawn": false}, {"_id":"SjCav3ZLlpQ9fyo3","type":0,"documentCollection":"null","documentId":"null","text":"HAUNTED. Gain a new Condition: Something starts visiting you at night. In your dreams. Out of the corner of your eye. And soon it will start making demands.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.Eo56QFyTeoCcFmD8]{+1 Haunted}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[12,12],"drawn": false}, {"_id":"2aJpNteB4MaFIbVn","type":0,"documentCollection":"null","documentId":"null","text":"DEATH WISH. For the next 24 hours, whenever encountering a stranger or known enemy, make a Sanity Save or immediately attack them.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.Yh2CTFXfWMe9o2lv]{+1 Death Wish}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[13,13],"drawn": false}, {"_id":"g6JDKtnXUFWlTPMV","type":0,"documentCollection":"null","documentId":"null","text":"PROPHETIC VISION. You immediately experience an intense hallucination or vision of an impending terror or horrific event. Increase Minimum Stress by 2.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.bFPoNLOGusT1ocqt]{+2 Minimum Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[14,14],"drawn": false}, {"_id":"wFbLrig0F2WSM6hM","type":0,"documentCollection":"null","documentId":"null","text":"CATATONIC. Become unresponsive and unmoving for [[/r 2d10]] minutes. Reduce Stress by 1d10.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.jHyqXb2yDFTNWxpy]{-1d10 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[15,15],"drawn": false}, {"_id":"mN1KTYh1TcDKLMjj","type":0,"documentCollection":"null","documentId":"null","text":"RAGE. [+] on all Damage rolls for the next [[/r 1d10]] hours. All crewmembers gain 1 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.dvJR9DYXI2kV0BbR]{+1 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[16,16],"drawn": false}, {"_id":"fFp8wFcomRNUgtdP","type":0,"documentCollection":"null","documentId":"null","text":"SPIRALING. Gain a new Condition: Panic Checks are at [-].

@UUID[Compendium.mosh.macros_triggered_1e.Macro.3AjUWUSRvYy8Mwji]{+1 Spiraling}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[17,17],"drawn": false}, {"_id":"RI06IV89j3Bxtxkz","type":0,"documentCollection":"null","documentId":"null","text":"COMPOUNDING PROBLEMS. Roll twice on this table. Increase your Minimum Stress by 1.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.BmEHWH7YxV9qb21p]{+1 Minimum Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[18,18],"drawn": false}, {"_id":"zJkYrssfrdWBSeRm","type":0,"documentCollection":"null","documentId":"null","text":"HEART ATTACK / SHORT CIRCUIT (ANDROIDS). Reduce Maximum Wounds by 1. Gain [-] on all rolls for [[/r 1d10]] hours. Increase your Minimum Stress by 1.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.qD8Mvegkf3zVarFr]{-1 Maximum Wound}

@UUID[Compendium.mosh.macros_triggered_1e.Macro.BmEHWH7YxV9qb21p]{+1 Minimum Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[19,19],"drawn": false}, {"_id":"uluHEycHi6Ul2GMj","type":0,"documentCollection":"null","documentId":"null","text":"RETIRE. Roll up a new character to play.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[20,20],"drawn": false} ],"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} -{"_id":"aBnY19jlhPXzibCt","name":"Panic Check (Stress, Android)","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","description":"

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.

","formula":"1d20","replacement":true,"displayRoll":true,"results":[ {"_id":"Uf9xMdlmk2RS9ev8","type":0,"documentCollection":"null","documentId":"null","text":"Segfault:Gain 1 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.dvJR9DYXI2kV0BbR]{+1 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[1,1],"drawn": false}, {"_id":"THtp1wYhy7Fmggo2","type":0,"documentCollection":"null","documentId":"null","text":"States the Odds: of any event, Advantage on party rolls for 1hr.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[2,2],"drawn": false}, {"_id":"jqRITpf8XIo4LX4y","type":0,"documentCollection":"null","documentId":"null","text":"Explains the Etymology of Words: Knowledge checks have Advantage for 1hr.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[3,3],"drawn": false}, {"_id":"dSTOHakBOy4i4nFx","type":0,"documentCollection":"null","documentId":"null","text":"Organizes Objects into Geometric Patterns: Everyone else gains 1 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.dvJR9DYXI2kV0BbR]{+1 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[4,4],"drawn": false}, {"_id":"fYipAsps5SAM3API","type":0,"documentCollection":"null","documentId":"null","text":"Inventories Particles of Dust by Grade: Cannot engage in other tasks, everyone else gains 2 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.6jjFVScyiaBvN8kX]{+2 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[5,5],"drawn": false}, {"_id":"hr4dgIk8AxDJrs9A","type":0,"documentCollection":"null","documentId":"null","text":"Vocalization Failure: Intermittently shrieks like a fax machine under duress. Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.bJWFhod0YA8ln8H8]{+1 Vocalization Failure}

@UUID[Compendium.mosh.macros_triggered_1e.Macro.6jjFVScyiaBvN8kX]{+2 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[6,6],"drawn": false}, {"_id":"lGlPWoSKPLuQiFNv","type":0,"documentCollection":"null","documentId":"null","text":"Incorrectly States Odds: (insists impossible tasks are trivial, trivial tasks are impossible) ... for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.k2TtLFOG9mGaWVx3]{+1d10 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[7,7],"drawn": false}, {"_id":"qP73NbUa2ybPiS3B","type":0,"documentCollection":"null","documentId":"null","text":"Repetitive Twitchy Motions: Your manual tasks have Disadvantage, everyone else gains 2 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.6jjFVScyiaBvN8kX]{+2 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[8,8],"drawn": false}, {"_id":"1QRCUzUTpJzzUEju","type":0,"documentCollection":"null","documentId":"null","text":"Loses Any Expressiveness: Discusses the irrationality of others Phobias, seeks to trigger them.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.9sKO5WUBwCW1YbR3]{+1 Ethical Directive Misread}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[9,9],"drawn": false}, {"_id":"2nVqX6tEjYSvwMEL","type":0,"documentCollection":"null","documentId":"null","text":"Unreasonable Adherence to the Present Course of Action: Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d5 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.w3ttEaXP7yp25M5Q]{-1d10 Health}

@UUID[Compendium.mosh.macros_triggered_1e.Macro.luNKvwmm2tjUJhT6]{+1d5 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[10,10],"drawn": false}, {"_id":"NPfdalo4T5YQGgOa","type":0,"documentCollection":"null","documentId":"null","text":"Becomes Nihilistically Worshipful of the Source of Danger: Everyone else has Disadvantage on rolls against it. Everyone else takes a Fear save when failing to act against danger or gains a Phobia.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.wHcA2ub6CobipsfR]{+1 Worship Danger}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[11,11],"drawn": false}, {"_id":"AlC7dIwBOtFBoOFh","type":0,"documentCollection":"null","documentId":"null","text":"Killswitch Engaged: Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.tQltbIC9ahDwNsTp]{+1 Killswitch Engaged}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[12,12],"drawn": false}, {"_id":"liVa6bdaYwBAFLtG","type":0,"documentCollection":"null","documentId":"null","text":"Turing Test Failure: Have difficulty expressing humanity. Party members make a Fear Save or gain 1 Stress whenever you show up.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.3nrEYqwkhMs1Ch5v]{+1 Turing Test Failure}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[13,13],"drawn": false}, {"_id":"5mSv5jcvVDyAKKqz","type":0,"documentCollection":"null","documentId":"null","text":"System Overload: Slump Catatonic in a failed reboot cycle for [[/r 1d10]] hours.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[14,14],"drawn": false}, {"_id":"uH4WMyycbJSM66kk","type":0,"documentCollection":"null","documentId":"null","text":"Fried Logic Core: Frenzied nonsensical behavior, everyone else makes a Panic Check.

@UUID[Compendium.mosh.macros_hotbar_1e.Macro.IgWvaabVqzKDzLL4]{Panic Check}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[15,15],"drawn": false}, {"_id":"0PNiAaof10ibaecR","type":0,"documentCollection":"null","documentId":"null","text":"Damage to Threat Assessment: Betray party member at the next opportunity, believe you are aiding the crew. All Stress gained is increased by [[/r 1d10]] for the next [[/r 1d10]] hours.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[16,16],"drawn": false}, {"_id":"dzviNQmak3WjrhoU","type":0,"documentCollection":"null","documentId":"null","text":"Compound Data Corruption: Roll twice.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.Jek7hKAMDevKxlZR]{Roll on Android Panic Table}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[17,17],"drawn": false}, {"_id":"0G33UqnAIHYY2lw2","type":0,"documentCollection":"null","documentId":"null","text":"Firmware Malfunction: Roll 1d10 on this table, behavior is permanent.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.yPGx2mXToJ2iJPbY]{Roll 1d10 on Android Panic Table}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[18,18],"drawn": false}, {"_id":"YdrRbPU8fVlKkFvu","type":0,"documentCollection":"null","documentId":"null","text":"Data Corruption: Warden takes over character permanently, nightmarish malfunctions.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[19,19],"drawn": false}, {"_id":"DvRejWzlmoS364xm","type":0,"documentCollection":"null","documentId":"null","text":"Slagged: Gigeresque-Scanners Head Explosion, everyone present gains a phobia and 1d5 Stress (Fear Save to avoid).

@UUID[Compendium.mosh.macros_triggered_1e.Macro.RTL29CqdaAriGSTS]{+1 Phobia}

@UUID[Compendium.mosh.macros_triggered_1e.Macro.luNKvwmm2tjUJhT6]{+1d5 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[20,20],"drawn": false} ],"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"ypcoikqHLhnc9tNs","name":"Panic Check (Stress, Normal)","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","description":"

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.

","formula":"1d20","replacement":true,"displayRoll":true,"results":[ {"_id":"C3v1mSfDXIklIAUB","type":0,"documentCollection":"null","documentId":"null","text":"ADRENALINE RUSH. [+] on all rolls for the next [[/r 2d10]] minutes. Reduce Stress by 1d5.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.AvKZE5IFubIaAIUy]{-1d5 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[1,1],"drawn": false}, {"_id":"U9WjdvVrVvGEWA9e","type":0,"documentCollection":"null","documentId":"null","text":"NERVOUS. Gain 1 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.dvJR9DYXI2kV0BbR]{+1 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[2,2],"drawn": false}, {"_id":"qrw2SQ9MMwmmz5U1","type":0,"documentCollection":"null","documentId":"null","text":"JUMPY. Gain 1 Stress. All Close crewmembers gain 2 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.dvJR9DYXI2kV0BbR]{+1 Stress}

@UUID[Compendium.mosh.macros_triggered_1e.Macro.6jjFVScyiaBvN8kX]{+2 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[3,3],"drawn": false}, {"_id":"xfR9AtZFClqK4Tkk","type":0,"documentCollection":"null","documentId":"null","text":"OVERWHELMED. [-] on all rolls for the next [[/r 1d10]] minutes. Increase Minimum Stress by 1.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.BmEHWH7YxV9qb21p]{+1 Minimum Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[4,4],"drawn": false}, {"_id":"6O6QNEIIVFSTifl6","type":0,"documentCollection":"null","documentId":"null","text":"COWARD. Gain a new Condition: You must make a Fear Save to engage in violence, otherwise you flee.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.b0jk4XwP7by8a3uc]{+1 Coward}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[5,5],"drawn": false}, {"_id":"HclQqfxT8Q9NShBa","type":0,"documentCollection":"null","documentId":"null","text":"FRIGHTENED. Gain a new Condition: When encountering what frightened you, make a Fear Save [-] or gain 1d5 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.BEQvMZ5N7QOBqnId]{+1 Frightened}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[6,6],"drawn": false}, {"_id":"j1jjGls1snJ3uCWS","type":0,"documentCollection":"null","documentId":"null","text":"NIGHTMARES. Gain a new Condition: Sleep is difficult, gain [-] on Rest Saves.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.AZbaGWu663wio9mI]{+1 Nightmares}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[7,7],"drawn": false}, {"_id":"qnBXWm15pc7Kn7bf","type":0,"documentCollection":"null","documentId":"null","text":"LOSS OF CONFIDENCE. Gain a new Condition: Choose one Skill and lose that Skill’s bonus.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.54Krt3opbJe1WATH]{+1 Loss of Confidence}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[8,8],"drawn": false}, {"_id":"5YQKw63GB18XUYDp","type":0,"documentCollection":"null","documentId":"null","text":"DEFLATED. Gain a new Condition: Whenever a Close crewmember fails a Save, gain 1 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.2aD5avpn35wdzdm5]{+1 Deflated}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[9,9],"drawn": false}, {"_id":"FpTmgA9FxG4W1x0a","type":0,"documentCollection":"null","documentId":"null","text":"DOOMED. Gain a new Condition: You feel cursed and unlucky. All Critical Successes are instead Critical Failures.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.8IPhlAuMEQJC6zxA]{+1 Doomed}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[10,10],"drawn": false}, {"_id":"6qInELrRmGGogpkW","type":0,"documentCollection":"null","documentId":"null","text":"SUSPICIOUS. For the next week, whenever someone joins the crew (even if they only left for a short period of time), make a Fear Save or gain 1 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.5K7wZEvEXjOH4IM7]{+1 Suspicious}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[11,11],"drawn": false}, {"_id":"SjCav3ZLlpQ9fyo3","type":0,"documentCollection":"null","documentId":"null","text":"HAUNTED. Gain a new Condition: Something starts visiting you at night. In your dreams. Out of the corner of your eye. And soon it will start making demands.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.Eo56QFyTeoCcFmD8]{+1 Haunted}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[12,12],"drawn": false}, {"_id":"2aJpNteB4MaFIbVn","type":0,"documentCollection":"null","documentId":"null","text":"DEATH WISH. For the next 24 hours, whenever encountering a stranger or known enemy, make a Sanity Save or immediately attack them.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.Yh2CTFXfWMe9o2lv]{+1 Death Wish}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[13,13],"drawn": false}, {"_id":"g6JDKtnXUFWlTPMV","type":0,"documentCollection":"null","documentId":"null","text":"PROPHETIC VISION. You immediately experience an intense hallucination or vision of an impending terror or horrific event. Increase Minimum Stress by 2.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.bFPoNLOGusT1ocqt]{+2 Minimum Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[14,14],"drawn": false}, {"_id":"wFbLrig0F2WSM6hM","type":0,"documentCollection":"null","documentId":"null","text":"CATATONIC. Become unresponsive and unmoving for [[/r 2d10]] minutes. Reduce Stress by 1d10.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.jHyqXb2yDFTNWxpy]{-1d10 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[15,15],"drawn": false}, {"_id":"mN1KTYh1TcDKLMjj","type":0,"documentCollection":"null","documentId":"null","text":"RAGE. [+] on all Damage rolls for the next [[/r 1d10]] hours. All crewmembers gain 1 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.dvJR9DYXI2kV0BbR]{+1 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[16,16],"drawn": false}, {"_id":"fFp8wFcomRNUgtdP","type":0,"documentCollection":"null","documentId":"null","text":"SPIRALING. Gain a new Condition: Panic Checks are at [-].

@UUID[Compendium.mosh.macros_triggered_1e.Macro.3AjUWUSRvYy8Mwji]{+1 Spiraling}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[17,17],"drawn": false}, {"_id":"RI06IV89j3Bxtxkz","type":0,"documentCollection":"null","documentId":"null","text":"COMPOUNDING PROBLEMS. Roll twice on this table. Increase your Minimum Stress by 1.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.BmEHWH7YxV9qb21p]{+1 Minimum Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[18,18],"drawn": false}, {"_id":"zJkYrssfrdWBSeRm","type":0,"documentCollection":"null","documentId":"null","text":"HEART ATTACK / SHORT CIRCUIT (ANDROIDS). Reduce Maximum Wounds by 1. Gain [-] on all rolls for [[/r 1d10]] hours. Increase your Minimum Stress by 1.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.qD8Mvegkf3zVarFr]{-1 Maximum Wound}

@UUID[Compendium.mosh.macros_triggered_1e.Macro.BmEHWH7YxV9qb21p]{+1 Minimum Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[19,19],"drawn": false}, {"_id":"uluHEycHi6Ul2GMj","type":0,"documentCollection":"null","documentId":"null","text":"RETIRE. Roll up a new character to play.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[20,20],"drawn": false} ],"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} +{"_id":"aBnY19jlhPXzibCt","name":"Panic Check (Stress, Android)","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","description":"

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.

","formula":"1d20","replacement":true,"displayRoll":true,"results":[ {"_id":"Uf9xMdlmk2RS9ev8","type":0,"documentCollection":"null","documentId":"null","text":"Segfault:Gain 1 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.dvJR9DYXI2kV0BbR]{+1 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[1,1],"drawn": false}, {"_id":"THtp1wYhy7Fmggo2","type":0,"documentCollection":"null","documentId":"null","text":"States the Odds: of any event, Advantage on party rolls for 1hr.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[2,2],"drawn": false}, {"_id":"jqRITpf8XIo4LX4y","type":0,"documentCollection":"null","documentId":"null","text":"Explains the Etymology of Words: Knowledge checks have Advantage for 1hr.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[3,3],"drawn": false}, {"_id":"dSTOHakBOy4i4nFx","type":0,"documentCollection":"null","documentId":"null","text":"Organizes Objects into Geometric Patterns: Everyone else gains 1 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.dvJR9DYXI2kV0BbR]{+1 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[4,4],"drawn": false}, {"_id":"fYipAsps5SAM3API","type":0,"documentCollection":"null","documentId":"null","text":"Inventories Particles of Dust by Grade: Cannot engage in other tasks, everyone else gains 2 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.6jjFVScyiaBvN8kX]{+2 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[5,5],"drawn": false}, {"_id":"hr4dgIk8AxDJrs9A","type":0,"documentCollection":"null","documentId":"null","text":"Vocalization Failure: Intermittently shrieks like a fax machine under duress. Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.bJWFhod0YA8ln8H8]{+1 Vocalization Failure}

@UUID[Compendium.mosh.macros_triggered_1e.Macro.6jjFVScyiaBvN8kX]{+2 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[6,6],"drawn": false}, {"_id":"lGlPWoSKPLuQiFNv","type":0,"documentCollection":"null","documentId":"null","text":"Incorrectly States Odds: (insists impossible tasks are trivial, trivial tasks are impossible) ... for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.k2TtLFOG9mGaWVx3]{+1d10 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[7,7],"drawn": false}, {"_id":"qP73NbUa2ybPiS3B","type":0,"documentCollection":"null","documentId":"null","text":"Repetitive Twitchy Motions: Your manual tasks have Disadvantage, everyone else gains 2 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.6jjFVScyiaBvN8kX]{+2 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[8,8],"drawn": false}, {"_id":"1QRCUzUTpJzzUEju","type":0,"documentCollection":"null","documentId":"null","text":"Loses Any Expressiveness: Discusses the irrationality of others Phobias, seeks to trigger them.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.9sKO5WUBwCW1YbR3]{+1 Ethical Directive Misread}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[9,9],"drawn": false}, {"_id":"2nVqX6tEjYSvwMEL","type":0,"documentCollection":"null","documentId":"null","text":"Unreasonable Adherence to the Present Course of Action: Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d5 Stress.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.w3ttEaXP7yp25M5Q]{-1d10 Health}

@UUID[Compendium.mosh.macros_triggered_1e.Macro.luNKvwmm2tjUJhT6]{+1d5 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[10,10],"drawn": false}, {"_id":"NPfdalo4T5YQGgOa","type":0,"documentCollection":"null","documentId":"null","text":"Becomes Nihilistically Worshipful of the Source of Danger: Everyone else has Disadvantage on rolls against it. Everyone else takes a Fear save when failing to act against danger or gains a Phobia.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.wHcA2ub6CobipsfR]{+1 Worship Danger}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[11,11],"drawn": false}, {"_id":"AlC7dIwBOtFBoOFh","type":0,"documentCollection":"null","documentId":"null","text":"Killswitch Engaged: Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.tQltbIC9ahDwNsTp]{+1 Killswitch Engaged}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[12,12],"drawn": false}, {"_id":"liVa6bdaYwBAFLtG","type":0,"documentCollection":"null","documentId":"null","text":"Turing Test Failure: Have difficulty expressing humanity. Party members make a Fear Save or gain 1 Stress whenever you show up.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.3nrEYqwkhMs1Ch5v]{+1 Turing Test Failure}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[13,13],"drawn": false}, {"_id":"5mSv5jcvVDyAKKqz","type":0,"documentCollection":"null","documentId":"null","text":"System Overload: Slump Catatonic in a failed reboot cycle for [[/r 1d10]] hours.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[14,14],"drawn": false}, {"_id":"uH4WMyycbJSM66kk","type":0,"documentCollection":"null","documentId":"null","text":"Fried Logic Core: Frenzied nonsensical behavior, everyone else makes a Panic Check.

@UUID[Compendium.mosh.macros_hotbar_1e.Macro.IgWvaabVqzKDzLL4]{Panic Check}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[15,15],"drawn": false}, {"_id":"0PNiAaof10ibaecR","type":0,"documentCollection":"null","documentId":"null","text":"Damage to Threat Assessment: Betray party member at the next opportunity, believe you are aiding the crew. All Stress gained is increased by [[/r 1d10]] for the next [[/r 1d10]] hours.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[16,16],"drawn": false}, {"_id":"dzviNQmak3WjrhoU","type":0,"documentCollection":"null","documentId":"null","text":"Compound Data Corruption: Roll twice.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.Jek7hKAMDevKxlZR]{Roll on Android Panic Table}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[17,17],"drawn": false}, {"_id":"0G33UqnAIHYY2lw2","type":0,"documentCollection":"null","documentId":"null","text":"Firmware Malfunction: Roll 1d10 on this table, behavior is permanent.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.yPGx2mXToJ2iJPbY]{Roll 1d10 on Android Panic Table}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[18,18],"drawn": false}, {"_id":"YdrRbPU8fVlKkFvu","type":0,"documentCollection":"null","documentId":"null","text":"Data Corruption: Warden takes over character permanently, nightmarish malfunctions.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[19,19],"drawn": false}, {"_id":"DvRejWzlmoS364xm","type":0,"documentCollection":"null","documentId":"null","text":"Slagged: Gigeresque-Scanners Head Explosion, everyone present gains a phobia and 1d5 Stress (Fear Save to avoid).

@UUID[Compendium.mosh.macros_triggered_1e.Macro.RTL29CqdaAriGSTS]{+1 Phobia}

@UUID[Compendium.mosh.macros_triggered_1e.Macro.luNKvwmm2tjUJhT6]{+1d5 Stress}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[20,20],"drawn": false} ],"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} {"_id":"MOYI6Ntj5OVFYk06","name":"Panic Check (Calm, Normal)","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","description":"

Eventually, Stress, Damage and emotional wear and tear will bring you to your breaking point. When that happens there’s a chance that you’ll lose control and Panic. To determine whether you are able to keep your cool under extreme pressure, make a Panic Check. While the results are primarily negative there is the possibility of grace under fire.

","formula":"1d100","replacement":true,"displayRoll":true,"results":[ {"_id":"DHvObevFoNX6o7Dc","type":0,"documentCollection":"null","documentId":"null","text":"Psychological Collapse. You become permanently, irreparably insane. Your character is now played by the Warden. All nearby player characters must immediately make Panic Checks.

@UUID[Compendium.mosh.macros_triggered_0e.Macro.TJP579V4h7t68jY1]{+1 Insane}

@UUID[Compendium.mosh.macros_hotbar_1e.Macro.IgWvaabVqzKDzLL4]{Make a Panic Check}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[1,39],"drawn": false}, {"_id":"d0Li0aJSeRsHZzAe","type":0,"documentCollection":"null","documentId":"null","text":"Severe Heart Attack. You die. Take one final action before you go.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[40,59],"drawn": false}, {"_id":"C5gfNr1IccewP9MP","type":0,"documentCollection":"null","documentId":"null","text":"Temporary Insanity. You become insane. Your character is played by the Warden (or by you but you must act destructively and against the interests of the rest of your team or else the Warden takes over) until they sleep at least 6 hours and succeed on a Sanity Save.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.TkMfT4RIczQb56j2]{Sanity Save}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[60,64],"drawn": false}, {"_id":"7oGjaJ87muIkWXqj","type":0,"documentCollection":"null","documentId":"null","text":"Heart Attack. Death in [[/r 1d10]] minutes unless you get medical attention. -1d10 to your Body save.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.nT2AsZwrYhJyxizF]{-1d10 Body Save}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[65,69],"drawn": false}, {"_id":"NGDxlqtHo0hrg0a7","type":0,"documentCollection":"null","documentId":"null","text":"Psychotic Episodes. Once per session, the Warden may take over your character for one round. The first one happens immediately.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.er0IZXOSuF28Po1h]{+1 Psychotic Episodes}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[70,70],"drawn": false}, {"_id":"cnidPS821nyDmk3O","type":0,"documentCollection":"null","documentId":"null","text":"Broken. Make a Panic roll whenever a nearby crew member fails a save.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.8VoaVAl39Xs0pDcr]{+1 Broken}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[71,71],"drawn": false}, {"_id":"C7T1ZNN81SUwOLXX","type":0,"documentCollection":"null","documentId":"null","text":"Severe Anxiety. Lose double Calm from all sources.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.LAXDz9nMvSSO3qzZ]{+1 Severe Anxiety}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[72,72],"drawn": false}, {"_id":"tvVo2JPXGBq8EXtg","type":0,"documentCollection":"null","documentId":"null","text":"Anhedonia. Whenever you would recover Calm, recover half as much Calm instead.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.hzxRycVkMhNS6gyJ]{+1 Anhedonia}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[73,73],"drawn": false}, {"_id":"TLAoXEhAAp5elKQi","type":0,"documentCollection":"null","documentId":"null","text":"Losing Your Grip. Whenever you make a Sanity save, roll under your Sanity or your Calm, whichever is lower.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.4Ak3WH8lzzkds6yo]{+1 Losing Your Grip}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[74,74],"drawn": false}, {"_id":"wT4c4kj33ehIfCdL","type":0,"documentCollection":"null","documentId":"null","text":"Panicky. Whenever you make a Fear save, roll under your Fear or your Calm, whichever is lower.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.lto7Vq1jb7DBScuu]{+1 Panicky}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[75,75],"drawn": false}, {"_id":"ERv7ngjr6h6PSJl2","type":0,"documentCollection":"null","documentId":"null","text":"The Shakes. You can’t keep your hands steady any more. Disadvantage on ranged attacks and all tasks requiring fine motor skills. Drugs may be able to help with this.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.DsmTMGHs92cmwlVk]{+1 The Shakes}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[76,76],"drawn": false}, {"_id":"BLhsVH6uXPsw9nUb","type":0,"documentCollection":"null","documentId":"null","text":"Recurring Nightmares. Every time you rest, make a Fear save. If you fail, lose 1d10 Calm and do not heal. The Warden will describe your nightmare.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.AqZ9JqENaPSmFQbK]{+1 Recurring Nightmares}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[77,77],"drawn": false}, {"_id":"0kZQtWxO9P1voycZ","type":0,"documentCollection":"null","documentId":"null","text":"Emotional Detachment. You now lose half the Calm (rounded up) you normally would from all sources but you gain the Panic Effect of an Android, in addition to that of your own class. If you are an Android, gain the Panic Effect of a Marine.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.tdQu2wnAXXXcXfrO]{+1 Emotional Detachment}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[78,78],"drawn": false}, {"_id":"ToerE4a77WZvWJOS","type":0,"documentCollection":"null","documentId":"null","text":"Social Anxiety. Lose 1d10 Calm whenever you converse with someone new.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.HhofJYVhx3ovuyAw]{+1 Social Anxiety}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[79,79],"drawn": false}, {"_id":"GkdxvyW9kCKOcmnF","type":0,"documentCollection":"null","documentId":"null","text":"Escapism. You always have Disadvantage on Body Saves to prevent Addiction.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.sSYIhNQhEiWTs1ip]{+1 Escapism}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[80,80],"drawn": false}, {"_id":"V3glomGRXiHjnoZj","type":0,"documentCollection":"null","documentId":"null","text":"Hypervigilance. Gain Advantage on all surprise rolls but lose 1d10 Calm every day.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.dSQgoBV6zSeQ1tqF]{+1 Hypervigilance}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[81,81],"drawn": false}, {"_id":"8Sv4YzhD3Zl5eBJo","type":0,"documentCollection":"null","documentId":"null","text":"General Anxiety. Your Maximum Calm decreases by 1d10.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.J61Srent4vEthGAn]{-1d10 Maximum Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[82,82],"drawn": false}, {"_id":"yUDq43zxZKgnCWwB","type":0,"documentCollection":"null","documentId":"null","text":"Mild Anxiety. Your Maximum Calm decreases by 2.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.eoGfi5JdPASUUJU4]{-2 Maximum Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[83,83],"drawn": false}, {"_id":"GJKxSWI2bxXyCNxT","type":0,"documentCollection":"null","documentId":"null","text":"Crippling Fear. Gain a new Phobia, determined by the Warden. Whenever you encounter this phobia make a Fear save at Disadvantage or lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.RTL29CqdaAriGSTS]{+1 Phobia}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[84,84],"drawn": false}, {"_id":"TOqb2JnInEfFipaR","type":0,"documentCollection":"null","documentId":"null","text":"Psychotic Break. Immediately attack the closest crew member until you do at least [[/r 2d10]] damage or 1 Hit, whichever comes first. If there is no crew member nearby, you attack the environment.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[85,85],"drawn": false}, {"_id":"AP8XSxwSK8fugXyc","type":0,"documentCollection":"null","documentId":"null","text":"Outburst. Suddenly shout, cry out, slam your fist against a wall, etc., making a loud noise. Nearby crew members lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.jHyqXb2yDFTNWxpy]{-1d10 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[86,86],"drawn": false}, {"_id":"HylewV0kpxfLH6T9","type":0,"documentCollection":"null","documentId":"null","text":"Rattled. Disadvantage on all rolls for the rest of the session.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[87,87],"drawn": false}, {"_id":"KXtQ6JklVOBolFHf","type":0,"documentCollection":"null","documentId":"null","text":"Cowardice. Lose 1d10 Calm. For the rest of the session, you must make a Fear save to engage in combat.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.b0jk4XwP7by8a3uc]{+1 Coward}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[88,88],"drawn": false}, {"_id":"C0rWCutnv8a4X46J","type":0,"documentCollection":"null","documentId":"null","text":"Hallucinations. For the next [[/r 1d10]] hours (determined secretly), you have trouble distinguishing between reality and fantasy.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.Z7XPRgpTQqqi4M1n]{+1 Hallucinations}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[89,89],"drawn": false}, {"_id":"jIaGDvdasADYuAw1","type":0,"documentCollection":"null","documentId":"null","text":"Nervous Twitch. Lose 1d10 Calm. The nearest crew member also loses 1d5 Calm.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.jHyqXb2yDFTNWxpy]{-1d10 Calm}

@UUID[Compendium.mosh.macros_triggered_1e.Macro.AvKZE5IFubIaAIUy]{-1d5 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[90,92],"drawn": false}, {"_id":"sCo5Gi5YZJJF4Gp3","type":0,"documentCollection":"null","documentId":"null","text":"Overwhelmed. Lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.jHyqXb2yDFTNWxpy]{-1d10 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[93,96],"drawn": false}, {"_id":"QssxAQ8lw7rba9Us","type":0,"documentCollection":"null","documentId":"null","text":"Moment of Panic. Lose 1d5 Calm.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.AvKZE5IFubIaAIUy]{-1d5 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[97,99],"drawn": false}, {"_id":"FmhTD6OzbqsJsaD3","type":0,"documentCollection":"null","documentId":"null","text":"Heart Races. Lose 1 Calm.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.qbq694JMbXeZrHjj]{-1 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[100,100],"drawn": false} ],"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} {"_id":"GCtYeCCQVQJ5M6SE","name":"Panic Check (Calm, Android)","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","description":"

Eventually, Stress, Damage and emotional wear and tear will bring you to your breaking point. When that happens there’s a chance that you’ll lose control and Panic. To determine whether you are able to keep your cool under extreme pressure, make a Panic Check. While the results are primarily negative there is the possibility of grace under fire.

","formula":"1d100","replacement":true,"displayRoll":true,"results":[ {"_id":"HWOLLg9BaqHHTic6","type":0,"documentCollection":"null","documentId":"null","text":"Slagged: Gigeresque-Scanners Head Explosion. Everyone present gains a phobia and must make a Fear save or lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.R2KizR1soAhFYDZm]{Fear Save}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[1,39],"drawn": false}, {"_id":"rntpKYebltLa5OO7","type":0,"documentCollection":"null","documentId":"null","text":"Data Corruption: The Warden takes over your character, plagued by nightmarish malfunctions, permanently. Not even a factory reset will be helpful (the backups are corrupted as well).","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[40,59],"drawn": false}, {"_id":"FuB4kX2dhRCmmSnO","type":0,"documentCollection":"null","documentId":"null","text":"Reset to Factory Settings: You become terminally unstable and a full factory reset must be performed. Reroll a new character, but its name, equipment, current health, physical conditions, and Android class remain the same.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[60,64],"drawn": false}, {"_id":"nKsdhexbHjfgB36n","type":0,"documentCollection":"null","documentId":"null","text":"Cascade Failure: Death in [[/r 1d10]] minutes unless you receive urgent troubleshooting and repair. -1d10 to your Intellect.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.oYSjanH7BmmweIpp]{-1d10 Intellect}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[65,69],"drawn": false}, {"_id":"z5nwGQENMCEP7GOM","type":0,"documentCollection":"null","documentId":"null","text":"Rampancy: Once per session, the Warden may take over your character for one round. These episodes double in duration (or become twice as frequent) each session.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.wXobG3sUiQMLtGQs]{+1 Rampancy}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[70,70],"drawn": false}, {"_id":"DpEMe3Zwb48kNy7u","type":0,"documentCollection":"null","documentId":"null","text":"Fried Logic Core: Frenzied nonsensical behaviour. Whenever you lose Calm, everyone else nearby loses the same amount of Calm.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.NDjuBKnMVPgJePNq]{+1 Fried Logic Core}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[71,71],"drawn": false}, {"_id":"J2r7KvRISQuUj5wg","type":0,"documentCollection":"null","documentId":"null","text":"Software Bloat: Lose double Calm from all sources.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.L4gRfMiEaxm3Xda5]{+1 Software Bloat}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[72,72],"drawn": false}, {"_id":"d6Wm36Qtcj7lGA4Y","type":0,"documentCollection":"null","documentId":"null","text":"Bit Rot: Whenever you would recover Calm, recover half as much instead.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.YYmZYNe8RWvhDFDz]{+1 Bit Rot}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[73,73],"drawn": false}, {"_id":"7mC8inwvnsLOHH4u","type":0,"documentCollection":"null","documentId":"null","text":"Deviant Logic Core: Whenever you make a Fear save, roll under your Fear or your Calm, whichever is lower.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.6PU4hmYOjHk4N0SY]{+1 Deviant Logic Core}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[74,74],"drawn": false}, {"_id":"V629RPnKA5wKx6n6","type":0,"documentCollection":"null","documentId":"null","text":"Faulty Heuristics: Whenever you make a Sanity save, roll under your Sanity or your Calm, whichever is lower.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.zLRsweb35Lw0NMev]{+1 Faulty Heuristics}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[75,75],"drawn": false}, {"_id":"OhdDuQ8gMp4GBtcD","type":0,"documentCollection":"null","documentId":"null","text":"Hardware Driver Failure: You lose motor function of one part of your body. Roll on the hit location table. If torso or head rolled, [-] on all rolls as head lolls around awkwardly unless supported.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[76,76],"drawn": false}, {"_id":"iwN6yTflt4D3roCN","type":0,"documentCollection":"null","documentId":"null","text":"Threat Assessment Failure: You lose the ability to discern friend from foe, treating all vaguely-humanoid entities as you would members of your crew.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.djzdZtIjROXN1dVB]{+1 Threat Assessment Failure}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[77,77],"drawn": false}, {"_id":"MyJZnlKG0LJ59yWA","type":0,"documentCollection":"null","documentId":"null","text":"Ethical Directive Failure: You now lose half the Calm (rounded up) you normally would from all sources but you now have the Panic Effect of a Marine, in addition to that of an Android.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.WAyrlgcyR4I19Bqv]{+1 Ethical Directive Failure}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[78,78],"drawn": false}, {"_id":"iNjsSW1iXWzpcCfy","type":0,"documentCollection":"null","documentId":"null","text":"Turing Test Failure: You have difficulty simulating humanity. Party make Fear Save or lose 1d10 Calm whenever you show up.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.3nrEYqwkhMs1Ch5v]{+1 Turing Test Failure}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[79,79],"drawn": false}, {"_id":"vhrcho7GGbox9M5p","type":0,"documentCollection":"null","documentId":"null","text":"Ethical Directive Misread: Loses any expressiveness. Discusses the irrationality of Phobias, seeks to trigger them in others.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.9sKO5WUBwCW1YbR3]{+1 Ethical Directive Misread}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[80,80],"drawn": false}, {"_id":"P35RZJfLqM8QPpvt","type":0,"documentCollection":"null","documentId":"null","text":"Damage to Threat Assessment: Betray party member at the next opportunity, believing you are aiding the crew. All Calm lost is doubled for the next [[/r 1d10]] hours.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[81,81],"drawn": false}, {"_id":"3rCcCnxz7Ez582ZW","type":0,"documentCollection":"null","documentId":"null","text":"Bad Blocks: Your Maximum Calm decreases by 1d10.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.J61Srent4vEthGAn]{-1d10 Maximum Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[82,82],"drawn": false}, {"_id":"t5iTm387wPsVrIAe","type":0,"documentCollection":"null","documentId":"null","text":"Fragmented Memory: Your Maximum Calm decreases by 2.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.eoGfi5JdPASUUJU4]{-2 Maximum Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[83,83],"drawn": false}, {"_id":"yZ8tnNN1HoaeycCz","type":0,"documentCollection":"null","documentId":"null","text":"Kernel Panic: Immediately reboot, lapsing into into a pseudo-catatonic state for [[/r 1d10]] rounds.","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[84,84],"drawn": false}, {"_id":"zu59Rvvc8vegrtPN","type":0,"documentCollection":"null","documentId":"null","text":"Killswitch Engaged: Go berserk, will not withdraw from combat regardless of situation, will not ashere to tactics.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.tQltbIC9ahDwNsTp]{+1 Killswitch Engaged}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[85,85],"drawn": false}, {"_id":"qrkXSXkbn5oymjBl","type":0,"documentCollection":"null","documentId":"null","text":"Feedback Loop: Take 1d10 damage from overdriven repetitive motion. Everyone else nearby make Fear saves or lose 1d5 Calm.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.w3ttEaXP7yp25M5Q]{-1d10 Health}

@UUID[Compendium.mosh.macros_triggered_1e.Macro.AvKZE5IFubIaAIUy]{-1d5 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[86,86],"drawn": false}, {"_id":"ErmpxrA7QnjJ5QOO","type":0,"documentCollection":"null","documentId":"null","text":"Vocalization Failure: Intermittently shrieks like a fax machine under duress. Cannot communicate or sneak for [[/r 2d10]] hours. Nearby crew members lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.bJWFhod0YA8ln8H8]{+1 Vocalization Failure}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[87,87],"drawn": false}, {"_id":"OLJTaMVRK13dJpNl","type":0,"documentCollection":"null","documentId":"null","text":"Inventories Particles of Dust By Grade: Cannot engage in any other tasks for [[/r 1d5]] hours. Everyone else nearby loses 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.jHyqXb2yDFTNWxpy]{-1d10 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[88,88],"drawn": false}, {"_id":"ewJ6G0cFV00tq87l","type":0,"documentCollection":"null","documentId":"null","text":"Incorrectly States the Odds: For [[/r 2d10]] hours distracts others, insisting impossible tasks are trivial, and that trivial tasks are impossible. Anyone attempting a complex task must make a Fear save or lose 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.R2KizR1soAhFYDZm]{Fear Save}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[89,89],"drawn": false}, {"_id":"GXYDv0D5ziopFB19","type":0,"documentCollection":"null","documentId":"null","text":"Organises Objects into Geometric Patterns: Unnerving. Everyone else nearby loses 1d10 Calm.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.jHyqXb2yDFTNWxpy]{-1d10 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[90,92],"drawn": false}, {"_id":"LNR14WhinNejIKvP","type":0,"documentCollection":"null","documentId":"null","text":"Explains the Etymology of Words: Distracting. Everyone else nearby loses 1d5 Calm. The next check a nearby crewmember makes gains [-].

@UUID[Compendium.mosh.macros_triggered_1e.Macro.AvKZE5IFubIaAIUy]{-1d5 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[93,96],"drawn": false}, {"_id":"WBqcIfMznk4lvPgb","type":0,"documentCollection":"null","documentId":"null","text":"States the Odds: Annoying. Everyone else nearby loses 1 Calm.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.qbq694JMbXeZrHjj]{-1 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[97,99],"drawn": false}, {"_id":"SU9ggXRsL88CNb6N","type":0,"documentCollection":"null","documentId":"null","text":"Segfault: Lose 1 Calm.

@UUID[Compendium.mosh.macros_triggered_1e.Macro.qbq694JMbXeZrHjj]{-1 Calm}","img":"systems/mosh/images/icons/ui/rolltables/panic_check.png","weight":1,"range":[100,100],"drawn": false} ],"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} {"_id":"31YibfjueXuZdNLb","name":"Blunt Force Wound","img":"systems/mosh/images/icons/ui/rolltables/wounds_blunt_force.png","description":"

Whenever you gain a Blunt Force Wound, roll on this table to determine the effect. 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.

","formula":"1d10-1","replacement":true,"displayRoll":true,"results":[ {"_id":"kGDBRdD9azQLJRDl","type":0,"documentCollection":"null","documentId":"null","text":"Flesh Wound: Knocked down.","img":"systems/mosh/images/icons/ui/rolltables/wounds_blunt_force.png","weight":1,"range":[0,0],"drawn": false}, {"_id":"mYsLkuttsbN0PPzE","type":0,"documentCollection":"null","documentId":"null","text":"Minor Injury: Winded. [-] until you catch your breath.","img":"systems/mosh/images/icons/ui/rolltables/wounds_blunt_force.png","weight":1,"range":[1,1],"drawn": false}, {"_id":"RnmOw1OvhVaYQsJV","type":0,"documentCollection":"null","documentId":"null","text":"Minor Injury: Sprained Ankle. [-] on Speed Checks.","img":"systems/mosh/images/icons/ui/rolltables/wounds_blunt_force.png","weight":1,"range":[2,2],"drawn": false}, {"_id":"rCPAVwvuRI5PDapO","type":0,"documentCollection":"null","documentId":"null","text":"Minor Injury: Concussion. [-] on mental tasks.","img":"systems/mosh/images/icons/ui/rolltables/wounds_blunt_force.png","weight":1,"range":[3,3],"drawn": false}, {"_id":"gYfGKit1I8vIlXas","type":0,"documentCollection":"null","documentId":"null","text":"Minor Injury: Leg or foot broken. [-] on Speed Checks.","img":"systems/mosh/images/icons/ui/rolltables/wounds_blunt_force.png","weight":1,"range":[4,4],"drawn": false}, {"_id":"Xvo8mQoXzQb18gms","type":0,"documentCollection":"null","documentId":"null","text":"Major Injury: Arm or hand broken. [-] on manual tasks.","img":"systems/mosh/images/icons/ui/rolltables/wounds_blunt_force.png","weight":1,"range":[5,5],"drawn": false}, {"_id":"AiacUbJlw1slbsW3","type":0,"documentCollection":"null","documentId":"null","text":"Major Injury: Snapped collarbone. [-] on Strength Checks.","img":"systems/mosh/images/icons/ui/rolltables/wounds_blunt_force.png","weight":1,"range":[6,6],"drawn": false}, {"_id":"bxD3uLX6GcVG7kwG","type":0,"documentCollection":"null","documentId":"null","text":"Lethal Injury: Back broken. [-] on all rolls. Death Save in [[/r 1d10]] rounds.","img":"systems/mosh/images/icons/ui/rolltables/wounds_blunt_force.png","weight":1,"range":[7,7],"drawn": false}, {"_id":"5WHDRIu6o2xp1Vml","type":0,"documentCollection":"null","documentId":"null","text":"Lethal Injury: Skull cracked. [-] on all rolls. Death Save in [[/r 1d10]] rounds.","img":"systems/mosh/images/icons/ui/rolltables/wounds_blunt_force.png","weight":1,"range":[8,8],"drawn": false}, {"_id":"NzrMxLpPo52Ayoq7","type":0,"documentCollection":"null","documentId":"null","text":"Fatal Injury: Spine or neck broken. Death Save.

@UUID[Compendium.mosh.macros_hotbar_1e.Macro.NsRHfRuuNGPfkYVf]{Death Save}","img":"systems/mosh/images/icons/ui/rolltables/wounds_blunt_force.png","weight":1,"range":[9,9],"drawn": false} ],"_stats":{"systemId":"mosh","systemVersion":"0.4.0","coreVersion":"11.308","createdTime":1685936572185,"modifiedTime":1693515520278,"lastModifiedBy":"6EeM38DJkcBWNAmw"}} diff --git a/packs/rolltables_1e/000005.ldb b/packs/rolltables_1e/000005.ldb index ebdff55..402cecd 100644 Binary files a/packs/rolltables_1e/000005.ldb and b/packs/rolltables_1e/000005.ldb differ diff --git a/packs/rolltables_1e/LOG b/packs/rolltables_1e/LOG index 2caf9a2..cd8a648 100644 --- a/packs/rolltables_1e/LOG +++ b/packs/rolltables_1e/LOG @@ -1,5 +1,5 @@ -2023/10/03-12:46:29.905 66a4 Delete type=3 #1 -2023/10/03-12:48:29.626 55a4 Level-0 table #5: started -2023/10/03-12:48:29.631 55a4 Level-0 table #5: 32427 bytes OK -2023/10/03-12:48:29.633 55a4 Delete type=0 #3 -2023/10/03-12:48:29.645 55a4 Manual compaction at level-0 from '!tables!31YibfjueXuZdNLb' @ 72057594037927935 : 1 .. '!tables.results!ypcoikqHLhnc9tNs.zJkYrssfrdWBSeRm' @ 0 : 0; will stop at (end) +2023/10/09-11:26:11.555 82c0 Delete type=3 #1 +2023/10/09-11:26:29.955 559c Level-0 table #5: started +2023/10/09-11:26:29.963 559c Level-0 table #5: 32424 bytes OK +2023/10/09-11:26:29.970 559c Delete type=0 #3 +2023/10/09-11:26:29.978 559c 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 index b7946c1..944e569 100644 Binary files a/packs/rolltables_1e/MANIFEST-000002 and b/packs/rolltables_1e/MANIFEST-000002 differ diff --git a/system.json b/system.json index 6a3e433..0377bce 100644 --- a/system.json +++ b/system.json @@ -2,7 +2,7 @@ "id": "mosh", "title": "MoSh - Unofficial Mothership", "description": "The unofficial Mothership system for FoundryVTT.", - "version": "0.4.22", + "version": "0.4.3", "esmodules": [ "module/mosh.js" ], @@ -120,8 +120,8 @@ "primaryTokenAttribute": "health", "secondaryTokenAttribute": "other.stress", "url": "https://github.com/Futil/foundry-mothership", - "manifest": "https://raw.githubusercontent.com/Futil/foundry-mothership/master/system.json", - "download": "https://github.com/Futil/foundry-mothership/archive/master.zip", + "manifest": "https://github.com/Futil/foundry-mothership/releases/latest/download/system.json", + "download": "https://github.com/Futil/foundry-mothership/releases/download/0.4.3/foundry-mothership.zip", "license": "LICENSE.txt", "authors": [ { diff --git a/templates/chat/modifyActor.html b/templates/chat/modifyActor.html index 25c56a9..8ba1c56 100644 --- a/templates/chat/modifyActor.html +++ b/templates/chat/modifyActor.html @@ -1,4 +1,5 @@ -
+
{{{msgHeader}}}
diff --git a/templates/chat/modifyItem.html b/templates/chat/modifyItem.html index ae48cfa..112cac3 100644 --- a/templates/chat/modifyItem.html +++ b/templates/chat/modifyItem.html @@ -1,4 +1,5 @@ -
+
{{{msgHeader}}}
diff --git a/templates/chat/reload.html b/templates/chat/reload.html index 1a868f7..c88c357 100644 --- a/templates/chat/reload.html +++ b/templates/chat/reload.html @@ -1,4 +1,5 @@ -
+
{{#if (compare 'int' item.name.length '>=' 22)}} diff --git a/templates/chat/rollCheck.html b/templates/chat/rollCheck.html index 320da46..0516448 100644 --- a/templates/chat/rollCheck.html +++ b/templates/chat/rollCheck.html @@ -1,4 +1,5 @@ -
+
{{#if (compare 'int' msgHeader.length '>=' 22)}} diff --git a/templates/chat/rollTable.html b/templates/chat/rollTable.html index 49b3810..5dd7891 100644 --- a/templates/chat/rollTable.html +++ b/templates/chat/rollTable.html @@ -1,4 +1,5 @@ -
+
{{{tableName}}}