Files
foundry-Slamother/module/actor/actor.js
T

2994 lines
124 KiB
JavaScript

import { fromIdUuid } from "../mosh.js";
/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
export class MothershipActor extends Actor {
// augment the basic actor data with additional dynamic data
prepareDerivedData() {
super.prepareDerivedData();
const system = this.system;
// ----- per-type derived -----
if (this.type === "character") this._deriveCharacter();
else if (this.type === "creature") this._deriveCreature();
else if (this.type === "ship") this._deriveShip();
}
// Prepare Character type specific data
_deriveCharacter() {
const system = this.system;
//armor points + damage reduction
//init vars
let armorPoints = 0;
let damageReduction = 0;
//count values
for (const armor of this.items.filter(i => i.type === "armor")) {
if (armor.system?.equipped) {
armorPoints += Number(armor.system.armorPoints ?? 0);
damageReduction += Number(armor.system.damageReduction ?? 0);
}
}
//set values
system.stats.armor.mod = armorPoints;
system.stats.armor.total = armorPoints + Number(system.stats.armor.value ?? 0);
system.stats.armor.damageReduction = damageReduction;
//net hp
//init vars
let netHPvalue = 0;
let netHPmax = 0;
//check if actor has netHP
system.netHP ??= { value: 0, min: 0, max: 0, label: "Net HP"};
//set values
system.netHP.value = ((Number(system.hits.max ?? 0)-Number(system.hits.value ?? 0)-1) * Number(system.health.max ?? 0)) + Number(system.health.value ?? 0);
system.netHP.max = Number(system.health.max ?? 0) * Number(system.hits.max ?? 0);
//bleeding
//init vars
let bleedingValue = 0;
//count values
for (const condition of this.items.filter(i => i.type === "condition")) {
if (condition.name === 'Bleeding') {
bleedingValue += Number(condition.system.severity ?? 0);
}
}
//set values
system.bleeding.value = Number(bleedingValue ?? 0);
}
// Prepare Creature type specific data
_deriveCreature() {
const system = this.system;
//armor points + damage reduction
//init vars
let armorPoints = 0;
let damageReduction = 0;
//count values
for (const armor of this.items.filter(i => i.type === "armor")) {
if (armor.system?.equipped) {
armorPoints += Number(armor.system.armorPoints ?? 0);
damageReduction += Number(armor.system.damageReduction ?? 0);
}
}
//set values
system.stats.armor.mod = armorPoints;
system.stats.armor.total = armorPoints + Number(system.stats.armor.value ?? 0);
system.stats.armor.damageReduction = damageReduction;
//net hp
//check if actor has netHP
system.netHP ??= { value: 0, min: 0, max: 0, label: "Net HP"};
//set values
system.netHP.value = ((Number(system.hits.max ?? 0)-Number(system.hits.value ?? 0)-1) * Number(system.health.max ?? 0)) + Number(system.health.value ?? 0);
system.netHP.max = Number(system.health.max ?? 0) * Number(system.hits.max ?? 0);
//notes
//check if actor has notes
system.notes ??= "";
//bleeding
//init vars
let bleedingValue = 0;
//count values
for (const condition of this.items.filter(i => i.type === "condition")) {
if (condition.name === 'Bleeding') {
bleedingValue += Number(condition.system.severity ?? 0);
}
}
//set values
system.bleeding.value = Number(bleedingValue ?? 0);
//keep combat updates for swarm types
if (system.swarm && system.swarm.enabled){
system.stats.combat.value = system.swarm.combat.value * ( system.hits.max - system.hits.value );
}
}
// Prepare Ship type specific data
_deriveShip() {
//nothing needed yet
}
//central flavor text library for all chat messages
getFlavorText(type, context, action) {
//replace 'stress' with calm if the setting is active
if (game.settings.get("mosh", "useCalm") && context === 'stress') {
context = 'calm';
}
let systemclass = "human";
if (this.type === 'character' && this.system.class && this.system.class.value.toLowerCase() === "android") {
systemclass = "android";
//todo: get the class item for the character to check the "is robotic" flag
}
let locString = `Mosh.${type}.${context}.${action}.${systemclass}`;
//check to see if this address exists in the library, return the action parameter if not
if(game.i18n.has(locString, true)){ // You can pass false as the second argument to ignore english-language fallback.
//log what was done
console.log(`Retrieved flavor text for ${locString}`);
//return class appropriate text
return game.i18n.localize(locString);
} else {
//log what was done
console.log(`Using language: ${game.i18n.language}`);
console.log(`Retrieved flavor text for ${locString}, which did not have an entry`);
console.log(`Using language: ${game.i18n.lang}`);
//return what we were asked
return action;
}
}
//central roll parsing function | TAKES '1d10 [+]','low' | RETURNS '{1d10,1d10}kh'
parseRollString(rollString, aimFor) {
//init vars
let rollDice = ``;
let rollTemplate = ``;
let rollStringParsed = ``;
//translate rollString into foundry roll string format
if (rollString.includes('[')) {
//extract dice needed
rollDice = rollString.substr(0, rollString.indexOf('[')).trim().concat(',', rollString.substr(0, rollString.indexOf('[')).trim());
//set template based on adv or dis
if (rollString.includes('[-]')) {
//use appropriate keep setting
if (aimFor === 'low') {
rollTemplate = '{[diceSet]}kh';
} else {
rollTemplate = '{[diceSet]}kl';
}
} else if (rollString.includes('[+]')) {
//use appropriate keep setting
if (aimFor === 'low') {
rollTemplate = '{[diceSet]}kl';
} else {
rollTemplate = '{[diceSet]}kh';
}
}
//make foundry roll string
rollStringParsed = rollTemplate.replace('[diceSet]', rollDice);
} else {
rollStringParsed = rollString;
}
//log what was done
console.log(`Parsed '${rollString}' aiming '${aimFor}' into '${rollStringParsed}'`);
//return string in foundry format
return rollStringParsed;
}
//central roll parsing function | TAKES '1d100',[Foundry roll object],true,true,41,'<' | RETURNS enriched Foundry roll object
parseRollResult(rollString, rollResult, zeroBased, checkCrit, rollTarget, comparison, specialRoll) {
//init vars
let doubles = new Set([0, 11, 22, 33, 44, 55, 66, 77, 88, 99]);
let enrichedRollResult = rollResult;
let rollFormula = enrichedRollResult.formula;
let rollAim = rollFormula.substr(rollFormula.indexOf("}") + 1, 2);
let useCalm = game.settings.get('mosh', 'useCalm');
let die0value = 999;
let die1value = 999;
let die0success = false;
let die1success = false;
let die0crit = false;
let die1crit = false;
let newTotal = 999;
let diceFormula = ``;
let compareIcon = ``;
let outcome = ``;
let outcomeHtml = ``;
let diceIcon = ``;
let diceBlock = ``;
let critHighlight = ``;
let rollHtml = ``;
//init new fields in enriched roll result
enrichedRollResult.critical = false;
enrichedRollResult.success = false;
enrichedRollResult.outcomeHtml = ``;
enrichedRollResult.rollHtml = ``;
//alter roll result object
//change data point: change each 100 or 10 result to zero
if (zeroBased) {
//1d10 changes
if (rollString.substr(0, rollString.indexOf("[")).trim() === '1d10' || rollString === '1d10' || rollString.substr(0, rollString.indexOf("[")).trim() === '-1d10' || rollString === '-1d10') {
//loop through dice
enrichedRollResult.dice.forEach(function (roll) {
//loop through each result
roll.results.forEach(function (die) {
//change any 10s to 0s
if (die.result === 10 || die.result === -10) {
die.result = 0;
}
});
});
//1d100 changes
} else if (rollString.substr(0, rollString.indexOf("[")).trim() === '1d100' || rollString === '1d100' || rollString.substr(0, rollString.indexOf("[")).trim() === '-1d100' || rollString === '-1d100') {
//loop through dice
enrichedRollResult.dice.forEach(function (roll) {
//loop through each result
roll.results.forEach(function (die) {
//change any 100s to 0s
if (die.result === 100 || die.result === -100) {
die.result = 0;
}
});
});
}
}
//set roll A and B
if (enrichedRollResult.dice[0]) {
die0value = enrichedRollResult.dice[0].results[0].result;
}
if (enrichedRollResult.dice[1]) {
die1value = enrichedRollResult.dice[1].results[0].result;
}
//do we need to pick a winner?
if (rollString.includes("[")) {
//set whether each die succeeded
//die 0
if (comparison === '<' && die0value < rollTarget && die0value < 90) {
die0success = true;
}
if (comparison === '<=' && die0value <= rollTarget && die0value < 90) {
die0success = true;
}
if (comparison === '>' && die0value > rollTarget && die0value < 90) {
die0success = true;
}
if (comparison === '>=' && die0value >= rollTarget && die0value < 90) {
die0success = true;
}
//die 1
if (comparison === '<' && die1value < rollTarget && die1value < 90) {
die1success = true;
}
if (comparison === '<=' && die1value <= rollTarget && die1value < 90) {
die1success = true;
}
if (comparison === '>' && die1value > rollTarget && die1value < 90) {
die1success = true;
}
if (comparison === '>=' && die1value >= rollTarget && die1value < 90) {
die1success = true;
}
//set whether each die are a crit
//die 0
if (checkCrit && doubles.has(die0value)) {
die0crit = true;
}
//die 1
if (checkCrit && doubles.has(die1value)) {
die1crit = true;
}
//if [-] pick a new worst number
if (rollString.includes("[-]")) {
//if we are trying to keep the highest
if (rollAim === 'kh') {
//set default result value to the highest value
newTotal = Math.max(die0value, die1value);
//if both are a success and only dice 0 is a crit: don't pick the crit
if (die0success && die1success && die0crit && !die1crit) {
newTotal = die1value;
}
//if both are a success and only dice 1 is a crit: don't pick the crit
if (die0success && die1success && !die0crit && die1crit) {
newTotal = die0value;
}
//if both are a failure and only dice 0 is a crit: pick the crit
if (!die0success && !die1success && die0crit && !die1crit) {
newTotal = die0value;
}
//if both are a failure and only dice 1 is a crit: pick the crit
if (!die0success && !die1success && !die0crit && die1crit) {
newTotal = die1value;
}
//if this is a panic check and both are a failure: pick the worst
if (specialRoll === 'panicCheck' && !useCalm && !die0success && !die1success) {
newTotal = Math.max(die0value, die1value);
}
}
//if we are trying to keep the lowest
if (rollAim === 'kl') {
//set default result value to the lowest value
newTotal = Math.min(die0value, die1value);
//if both are a success and only dice 0 is a crit: don't pick the crit
if (die0success && die1success && die0crit && !die1crit) {
newTotal = die1value;
}
//if both are a success and only dice 1 is a crit: don't pick the crit
if (die0success && die1success && !die0crit && die1crit) {
newTotal = die0value;
}
//if both are a failure and only dice 0 is a crit: pick the crit
if (!die0success && !die1success && die0crit && !die1crit) {
newTotal = die0value;
}
//if both are a failure and only dice 1 is a crit: pick the crit
if (!die0success && !die1success && !die0crit && die1crit) {
newTotal = die1value;
}
//if this is a panic check and both are a failure: pick the worst
if (specialRoll === 'panicCheck' && !useCalm && !die0success && !die1success) {
newTotal = Math.max(die0value, die1value);
}
}
}
//if [+] pick a new best number
if (rollString.includes("[+]")) {
//if we are trying to keep the highest
if (rollAim === 'kh') {
//set default result value to the highest value
newTotal = Math.max(die0value, die1value);
//if both are a success and only dice 0 is a crit: pick the crit
if (die0success && die1success && die0crit && !die1crit) {
newTotal = die0value;
}
//if both are a success and only dice 1 is a crit: pick the crit
if (die0success && die1success && !die0crit && die1crit) {
newTotal = die1value;
}
//if both are a failure and only dice 0 is a crit: don't pick the crit
if (!die0success && !die1success && die0crit && !die1crit) {
newTotal = die1value;
}
//if both are a failure and only dice 1 is a crit: don't pick the crit
if (!die0success && !die1success && !die0crit && die1crit) {
newTotal = die0value;
}
//if this is a panic check and both are a failure: pick the best
if (specialRoll === 'panicCheck' && !useCalm && !die0success && !die1success) {
newTotal = Math.min(die0value, die1value);
}
}
//if we are trying to keep the lowest
if (rollAim === 'kl') {
//set default result value to the lowest value
newTotal = Math.min(die0value, die1value);
//if both are a success and only dice 0 is a crit: pick the crit
if (die0success && die1success && die0crit && !die1crit) {
newTotal = die0value;
}
//if both are a success and only dice 1 is a crit: pick the crit
if (die0success && die1success && !die0crit && die1crit) {
newTotal = die1value;
}
//if both are a failure and only dice 0 is a crit: don't pick the crit
if (!die0success && !die1success && die0crit && !die1crit) {
newTotal = die1value;
}
//if both are a failure and only dice 1 is a crit: don't pick the crit
if (!die0success && !die1success && !die0crit && die1crit) {
newTotal = die0value;
}
//if this is a panic check and both are a failure: pick the best
if (specialRoll === 'panicCheck' && !useCalm && !die0success && !die1success) {
newTotal = Math.min(die0value, die1value);
}
}
}
//we don't need to pick a winner
} else {
//set result value to the only die
newTotal = die0value;
}
//set final total value - apply negative for negative rolls
if (rollString.substr(0, 1) === '-') {
enrichedRollResult._total = newTotal * -1;
} else {
enrichedRollResult._total = newTotal;
}
//enrich roll result object
//add data point: detect critical
if (checkCrit) {
//check for crit
if (doubles.has(enrichedRollResult.total)) {
enrichedRollResult.critical = true;
} else {
enrichedRollResult.critical = false;
}
}
//add data point: detect success/failure
if (rollTarget || rollTarget === 0) {
//check for auto failure
if (enrichedRollResult.total >= 90) {
//result >= 90 is a failure
enrichedRollResult.success = false;
} else {
//compare values based on compararison setting
if (comparison === '<') {
//check against being under the target
if (enrichedRollResult.total < rollTarget) {
enrichedRollResult.success = true;
} else {
enrichedRollResult.success = false;
}
} else if (comparison === '<=') {
//check against being under or equal to the target
if (enrichedRollResult.total <= rollTarget) {
enrichedRollResult.success = true;
} else {
enrichedRollResult.success = false;
}
} else if (comparison === '>') {
//check against being over the target
if (enrichedRollResult.total > rollTarget) {
enrichedRollResult.success = true;
} else {
enrichedRollResult.success = false;
}
} else if (comparison === '>=') {
//check against being over or equal to the target
if (enrichedRollResult.total >= rollTarget) {
enrichedRollResult.success = true;
} else {
enrichedRollResult.success = false;
}
}
}
//add data point: outcome HTML
//prepare outcome
//success
if (enrichedRollResult.success) {
outcome = `SUCCESS!`;
} else {
outcome = `FAILURE!`;
}
//crit
if (enrichedRollResult.critical) {
outcome = `CRITICAL ` + outcome;
}
//make HTML
outcomeHtml = `
<div style="font-size: 1.1rem; margin-top : -10px; margin-bottom : 5px;">
<strong>${outcome}</strong>
</div>
`;
//update final roll html string
enrichedRollResult.outcomeHtml = outcomeHtml;
}
//add data point: interactive roll HTML
//prepare variables
//make comparison icon
if (comparison === '<') {
compareIcon = '<i class="fas fa-less-than"></i>';
} else if (comparison === '<=') {
compareIcon = '<i class="fas fa-less-than-equal"></i>';
} else if (comparison === '>') {
compareIcon = '<i class="fas fa-greater-than"></i>';
} else if (comparison === '>=') {
compareIcon = '<i class="fas fa-greater-than-equal"></i>';
}
//prepare formula
if (rollTarget) {
//show dice against target
diceFormula = rollString + ' ' + compareIcon + ' ' + rollTarget;
} else {
//just show the dice
diceFormula = rollString;
}
//prepare dice block
//loop through rolls
enrichedRollResult.dice.forEach(function (roll) {
//add header for this roll
diceBlock = diceBlock + `
<section class="tooltip-part">
<div class="dice">
`;
//add formula and result for this roll
diceBlock = diceBlock + `
<header class="part-header flexrow">
<span class="part-formula">${roll.formula}</span>
<span class="part-total">${roll.total.toString()}</span>
</header>
<ol class="dice-rolls">
`;
//loop through dice
roll.results.forEach(function (die) {
//set highlight if crit is asked for
if (checkCrit) {
//check for crit
if (doubles.has(die.result)) {
//check for success
if (rollTarget) {
//check for auto failure
if (die.result >= 90) {
//result >= 90 is a failure, no highlight needed
critHighlight = ' min';
} else {
//check against beating the target
if (comparison === '<' && die.result < rollTarget) {
critHighlight = ' max';
} else if (comparison === '<=' && die.result <= rollTarget) {
critHighlight = ' max';
} else if (comparison === '>' && die.result > rollTarget) {
critHighlight = ' max';
} else if (comparison === '>=' && die.result >= rollTarget) {
critHighlight = ' max';
} else {
critHighlight = ' min';
}
}
}
} else {
//no highlight needed
critHighlight = '';
}
} else {
//no highlight needed
critHighlight = '';
}
//prepare dice icon
if (roll.faces === 100 || roll.faces === 5) {
diceIcon = `10`;
} else {
diceIcon = roll.faces.toString();
}
//add formula and result for this die
diceBlock = diceBlock + `
<li class="roll die d${diceIcon}${critHighlight}">${die.result.toString()}</li>
`;
});
//add footer for this roll
diceBlock = diceBlock + `
</ol>
</div>
</section>
`;
});
//set final roll variables in to template
rollHtml = `
<div class="dice-roll" style="margin-bottom: 10px;" data-action="expandRoll">
<div class="dice-result">
<div class="dice-formula">${diceFormula}</div>
<div class="dice-tooltip" hidden>
<div class="wrapper">
${diceBlock}
</div>
</div>
<h4 class="dice-total">${enrichedRollResult.total}</h4>
</div>
</div>
`;
//update final roll html string
enrichedRollResult.rollHtml = rollHtml;
//log what was done
console.log(`Enriched the standard roll result. rollString: ${rollString},rollResult: ${rollResult},zeroBased: ${zeroBased},checkCrit: ${checkCrit},rollTarget: ${rollTarget},comparison: ${comparison},specialRoll: ${specialRoll}`);
console.log(enrichedRollResult);
//return the enriched roll result object
return enrichedRollResult;
}
//A script to return the data from a table.
async getRollTableData(tableId){
let tableData = await fromIdUuid(tableId,{type:"RollTable"});
//get table name
let tableName = tableData.name;
//get table name
let tableImg = tableData.img;
//get table result
let tableDie = tableData.formula.replace('-1', '');
return tableData;
}
//central table rolling function | TAKES 'W36WFIpCfMknKgHy','1d10','low',true,true,41,'<' | RETURNS chat message showing roll table result
async rollTable(tableId, rollString, aimFor, zeroBased, checkCrit, rollAgainst, comparison) {
//init vars
let currentLocation = '';
let tableLocation = '';
let messageTemplate = ``;
let messageContent = ``;
let msgDesc = ``;
let flavorText = ``;
let woundText = ``;
let tableResultType = ``;
let tableResultEdited = ``;
let tableResultFooter = ``;
let chatId = foundry.utils.randomID();
let rollTarget = null;
let valueAddress = [];
let specialRoll = null;
let firstEdition = game.settings.get('mosh', 'firstEdition');
let useCalm = game.settings.get('mosh', 'useCalm');
let androidPanic = game.settings.get('mosh', 'androidPanic');
let tableResultNumber = null;
let secondRoll = false;
let rollResult2 = null;
let parsedRollResult2 = null;
//customize this roll if its a unique use-case
//panic check
if (tableId === 'panicCheck') {
//set special roll value for use later
specialRoll = tableId;
//assign variables depending on settings
if (firstEdition) {
if (androidPanic && this.system.class.value.toLowerCase() === 'android') {
if (useCalm) {
tableId = game.settings.get('mosh', 'table1ePanicCalmAndroid');
aimFor = 'low';
zeroBased = true;
checkCrit = true;
rollAgainst = 'system.other.stress.value';
comparison = '<';
} else {
tableId = game.settings.get('mosh', 'table1ePanicStressAndroid');
aimFor = 'high';
zeroBased = false;
checkCrit = false;
rollAgainst = 'system.other.stress.value';
comparison = '>';
}
} else {
if (useCalm) {
tableId = game.settings.get('mosh', 'table1ePanicCalmNormal');
aimFor = 'low';
zeroBased = true;
checkCrit = true;
rollAgainst = 'system.other.stress.value';
comparison = '<';
} else {
tableId = game.settings.get('mosh', 'table1ePanicStressNormal');
aimFor = 'high';
zeroBased = false;
checkCrit = false;
rollAgainst = 'system.other.stress.value';
comparison = '>';
}
}
} else {
if (androidPanic && this.system.class.value.toLowerCase() === 'android') {
if (useCalm) {
tableId = game.settings.get('mosh', 'table0ePanicCalmAndroid');
aimFor = 'low';
zeroBased = true;
checkCrit = true;
rollAgainst = 'system.other.stress.value';
comparison = '<';
} else {
tableId = game.settings.get('mosh', 'table0ePanicStressAndroid');
aimFor = 'high';
zeroBased = false;
checkCrit = false;
rollAgainst = 'system.other.stress.value';
comparison = '>';
}
} else {
if (useCalm) {
tableId = game.settings.get('mosh', 'table0ePanicCalmNormal');
aimFor = 'low';
zeroBased = true;
checkCrit = true;
rollAgainst = 'system.other.stress.value';
comparison = '<';
} else {
tableId = game.settings.get('mosh', 'table0ePanicStressNormal');
aimFor = 'high';
zeroBased = false;
checkCrit = false;
rollAgainst = 'system.other.stress.value';
comparison = '>';
}
}
}
//assign rollString if its a partial
if (rollString === '[-]' || rollString === '' || rollString === '[+]') {
//if 1e and no calm, then 1d20
if (firstEdition && !useCalm) {
rollString = '1d20' + rollString;
}
//if 0e and no calm, then 2d10
if (!firstEdition && !useCalm) {
rollString = '2d10' + rollString;
}
//if calm, then 1d100
if (useCalm) {
rollString = '1d100' + rollString;
}
}
}
//maintenance check
if (tableId === 'maintenanceCheck') {
//set special roll value for use later
specialRoll = tableId;
//assign variables
tableId = game.settings.get('mosh', 'table1eMaintenance');
zeroBased = true;
checkCrit = true;
rollAgainst = 'system.stats.systems.value';
comparison = '<';
}
//bounce this request away if certain parameters are NULL
//if rollString is STILL blank, redirect player to choose the roll
if (!rollString) {
//init vars
let rollDie = '';
//set rollDie
//if 1e and no calm, then 1d20
if (firstEdition) {
rollDie = '1d20';
}
//if 0e and no calm, then 2d10
if (!firstEdition) {
rollDie = '2d10';
}
//if calm, then 1d100
if (useCalm) {
rollDie = '1d100';
}
//run the choose attribute function
let chosenRollType = await this.chooseAdvantage( game.i18n.localize("Mosh.PanicCheck"), rollDie);
//set variables
rollString = chosenRollType[0];
}
let tableData = await fromIdUuid(tableId,{type:"RollTable"});
//get current compendium
//get table name
let tableName = tableData.name;
//get table name
let tableImg = tableData.img;
//get table result
let tableDie = tableData.formula.replace('-1', '');
//if rollString is STILL blank, redirect player to choose the roll
if (!rollString) {
//run the choose attribute function
let chosenRollType = await this.chooseAdvantage(tableName, tableDie);
//set variables
rollString = chosenRollType[0];
}
//table specific customizations
//if a table has details in parenthesis, lets remove them
if (tableName.includes(' (')) {
//extract dice needed
tableName = tableName.substr(0, tableName.indexOf(' ('));
}
//if a wound table, add a wound to the player and prepare text for the final message
if (tableName.slice(-5) === 'Wound') {
let addWound = await this.modifyActor('system.hits.value', 1, null, false);
woundText = addWound[1];
}
//pull stat to roll against, if needed
if (rollAgainst || rollAgainst === 0) {
//turn string address into array
valueAddress = rollAgainst.split('.');
//set rollTarget
rollTarget = valueAddress.reduce((a, v) => a[v], this);
}
//roll the dice
//parse the roll string
let parsedRollString = this.parseRollString(rollString, aimFor);
if (game.settings.get('mosh', 'panicDieTheme') != "") { //We're going to check if the theme field is blank. Otherwise, don't use this.
//set panic die color
let dsnTheme = game.settings.get('mosh', 'panicDieTheme');
//apply theme if this is a panic check
if (tableName === 'Panic Check') {
parsedRollString = parsedRollString + '[' + dsnTheme + ']';
}
}
//roll the dice
let rollResult = await new Roll(parsedRollString).evaluate();
//interpret the results
let parsedRollResult = this.parseRollResult(rollString, rollResult, zeroBased, checkCrit, rollTarget, comparison, specialRoll);
//if this is a panic check, we may need to roll again OR add modifiers to our result total
//roll a second die if needed
if (!parsedRollResult.success && specialRoll === 'maintenanceCheck' && !firstEdition && !useCalm) {
//determine the rollString
let rollString2 = '2d10';
//add modifiers if needed
//0e modifier: + Stress - Resolve
if (specialRoll === 'maintenanceCheck' && !firstEdition && !useCalm) {
rollString2 = rollString2 + ' + ' + this.system.other.stress.value + ' - ' + this.system.other.resolve.value
}
//Calm modifier: + Stress - Resolve
if (specialRoll === 'panicCheck' && useCalm) {
rollString2 = rollString2 + ' + ' + this.system.other.resolve.value
}
//roll second dice
rollResult2 = await new Roll(rollString2).evaluate();
//roll second set of dice
parsedRollResult2 = this.parseRollResult(rollString2, rollResult2, false, false, null, null, specialRoll);
//set marker for HTML
secondRoll = true;
//set table result number
tableResultNumber = parsedRollResult2.total
}
//if this is a maintenance check, we need to roll again if a failure
//roll a second die if needed
if (!parsedRollResult.success && specialRoll === 'maintenanceCheck' && firstEdition) {
//determine the rollString
let rollString2 = '1d100';
//roll second dice
rollResult2 = await new Roll(rollString2).evaluate();
//roll second set of dice
parsedRollResult2 = this.parseRollResult(rollString2, rollResult2, true, false, null, null, specialRoll);
//set marker for HTML
secondRoll = true;
//set table result number
tableResultNumber = parsedRollResult2.total;
//log second die
console.log(`Rolled second die`);
}
//set table result number if null
if (!tableResultNumber) {
tableResultNumber = parsedRollResult.total;
}
//fetch the table result
let tableResult = tableData.getResultsForRoll(tableResultNumber);
//make any custom changes to chat message
//panic check #19 customiziation
if (tableName === 'Panic Check' && tableResultNumber === 19) {
if (this.system.class.value.toLowerCase() === 'android') {
tableResultEdited = tableResult[0].description.replace(game.i18n.localize("Mosh.HEARTATTACKSHORTCIRCUITANDROIDS"), game.i18n.localize("Mosh.SHORTCIRCUIT"));
} else {
tableResultEdited = tableResult[0].description.replace(game.i18n.localize("Mosh.HEARTATTACKSHORTCIRCUITANDROIDS"), game.i18n.localize("Mosh.HEARTATTACK"));
}
}
//assign message description text
msgDesc = this.getFlavorText('table', tableName.replaceAll('& ', '').replaceAll(' ', '_').toLowerCase(), 'roll');
//assign flavor text
//get main flavor text
flavorText = this.getFlavorText('table', tableName.replaceAll('& ', '').replaceAll(' ', '_').toLowerCase(), 'success');
//append 0e crit success effect
if (!firstEdition && !useCalm && parsedRollResult.success && parsedRollResult.critical) {
flavorText = flavorText + game.i18n.localize("Mosh.Relieve1Stressqbq694JMbXeZrHj");
}
//append Calm effects for Critical Panic Success
if (useCalm && parsedRollResult.success && parsedRollResult.critical) {
flavorText = flavorText + game.i18n.localize("Mosh.Gain1d10Calmk2TtLFOG9mGaWVx31d10Calm");
}
//append Calm effects for Critical Panic Failure
if (useCalm && !parsedRollResult.success && parsedRollResult.critical) {
tableResultFooter = `<br><br>You lose 1d10 Calm because you critically failed.<br><br>@UUID[Compendium.mosh.macros_triggered_1e.jHyqXb2yDFTNWxpy]{-1d10 Calm}`;
}
//append effects for Stress + Maintenance Check Failure
if (specialRoll === 'maintenanceCheck' && !useCalm && !parsedRollResult.success && !parsedRollResult.critical) {
tableResultFooter = `<br><br>Everyone on board the ship takes 1 Stress.<br><br>@UUID[Compendium.mosh.macros_triggered_1e.dvJR9DYXI2kV0BbR]{+1 Stress}`;
}
//append effects for Stress + Critical Maintenance Check Failure
if (specialRoll === 'maintenanceCheck' && !useCalm && !parsedRollResult.success && parsedRollResult.critical) {
tableResultFooter = `<br><br>Everyone on board the ship takes 1 Stress. You must roll for another maintenance issue because you critically failed.<br><br>@UUID[Compendium.mosh.macros_triggered_1e.dvJR9DYXI2kV0BbR]{+1 Stress}<br><br>@UUID[Compendium.mosh.macros_triggered_1e.hRapiXGVW8WZQH12]{Roll for Maintenance Issue}`;
}
//append effects for Calm + Maintenance Check Failure
if (specialRoll === 'maintenanceCheck' && useCalm && !parsedRollResult.success && !parsedRollResult.critical) {
tableResultFooter = `<br><br>Everyone on board the ship loses 1d10 Calm.<br><br>@UUID[Compendium.mosh.macros_triggered_1e.jHyqXb2yDFTNWxpy]{-1d10 Calm}`;
}
//append effects for Calm + Critical Maintenance Check Failure
if (specialRoll === 'maintenanceCheck' && useCalm && !parsedRollResult.success && parsedRollResult.critical) {
tableResultFooter = `<br><br>Everyone on board the ship loses 1d10 Calm. You must roll for another maintenance issue because you critically failed.<br><br>@UUID[Compendium.mosh.macros_triggered_1e.jHyqXb2yDFTNWxpy]{-1d10 Calm}<br><br>@UUID[Compendium.mosh.macros_triggered_1e.hRapiXGVW8WZQH12]{Roll for Maintenance Issue}`;
}
//append effects for Calm + Critical Maintenance Check Success
if (specialRoll === 'maintenanceCheck' && useCalm && parsedRollResult.success && parsedRollResult.critical) {
flavorText = flavorText + ` Gain 1d10 Calm.<br><br>@UUID[Compendium.mosh.macros_triggered_1e.k2TtLFOG9mGaWVx3]{+1d10 Calm}`;
}
//set table result type (using first value)
if (tableResult[0].type === 0 || tableResult[0].type === 'text') {
tableResultType = `text`;
} else if (tableResult[0].type === 1 || tableResult[0].type === 'document') {
tableResultType = `document`;
} else {
tableResultType = `unknown`;
}
//generate chat message
//prepare data
let messageData = {
actor: this,
tableResult: tableResult,
tableResultType: tableResultType,
tableResultEdited: tableResultEdited,
tableResultFooter: tableResultFooter,
parsedRollResult: parsedRollResult,
tableName: tableName,
tableImg: tableImg,
msgDesc: msgDesc,
flavorText: flavorText,
woundText: woundText,
secondRoll: secondRoll,
parsedRollResult2: parsedRollResult2,
specialRoll: specialRoll
};
//prepare template
messageTemplate = 'systems/mosh/templates/chat/rollTable.html';
//render template
messageContent = await foundry.applications.handlebars.renderTemplate(messageTemplate, messageData);
//make message
let macroMsg = await rollResult.toMessage({
id: chatId,
user: game.user.id,
speaker: {
actor: this.id,
token: this.token,
alias: this.name
},
content: messageContent
}, {
keepId: true
});
if (game.modules.get("dice-so-nice").active) {
//log what was done
console.log(`Rolled on table ID: ${tableId}, with: rollString:${rollString}, aimFor:${aimFor}, zeroBased:${zeroBased}, checkCrit:${checkCrit}, rollAgainst:${rollAgainst}, comparison:${comparison}`);
//return messageData
return [messageData];
//wait for dice
await game.dice3d.waitFor3DAnimationByMessageID(chatId);
}
//will come back later to do optional chat message
////log what was done
//console.log(`Rolled on table ID: ${tableId}, with: rollString:${rollString}, aimFor:${aimFor}, zeroBased:${zeroBased}, checkCrit:${checkCrit}, rollAgainst:${rollAgainst}, comparison:${comparison}`);
////return messageData
//return [messageData];
}
//central adding addribute function | TAKES '1d10','low' | RETURNS player selected attribute. If parameters are null, it asks the player.
async chooseAttribute(rollString, aimFor) {
//wrap the whole thing in a promise, so that it waits for the form to be interacted with
return new Promise(async (resolve) => {
//init vars
let playerItems = this.items;
let attribute = ``;
let skill = ``;
let skillValue = 0;
let buttonDesc = ``;
//create HTML for this window
//header
let dialogDesc = await foundry.applications.handlebars.renderTemplate('systems/mosh/templates/dialogs/skill-check-stat-selection-dialog.html');
//create button header if needed
if (!rollString) {
buttonDesc = `<div class="macro_prompt">` + game.i18n.localize("Mosh.SelectYourRollType") + `</div>`;
} else {
buttonDesc = ``;
}
//create final dialog data
const dialogData = {
window: {title: game.i18n.localize("Mosh.ChooseAStat")},
classes: ["macro-popup-dialog"],
position: {width: 600},
content: dialogDesc + buttonDesc,
buttons: []
};
//add adv/normal/dis buttons if we need a rollString
if (!rollString) {
//we need to generate a roll string
dialogData.buttons = [
{
label: game.i18n.localize("Mosh.Advantage"),
action: `action_advantage`,
callback: (event, button, dialog) => {
rollString = `1d100 [+]`;
aimFor = `low`;
attribute = button.form.querySelector("input[name='stat']:checked")?.getAttribute("value");
resolve([rollString, aimFor, attribute]);
console.log(`User left the chooseAttribute dialog with: rollString:${rollString}, aimFor:${aimFor}, attribute:${attribute}`);
},
icon: `fas fa-angle-double-up`
},
{
label: game.i18n.localize("Mosh.Normal"),
action: `action_normal`,
callback: (event, button, dialog) => {
rollString = `1d100`;
aimFor = `low`;
attribute = button.form.querySelector("input[name='stat']:checked")?.getAttribute("value");
resolve([rollString, aimFor, attribute]);
console.log(`User left the chooseAttribute dialog with: rollString:${rollString}, aimFor:${aimFor}, attribute:${attribute}`);
},
icon: `fas fa-minus`
},
{
label: game.i18n.localize("Mosh.Disadvantage"),
action: `action_disadvantage`,
callback: (event, button, dialog) => {
rollString = `1d100 [-]`;
aimFor = `low`;
attribute = button.form.querySelector("input[name='stat']:checked")?.getAttribute("value");
resolve([rollString, aimFor, attribute]);
console.log(`User left the chooseAttribute dialog with: rollString:${rollString}, aimFor:${aimFor}, attribute:${attribute}`);
},
icon: `fas fa-angle-double-down`
}
]
//add a next button if we dont need a rollString
} else {
dialogData.buttons = [
{
label: game.i18n.localize("Mosh.Next"),
action: `action_next`,
callback: (event, button, dialog) => {
aimFor = `low`;
attribute = button.form.querySelector("input[name='stat']:checked")?.getAttribute("value");
resolve([rollString, aimFor, attribute]);
console.log(`User left the chooseAttribute dialog with: rollString:${rollString}, aimFor:${aimFor}, attribute:${attribute}`);
},
icon: `fas fa-chevron-circle-right`
}
]
}
//render dialog
const dialog = new foundry.applications.api.DialogV2(dialogData).render({force: true});
});
}
//central adding skill function | TAKES '1d10','low' | RETURNS player selected skill + value. If parameters are null, it asks the player.
async chooseSkill(dlgTitle, rollString) {
//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 playerItems = this.items;
let skill = ``;
let skillValue = 0;
let buttonDesc = ``;
//create HTML for this window
//header
let skillHeader = await foundry.applications.handlebars.renderTemplate('systems/mosh/templates/dialogs/choose-skill-dialog-header.html');
//skill template
let skillRow = `
<label for="[RADIO_ID]">
<div class ="macro_window" style="vertical-align: middle; padding-left: 3px;">
<div class="grid grid-4col" style="align-items: center; grid-template-columns: 20px 60px 45px auto">
<input type="radio" id="[RADIO_ID]" name="skill" value="[RADIO_VALUE]">
<div class="macro_img" style="padding-top: 5px; padding-left: 0px; padding-right: 0px; padding-bottom: 5px;"><img src="[RADIO_IMG]" style="border:none"/></div>
<div class="macro_desc" style="display: table;">
<span style="display: table-cell; vertical-align: middle; color: #888; font-weight:500; font-size: 14pt">
+[RADIO_BONUS]
</span>
</div>
<div class="macro_desc" style="display: table;">
<span style="display: table-cell; vertical-align: middle;">
<p><strong>[RADIO_NAME]</strong>[RADIO_DESC]
</span>
</div>
</div>
</div>
</label>`;
//make list of skill using template
//create skillList string
let skillList = ``;
//create skill counter
let skillCount = 0;
//create dialog pixel counter
let dialogHeight = 232;
//loop through and create skill rows
for (let item of playerItems) {
//check if this is a skill
if (item.type === "skill") {
//set temprow as template
let tempRow = skillRow;
//replace ID
tempRow = tempRow.replaceAll("[RADIO_ID]", item.name);
//replace value
tempRow = tempRow.replace("[RADIO_VALUE]", item.system.bonus);
//replace img
tempRow = tempRow.replace("[RADIO_IMG]", item.img);
//replace name
tempRow = tempRow.replace("[RADIO_BONUS]", item.system.bonus);
//replace name
tempRow = tempRow.replace("[RADIO_NAME]", item.name);
//replace desc
tempRow = tempRow.replace("[RADIO_DESC]", item.system.description.replace("<p>", "<strong>:</strong> "));
//add to skillList
skillList = skillList + tempRow;
//increment skill count
skillCount++;
//increment pixel counter
dialogHeight = dialogHeight + 77;
}
}
//check if there are no skills, and adjust prompt height accordingly
if (skillCount === 0) {
//set window height
dialogHeight = 125;
//make skill header blank
skillHeader = ``;
}
//create button header if needed
if (!rollString) {
buttonDesc = `<div class="macro_prompt">` + game.i18n.localize("Mosh.SelectYourRollType") + `:</div>`;
} else {
buttonDesc = ``;
}
//create final dialog data
const dialogData = {
window: {title: dlgTitle},
classes: ["macro-popup-dialog"],
position: {width: 600},
content: skillHeader + skillList + buttonDesc,
buttons: []
};
//add adv/normal/dis buttons if we need a rollString
if (!rollString) {
//we need to generate a roll string
dialogData.buttons = [
{
label: game.i18n.localize("Mosh.Advantage"),
action: `action_advantage`,
callback: (event, button, dialog) => {
rollString = `1d100 [+]`;
skill = button.form.querySelector("input[name='skill']:checked")?.getAttribute("id");
skillValue = button.form.querySelector("input[name='skill']:checked")?.getAttribute("value");
resolve([rollString, skill, skillValue]);
console.log(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}`);
},
icon: `fas fa-angle-double-up`
},
{
label: game.i18n.localize("Mosh.Normal"),
action: `action_normal`,
callback: (event, button, dialog) => {
rollString = `1d100`;
skill = button.form.querySelector("input[name='skill']:checked")?.getAttribute("id");
skillValue = button.form.querySelector("input[name='skill']:checked")?.getAttribute("value");
resolve([rollString, skill, skillValue]);
console.log(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}`);
},
icon: `fas fa-minus`
},
{
label: game.i18n.localize("Mosh.Disadvantage"),
action: `action_disadvantage`,
callback: (event, button, dialog) => {
rollString = `1d100 [-]`;
skill = button.form.querySelector("input[name='skill']:checked")?.getAttribute("id");
skillValue = button.form.querySelector("input[name='skill']:checked")?.getAttribute("value");
resolve([rollString, skill, skillValue]);
console.log(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}`);
},
icon: `fas fa-angle-double-down`
}
]
//add a next button if we dont need a rollString
} else {
dialogData.buttons = [
{
label: game.i18n.localize("Mosh.Next"),
action: `action_next`,
callback: (event, button, dialog) => {
skill = button.form.querySelector("input[name='skill']:checked")?.getAttribute("id");
skillValue = button.form.querySelector("input[name='skill']:checked")?.getAttribute("value");
resolve([rollString, skill, skillValue]);
console.log(`User left the chooseSkill dialog with: rollString:${rollString}, skill:${skill}, skillValue:${skillValue}`);
},
icon: `fas fa-chevron-circle-right`
}
]
}
//render dialog
const dialog = new foundry.applications.api.DialogV2(dialogData).render({force: true});
});
}
//central adding skill function | TAKES 'Body Save','1d10' | RETURNS player selected rollString.
async chooseAdvantage(dlgTitle, die) {
//wrap the whole thing in a promise, so that it waits for the form to be interacted with
return new Promise(async (resolve) => {
//init vars
let rollString = ``;
//make diceRoll variants
let dieAdv = die + ` [+]`;
let dieDis = die + ` [-]`;
//create final dialog data
const dialogData = {
window: {title: dlgTitle},
classes: ["macro-popup-dialog"],
position: {width: 600},
content: `<div class="macro_prompt">` + game.i18n.localize("Mosh.SelectYourRollType") + `:</div>`,
buttons: [
{
label: game.i18n.localize("Mosh.Advantage"),
action: `action_advantage`,
callback: (event, button, dialog) => {
rollString = dieAdv;
resolve([rollString]);
console.log(`User left the chooseAdvantage dialog with: rollString:${rollString}`);
},
icon: `fas fa-angle-double-up`
},
{
label: game.i18n.localize("Mosh.Normal"),
action: `action_normal`,
callback: (event, button, dialog) => {
rollString = die;
resolve([rollString]);
console.log(`User left the chooseAdvantage dialog with: rollString:${rollString}`);
},
icon: `fas fa-minus`
},
{
label: game.i18n.localize("Mosh.Disadvantage"),
action: `action_disadvantage`,
callback: (event, button, dialog) => {
rollString = dieDis;
resolve([rollString]);
console.log(`User left the chooseAdvantage dialog with: rollString:${rollString}`);
},
icon: `fas fa-angle-double-down`
}
]
};
//render dialog
const dialog = new foundry.applications.api.DialogV2(dialogData).render({force: true});
});
}
//central check rolling function | TAKES '1d10','low','combat','Geology',10,[weapon item] | RETURNS chat message showing check result
async rollCheck(rollString, aimFor, attribute, skill, skillValue, weapon,overrideDamagaRollString=null) {
//init vars
let specialRoll = ``;
let checkCrit = true;
let zeroBased = true;
let rollTarget = null;
let rollTargetOverride = null;
let messageTemplate = ``;
let messageContent = ``;
let attributeLabel = ``;
let parsedDamageString = rollTarget;
let comparison = ``;
let damageResult = null;
let parsedDamageResult = null;
let critFail = false;
let critMod = ``;
let outcomeVerb = ``;
let flavorText = ``;
let comparisonText = ``;
let needsDesc = false;
let woundEffect = ``;
let msgHeader = ``;
let msgImgPath = ``;
let chatId = foundry.utils.randomID();
let firstEdition = game.settings.get('mosh', 'firstEdition');
let useCalm = game.settings.get('mosh', 'useCalm');
//customize this roll if its a unique use-case
//damage roll
if (attribute === 'damage') {
//set special roll value for use later
specialRoll = attribute;
//disable criticals for this roll
checkCrit = false;
//set attribute
attribute = 'combat';
//set skill + value
skill = 'none';
skillValue = 0;
//set rollstring
if(overrideDamagaRollString){
rollString=overrideDamagaRollString;
}else{
rollString = weapon.system.damage;
}
}
//rest save
if (attribute === 'restSave') {
//1e rest save
if (firstEdition) {
//set special roll value for use later
specialRoll = attribute;
//disable criticals for this roll
checkCrit = false;
//lets figure out the actors worst save and update this roll accordingly
//get current save values
let sanitySave = Number(this.system.stats.sanity.value) + Number(this.system.stats.sanity.mod || 0);
let fearSave = Number(this.system.stats.fear.value) + Number(this.system.stats.fear.mod || 0);
let bodySave = Number(this.system.stats.body.value) + Number(this.system.stats.body.mod || 0);
//get the lowest value
let minSave = Math.min(sanitySave, fearSave, bodySave);
//set attribute to the first one matching the lowest (since actor may have 2 with the lowest)
if (sanitySave === minSave) {
//set attribute
attribute = 'sanity';
} else if (fearSave === minSave) {
//set attribute
attribute = 'fear';
} else {
//set attribute
attribute = 'body';
}
//0e Rest save
} else {
//set special roll value for use later
specialRoll = attribute;
//disable criticals for this roll
checkCrit = false;
//set attribute
attribute = 'fear';
}
}
//bankruptcy save
if (attribute === 'bankruptcySave') {
//set special roll value for use later
specialRoll = attribute;
//set attribute value
attribute = 'bankruptcy';
}
//morale check
if (attribute === 'moraleCheck') {
//set special roll value for use later
specialRoll = attribute;
//disable criticals for this roll
checkCrit = false;
//set attribute value
attribute = 'megadamage';
//lets get the max megadamage value
rollTargetOverride = Math.max.apply(null, this.system.megadamage.hits);
}
//bounce this request away if certain parameters are NULL
//if attribute is blank, redirect player to choose an attribute
if (!attribute && !specialRoll) {
//run the choose attribute function
let chosenAttributes = await this.chooseAttribute(rollString, aimFor);
//set variables
rollString = chosenAttributes[0];
aimFor = chosenAttributes[1];
attribute = chosenAttributes[2];
//if null, zero them out
}
//if skill is blank and actor is a character, redirect player to choose a skill
if (!skill && this.type === 'character') {
//run the choose attribute function
let chosenSkills = await this.chooseSkill(this.system.stats[attribute].rollLabel, rollString);
//set variables
rollString = chosenSkills[0];
skill = chosenSkills[1];
skillValue = chosenSkills[2];
}
//if rollString is STILL blank, redirect player to choose the roll
if (!rollString) {
//run the choose attribute function
let chosenRollType = await this.chooseAdvantage(this.system.stats[attribute].rollLabel, '1d100');
//set variables
rollString = chosenRollType[0];
}
//if this is a weapon roll
if (weapon) {
//check to see if this weapon uses ammo
if (weapon.system.useAmmo === true) {
//if the weapon has enough shots remaining to shoot
if (weapon.system.curShots >= weapon.system.shotsPerFire) {
//reduce shots by shotsPerFire
weapon.system.curShots -= weapon.system.shotsPerFire;
//update players weapon
this.updateEmbeddedDocuments('Item', [weapon]);
//if the weapon doesn't have enough shots remaining to shoot
} else {
//if the weapon has enough ammo remaining to shoot
if (weapon.system.ammo + weapon.system.curShots >= weapon.system.shotsPerFire) {
//tell player we need to reload and ask what to do
let t = await this.askReload(weapon._id);
//exit function
return;
//if the weapon doesn't have enough ammo remaining to shoot
} else {
//tell player we are out of ammo
let t = await this.outOfAmmo();
//exit function
return;
}
}
}
}
//if this is a damage roll
if (specialRoll === 'damage') {
//parse the roll string
let damageRollString = weapon.system.damage
if(overrideDamagaRollString){
damageRollString = overrideDamagaRollString;
}
parsedDamageString = this.parseRollString(damageRollString, 'high');
//override message header
msgHeader = weapon.name;
//override header image
msgImgPath = weapon.img;
let dsnTheme = 0;
if (game.settings.get('mosh', 'damageDiceTheme') != "") { //We're going to check if the theme field is blank. Otherwise, don't use this.
//set damage dice color
dsnTheme = game.settings.get('mosh', 'damageDiceTheme');
}
//prepare flavortext
if (weapon.system.damage === "Str/10" && this.type === 'character') {
//determine the damage string
flavorText = 'You strike your target for <strong>[[floor(' + this.system.stats.strength.value + '/10)]] damage</strong>.';
} else {
flavorText = 'You inflict [[' + parsedDamageString + '[' + dsnTheme + ']' + critMod + ']] points of damage.';
}
//determine if this roll needs a description area
if (weapon.system.description || weapon.system.woundEffect) {
needsDesc = true;
}
//create wound effect string
if (weapon.system.woundEffect) {
//start with string as is
woundEffect = weapon.system.woundEffect;
//prepare array for looping
//replace ' [-]' and ' [+]'
woundEffect = woundEffect.replaceAll(' [-]', '_dis').replaceAll(' [+]', '_adv');
//simplify wounds
woundEffect = woundEffect.replace('Bleeding', 'bleeding');
woundEffect = woundEffect.replace('Blunt Force', 'blunt_force');
woundEffect = woundEffect.replace('Fire & Explosives', 'fire_explosives');
woundEffect = woundEffect.replace('Gore & Massive', 'gore_massive');
woundEffect = woundEffect.replace('Gunshot', 'gunshot');
//split string
let woundArray = woundEffect.split(' ');
//loop through this string and replace each wound effect with macro UUID
woundArray.forEach((element, index, array) => {
array[index] = this.getFlavorText('macro', 'wound', element);
});
//combine back into string
woundEffect = woundArray.join(' ');
}
//generate chat message
//prepare data
let messageData = {
actor: this,
weapon: weapon,
msgHeader: msgHeader,
msgImgPath: msgImgPath,
flavorText: flavorText,
needsDesc: needsDesc,
woundEffect: woundEffect,
specialRoll: specialRoll
};
let chatData = {
user: game.user.id,
speaker: {
actor: this.id,
token: this.token,
alias: this.name
}
};
//create message
const template = 'systems/mosh/templates/chat/rollCheck.html';
const content = await foundry.applications.handlebars.renderTemplate(template, messageData);
chatData.content = content;
await ChatMessage.create(chatData);
//log what was done
console.log(`Rolled damage on:${weapon.name}`);
//return messageData
return [messageData];
}
//make the rollTarget value
if (!rollTargetOverride) {
//retrieve the attribute
rollTarget = this.system.stats[attribute].value
//add the mod value
rollTarget = Number(rollTarget) + (Number(this.system.stats[attribute].mod) || 0);
//add the skill value
rollTarget = Number(rollTarget) + Number(skillValue || 0);
} else {
rollTarget = rollTargetOverride;
}
//roll the dice
//parse the roll string
let parsedRollString = this.parseRollString(rollString, aimFor);
//roll the dice
let rollResult = await new Roll(parsedRollString).evaluate();
//set comparison based on aimFor
if (aimFor === 'low') {
comparison = '<';
comparisonText = 'less than';
} else if (aimFor === 'low-equal') {
comparison = '<=';
comparisonText = 'less than or equal to';
} else if (aimFor === 'high') {
comparison = '>';
comparisonText = 'greater than';
} else if (aimFor === 'high-equal') {
comparison = '>=';
comparisonText = 'greater than or equal to';
}
//interpret the results
let parsedRollResult = this.parseRollResult(rollString, rollResult, zeroBased, checkCrit, rollTarget, comparison, specialRoll);
//prep damage dice in case its needed
if (weapon && parsedRollResult.success) {
//parse the roll string
let damageRollString = weapon.system.damage
if(overrideDamagaRollString){
damageRollString = overrideDamagaRollString;
}
parsedDamageString = this.parseRollString(damageRollString, 'high');
}
//set chat message text
//set roll result as greater than or less than
if (parsedRollResult.success) {
outcomeVerb = `rolled`;
} else {
outcomeVerb = `did not roll`;
}
//prepare flavor text for attacks
if (weapon) {
//override message header
msgHeader = weapon.name;
//override header image
msgImgPath = weapon.img;
let dsnTheme = 0;
if (game.settings.get('mosh', 'damageDiceTheme') != "") { //We're going to check if the theme field is blank. Otherwise, don't use this.
//set damage dice color
dsnTheme = game.settings.get('mosh', 'damageDiceTheme');
}
//prepare attribute label
attributeLabel = this.system.stats[attribute].label;
//set crit damage effect
if (parsedRollResult.success === true && parsedRollResult.critical === true) {
if (game.settings.get('mosh', 'critDamage') === 'advantage') {
parsedDamageString = '{' + parsedDamageString + ',' + parsedDamageString + '}kh';
} else if (game.settings.get('mosh', 'critDamage') === 'doubleDamage') {
critMod = ' * 2';
} else if (game.settings.get('mosh', 'critDamage') === 'doubleDice') {
critMod = ' + ' + parsedDamageString + '[' + dsnTheme + ']';
} else if (game.settings.get('mosh', 'critDamage') === 'maxDamage') {
parsedDamageString = parsedDamageString.replaceAll('d', ' * ');
} else if (game.settings.get('mosh', 'critDamage') === 'weaponValue') {
critMod = ' + ' + weapon.system.critDmg + '[' + dsnTheme + ']';
} else if (game.settings.get('mosh', 'critDamage') === 'none') {
//do nothing
}
}
//flavor text = the attack roll result
if (parsedRollResult.success === true) {
//if success
if (weapon.system.damage === "Str/10" && this.type === 'character') {
//determine the damage string
flavorText = 'You strike your target for <strong>[[floor(' + this.system.stats.strength.value + '/10)]] damage</strong>.';
} else {
flavorText = 'You inflict [[' + parsedDamageString + '[' + dsnTheme + ']' + critMod + ']] points of damage.';
}
} else if (parsedRollResult.success === false && this.type === 'character') {
//if first edition
if (firstEdition) {
//if calm not enabled
if (!useCalm) {
if (game.settings.get('mosh', 'autoStress')) { //If the automatic stress option is enabled
//increase stress by 1 and retrieve the flavor text from the result
let addStress = await this.modifyActor('system.other.stress.value', 1, null, false);
flavorText = addStress[1];
}
//if critical failure, make sure to ask for panic check
if (parsedRollResult.critical === true) {
//set crit fail
critFail = true;
}
} else {
if (game.settings.get('mosh', 'autoStress')) { //If the automatic stress option is enabled
//increase stress by 1 and retrieve the flavor text from the result
let removeCalm = await this.modifyActor('system.other.stress.value', null, '-1d10', false);
flavorText = removeCalm[1];
}
//if critical failure, make sure to ask for panic check
if (parsedRollResult.critical === true) {
//set crit fail
critFail = true;
}
}
//if 0e
} else {
//if calm not enabled
if (!useCalm) {
//on Save failure
if (attribute === 'sanity' || attribute === 'fear' || attribute === 'body' || attribute === 'armor') {
if (game.settings.get('mosh', 'autoStress')) { //If the automatic stress option is enabled
//gain 1 stress
let addStress = await this.modifyActor('system.other.stress.value', 1, null, false);
flavorText = addStress[1];
}
//if critical failure, make sure to ask for panic check
if (parsedRollResult.critical === true) {
//set crit fail
critFail = true;
}
}
} else {
//on Save failure
if (attribute === 'sanity' || attribute === 'fear' || attribute === 'body' || attribute === 'armor') {
if (game.settings.get('mosh', 'autoStress')) { //If the automatic stress option is enabled
//gain 1 stress
let removeCalm = await this.modifyActor('system.other.stress.value', null, '-1d10', false);
flavorText = removeCalm[1];
}
//if critical failure, make sure to ask for panic check
if (parsedRollResult.critical === true) {
//set crit fail
critFail = true;
}
}
}
}
}
//determine if this roll needs a description area
if (weapon.system.description || weapon.system.woundEffect) {
needsDesc = true;
}
//create wound effect string
if (weapon.system.woundEffect) {
//start with string as is
woundEffect = weapon.system.woundEffect;
//prepare array for looping
//replace ' [-]' and ' [+]'
woundEffect = woundEffect.replaceAll(' [-]', '_dis').replaceAll(' [+]', '_adv');
//simplify wounds
woundEffect = woundEffect.replace('Bleeding', 'bleeding');
woundEffect = woundEffect.replace('Blunt Force', 'blunt_force');
woundEffect = woundEffect.replace('Fire & Explosives', 'fire_explosives');
woundEffect = woundEffect.replace('Gore & Massive', 'gore_massive');
woundEffect = woundEffect.replace('Gunshot', 'gunshot');
//split string
let woundArray = woundEffect.split(' ');
//loop through this string and replace each wound effect with macro UUID
woundArray.forEach((element, index, array) => {
array[index] = this.getFlavorText('macro', 'wound', element);
});
//combine back into string
woundEffect = woundArray.join(' ');
}
//prepare flavor text for special rolls
} else if (specialRoll) {
//rest save
if (specialRoll === 'restSave') {
//override message header
msgHeader = game.i18n.localize("Mosh.RestSave");
//override header image
msgImgPath = `systems/mosh/images/icons/ui/macros/rest_save.png`;
//prepare attribute label
attributeLabel = this.system.stats[attribute].label;
//1e rest save
if (firstEdition) {
//calm outcome
if (useCalm) {
//prep text based on success or failure
if (parsedRollResult.success === false && this.type === 'character') {
if (game.settings.get('mosh', 'autoStress')) { //If the automatic stress option is enabled
//increase stress by 1 and retrieve the flavor text from the result
let removeCalm = await this.modifyActor('system.other.stress.value', null, '-1d10', false);
flavorText = removeCalm[1];
}
//if critical failure, make sure to ask for panic check
if (parsedRollResult.critical === true) {
//set crit fail
critFail = true;
}
} else if (parsedRollResult.success === true && this.type === 'character') {
//calculate stress reduction
let onesValue = Number(String(parsedRollResult.total).charAt(String(parsedRollResult.total).length - 1));
//decrease stress by ones place of roll value and retrieve the flavor text from the result
let removeStress = await this.modifyActor('system.other.stress.value', onesValue, null, false);
flavorText = removeStress[1];
}
//no calm outcome
} else {
//prep text based on success or failure
if (parsedRollResult.success === false && this.type === 'character') {
if (game.settings.get('mosh', 'autoStress')) { //If the automatic stress option is enabled
//increase stress by 1 and retrieve the flavor text from the result
let addStress = await this.modifyActor('system.other.stress.value', 1, null, false);
flavorText = addStress[1];
}
//if critical failure, make sure to ask for panic check
if (parsedRollResult.critical === true) {
//set crit fail
critFail = true;
}
} else if (parsedRollResult.success === true && this.type === 'character') {
//calculate stress reduction
let onesValue = -1 * Number(String(parsedRollResult.total).charAt(String(parsedRollResult.total).length - 1));
//decrease stress by ones place of roll value and retrieve the flavor text from the result
let removeStress = await this.modifyActor('system.other.stress.value', onesValue, null, false);
flavorText = removeStress[1];
}
}
//0e rest save
} else {
//calm outcome
if (useCalm) {
//prep text based on success or failure
if (parsedRollResult.success === false && this.type === 'character') {
if (game.settings.get('mosh', 'autoStress')) { //If the automatic stress option is enabled
//increase stress by 1 and retrieve the flavor text from the result
let removeCalm = await this.modifyActor('system.other.stress.value', null, '-1d10', false);
flavorText = removeCalm[1];
}
//if critical failure, make sure to ask for panic check
if (parsedRollResult.critical === true) {
//set crit fail
critFail = true;
}
} else if (parsedRollResult.success === true && this.type === 'character') {
//calculate stress reduction
let succeedBy = Math.floor((rollTarget - parsedRollResult.total) / 10);
//double it if critical
if (parsedRollResult.critical) {
succeedBy = succeedBy * 2;
}
//decrease stress by ones place of roll value and retrieve the flavor text from the result
let removeStress = await this.modifyActor('system.other.stress.value', succeedBy, null, false);
flavorText = removeStress[1];
}
//no calm outcome
} else {
//prep text based on success or failure
if (parsedRollResult.success === false && this.type === 'character') {
if (game.settings.get('mosh', 'autoStress')) { //If the automatic stress option is enabled
//increase stress by 1 and retrieve the flavor text from the result
let addStress = await this.modifyActor('system.other.stress.value', 1, null, false);
flavorText = addStress[1];
}
//if critical failure, make sure to ask for panic check
if (parsedRollResult.critical === true) {
//set crit fail
critFail = true;
}
} else if (parsedRollResult.success === true && this.type === 'character') {
//calculate stress reduction
let succeedBy = -1 * Math.floor((rollTarget - parsedRollResult.total) / 10);
//double it if critical
if (parsedRollResult.critical) {
succeedBy = succeedBy * 2;
}
//decrease stress by ones place of roll value and retrieve the flavor text from the result
let removeStress = await this.modifyActor('system.other.stress.value', succeedBy, null, false);
flavorText = removeStress[1];
}
}
}
}
//bankruptcy save
if (specialRoll === 'bankruptcySave') {
//message header
msgHeader = game.i18n.localize("Mosh.BankrupcySave");
//set header image
msgImgPath = 'systems/mosh/images/icons/ui/rolltables/bankruptcy_save.png';
//prepare attribute label
attributeLabel = game.i18n.localize("Mosh.Bankrupcy");
//get the bankruptcy table
let tableId = game.settings.get('mosh','table1eBankruptcy');
//get Table Data
let tableData = await fromIdUuid(tableId,{type:"RollTable"});
//prep text for success
if (parsedRollResult.success && parsedRollResult.critical) {
//flavor text
flavorText = tableData.getResultsForRoll(0)[0].description;
//prep text for critical success
} else if (parsedRollResult.success && !parsedRollResult.critical) {
//flavor text
flavorText = tableData.getResultsForRoll(1)[0].description;
//prep text for failure
} else if (!parsedRollResult.success && !parsedRollResult.critical) {
//flavor text
flavorText = tableData.getResultsForRoll(2)[0].description;
//prep text for critical failure
} else if (!parsedRollResult.success && parsedRollResult.critical) {
//flavor text
flavorText = tableData.getResultsForRoll(3)[0].description;
}
}
//morale check
if (specialRoll === 'moraleCheck') {
//message header
msgHeader = game.i18n.localize("Mosh.MoraleCheck")
//set header image
msgImgPath = 'systems/mosh/images/icons/ui/macros/morale_check.png';
//prepare attribute label
attributeLabel = 'Megadamage';
//prep text based on success or failure
if (!parsedRollResult.success) {
//flavor text
flavorText = `The crew, once focused on their tasks, now exchange anxious glances as the reality of the situation set in. Struggling to maintain composure in the chaos, the crew decides to send a hail and hope for mercy.`;
} else {
//flavor texattributes/
flavorText = `As the ship shudders under the impact of enemy fire, a sense of urgency fills the control room. Alarms blare, emergency lights bath the crew in a stark glow, but there is no panic. The crew, seasoned and unyielding, maintain their focus on the task at hand.`;
}
}
//prepare flavor text for regular checks
} else {
//prepare attribute label
attributeLabel = this.system.stats[attribute].label;
//message header
msgHeader = this.system.stats[attribute].rollLabel;
//set header image
msgImgPath = 'systems/mosh/images/icons/ui/attributes/' + attribute + '.png';
//prep text based on success or failure
if (parsedRollResult.success === false && this.type === 'character') {
//if first edition
if (firstEdition) {
//if calm not enabled
if (!useCalm) {
if (game.settings.get('mosh', 'autoStress')) { //If the automatic stress option is enabled
//increase stress by 1 and retrieve the flavor text from the result
let addStress = await this.modifyActor('system.other.stress.value', 1, null, false);
flavorText = addStress[1];
}
//if critical failure, make sure to ask for panic check
if (parsedRollResult.critical === true) {
//set crit fail
critFail = true;
}
} else {
if (game.settings.get('mosh', 'autoStress')) { //If the automatic stress option is enabled
//increase stress by 1 and retrieve the flavor text from the result
let removeCalm = await this.modifyActor('system.other.stress.value', null, '-1d10', false);
flavorText = removeCalm[1];
}
//if critical failure, make sure to ask for panic check
if (parsedRollResult.critical === true) {
//set crit fail
critFail = true;
}
}
//if 0e
} else {
//if calm not enabled
if (!useCalm) {
//on Save failure
if (attribute === 'sanity' || attribute === 'fear' || attribute === 'body' || attribute === 'armor') {
if (game.settings.get('mosh', 'autoStress')) { //If the automatic stress option is enabled
//gain 1 stress
let addStress = await this.modifyActor('system.other.stress.value', 1, null, false);
flavorText = addStress[1];
}
//if critical failure, make sure to ask for panic check
if (parsedRollResult.critical === true) {
//set crit fail
critFail = true;
}
}
} else {
if (game.settings.get('mosh', 'autoStress')) { //If the automatic stress option is enabled
//gain 1 stress
let removeCalm = await this.modifyActor('system.other.stress.value', null, '-1d10', false);
flavorText = removeCalm[1];
}
//if critical failure, make sure to ask for panic check
if (parsedRollResult.critical === true) {
//set crit fail
critFail = true;
}
}
}
} else if (parsedRollResult.success === true && this.type === 'character') {
//flavor text = generic roll success
flavorText = this.getFlavorText('attribute', attribute, 'check');
}
}
//generate chat message
//prepare data
let messageData = {
actor: this,
parsedRollResult: parsedRollResult,
skill: skill,
skillValue: skillValue,
weapon: weapon,
msgHeader: msgHeader,
msgImgPath: msgImgPath,
outcomeVerb: outcomeVerb,
attribute: attributeLabel,
flavorText: flavorText,
comparisonText: comparisonText,
needsDesc: needsDesc,
woundEffect: woundEffect,
critFail: critFail,
firstEdition: game.settings.get('mosh', 'firstEdition'),
useCalm: game.settings.get('mosh', 'useCalm'),
androidPanic: game.settings.get('mosh', 'androidPanic')
};
//prepare template
messageTemplate = 'systems/mosh/templates/chat/rollCheck.html';
//render template
messageContent = await foundry.applications.handlebars.renderTemplate(messageTemplate, messageData);
//make message
let macroMsg = await rollResult.toMessage({
id: chatId,
user: game.user.id,
speaker: {
actor: this.id,
token: this.token,
alias: this.name
},
content: messageContent
}, {
keepId: true
});
//is DSN active?
if (game.modules.get("dice-so-nice").active) {
//log what was done
console.log(`Rolled a check on: ${attribute}, with: rollString:${rollString}, aimFor:${aimFor}, skill:${skill}, skillValue:${skillValue}.`);
//return messageData
return [messageData];
//wait for dice
await game.dice3d.waitFor3DAnimationByMessageID(chatId);
}
//will come back here and turn on optional chat message
////log what was done
//console.log(`Rolled a check on: ${attribute}, with: rollString:${rollString}, aimFor:${aimFor}, skill:${skill}, skillValue:${skillValue}.`);
////return messageData
//return [messageData];
}
//central function to modify actors | TAKES 'system.other.stress.value',-1,'-1d5',true | RETURNS change details, and optional chat message
async modifyActor(fieldAddress, modValue, modRollString, outputChatMsg) {
//init vars
let messageTemplate = ``;
let messageContent = ``;
let fieldPrefix = ``;
let getWound = false;
let msgHeader = ``;
let msgImgPath = ``;
let modifyMinimum = null;
let modifyMaximum = null;
let modifyCurrent = null;
let modifyChange = 0;
let modifyNew = null;
let modifyDifference = null;
let modifySurplus = null;
let msgAction = ``;
let msgFlavor = ``;
let msgOutcome = ``;
let msgChange = ``;
let chatId = foundry.utils.randomID();
let halfDamage = false;
let firstEdition = game.settings.get('mosh', 'firstEdition');
let useCalm = game.settings.get('mosh', 'useCalm');
let androidPanic = game.settings.get('mosh', 'androidPanic');
//get information about this field from the actor
//set path for important fields
//field value
let fieldValue = fieldAddress.split('.');
//fieldMin
let fieldMin = fieldAddress.split('.');
fieldMin.pop();
fieldMin.push("min");
//fieldMax
let fieldMax = fieldAddress.split('.');
fieldMax.pop();
fieldMax.push("max");
//fieldLabel
let fieldLabel = fieldAddress.split('.');
fieldLabel.pop();
fieldLabel.push("label");
//fieldId
let fieldId = fieldValue[fieldValue.length - 2];
//get min value for this field, if it exists
modifyMinimum = fieldMin.reduce((a, v) => a[v], this);
//get max value for this field, if it exists
modifyMaximum = fieldMax.reduce((a, v) => a[v], this);
//get current value for this field
modifyCurrent = fieldValue.reduce((a, v) => a[v], this);
//check to see if this is a min/max part of a main field
if (fieldAddress.slice(-3) === `min`) {
fieldPrefix = `Minimum `;
} else if (fieldAddress.slice(-3) === `max`) {
fieldPrefix = `Maximum `;
}
//calculate the change, whether from a value, roll (can only be one, it will check modValue first)
//apply the modValue directly with no roll
if (modValue) {
//update modChange
modifyChange = modValue;
//calculate impact to the actor
//set the new value
modifyNew = modifyCurrent + modifyChange;
//restrict new value based on min/max
//cap min
if (modifyMinimum || modifyMinimum === 0) {
if (modifyNew < modifyMinimum) {
modifyNew = modifyMinimum;
}
}
//cap max
if (modifyMaximum || modifyMaximum === 0) {
if (modifyNew > modifyMaximum) {
modifyNew = modifyMaximum;
}
}
//measure difference between old and new value
modifyDifference = modifyNew - modifyCurrent;
//measure any surplus if we exceeded min/max
modifySurplus = modifyChange - modifyDifference;
//if health hits zero, reset to next hp bar
if (firstEdition && fieldId === 'health' && modifyNew === 0 && this.system.hits.value < this.system.hits.max) {
//set marker for later
getWound = true;
//reset hp
if (this.system.hits.value + 1 < this.system.hits.max) {
modifyNew = modifyMaximum + modifySurplus;
}
}
//update actor
//prepare update JSON
let updateData = JSON.parse(`{"` + fieldAddress + `": ` + modifyNew + `}`);
//update field
this.update(updateData);
//create modification text (for chat message or return values)
//get flavor text
if (modifyChange > 0) {
msgFlavor = this.getFlavorText('attribute', fieldId, 'increase');
msgChange = 'increased';
msgHeader = fieldPrefix + this.getFlavorText('attribute', fieldId, 'increaseHeader');
msgImgPath = this.getFlavorText('attribute', fieldId, 'increaseImg');
} else if (modifyChange < 0) {
msgFlavor = this.getFlavorText('attribute', fieldId, 'decrease');
msgChange = 'decreased';
msgHeader = fieldPrefix + this.getFlavorText('attribute', fieldId, 'decreaseHeader');
msgImgPath = this.getFlavorText('attribute', fieldId, 'decreaseImg');
}
//detect if half damage has been taken
if (!firstEdition && (-1 * modifyChange) > (modifyMaximum / 2)) {
halfDamage = true;
}
//get modification description
//calculate change type
if (modifySurplus < 0 && modifyDifference === 0) {
msgAction = 'pastFloor';
} else if (modifySurplus > 0 && modifyDifference === 0) {
msgAction = 'pastCeiling';
} else if (modifySurplus === 0 && modifyNew === modifyMinimum && modifyChange != 0) {
msgAction = 'hitFloor';
} else if (modifySurplus === 0 && modifyNew === modifyMaximum && modifyChange != 0) {
msgAction = 'hitCeiling';
} else if (modifyChange > 0) {
msgAction = 'increase';
} else if (modifyChange < 0) {
msgAction = 'decrease';
}
//prepare flavor text
//set message outcome for health reaches zero or goes past it, and you have wounds remaining
if (getWound) {
//can this player take a wound and not die?
if (this.system.hits.value === this.system.hits.max) {
//you are dead!
msgOutcome = this.getFlavorText('attribute', 'hits', 'hitCeiling');
} else if (this.system.hits.value + 1 === this.system.hits.max) {
//you are wounded!
msgOutcome = game.i18n.localize("Mosh.HealthZeroMessage") + `<br><br>` + this.getFlavorText('attribute', 'hits', 'increase');
} else {
//you are wounded!
msgOutcome = game.i18n.localize("Mosh.HealthZeroMessage") + ` <strong>${modifyNew}</strong>.<br><br>` + this.getFlavorText('attribute', 'hits', 'increase');
}
//set message outcome for past ceiling or floor
} else if (msgAction === 'pastFloor' || msgAction === 'pastCeiling') {
msgOutcome = this.getFlavorText('attribute', fieldId, msgAction);
//set message outcome for stress going from < 20 to > 20
} else if (fieldId === 'stress' && modifyCurrent < modifyMaximum && modifySurplus > 0) {
msgOutcome = this.getFlavorText('attribute', fieldId, msgAction) + ` ` + fieldPrefix + fieldLabel.reduce((a, v) => a[v], this) + ` ` + msgChange + ` from <strong>${modifyCurrent}</strong> to <strong>${modifyNew}</strong>. <strong>Reduce the most relevant Stat or Save by ${modifySurplus}</strong>.`;
//set message outcome for stress going from 20 to > 20
} else if (fieldId === 'stress' && modifyCurrent === modifyMaximum && modifySurplus > 0) {
msgOutcome = this.getFlavorText('attribute', fieldId, msgAction) + ` <strong>Reduce the most relevant Stat or Save by ${modifySurplus}</strong>.`;
//set default message outcome
} else if (msgAction === 'increase' || msgAction === 'decrease') {
msgOutcome = fieldPrefix + fieldLabel.reduce((a, v) => a[v], this) + ` ` + msgChange + ` from <strong>${modifyCurrent}</strong> to <strong>${modifyNew}</strong>.`;
} else {
msgOutcome = this.getFlavorText('attribute', fieldId, msgAction) + ` ` + fieldPrefix + fieldLabel.reduce((a, v) => a[v], this) + ` ` + msgChange + ` from <strong>${modifyCurrent}</strong> to <strong>${modifyNew}</strong>.`;
}
//push message if asked
if (outputChatMsg) {
//generate chat message
//prepare data
let messageData = {
actor: this,
msgHeader: msgHeader,
msgImgPath: msgImgPath,
msgFlavor: msgFlavor,
msgOutcome: msgOutcome,
halfDamage: halfDamage
};
//prepare template
messageTemplate = 'systems/mosh/templates/chat/modifyActor.html';
//render template
messageContent = await foundry.applications.handlebars.renderTemplate(messageTemplate, messageData);
//push 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 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
//parse the roll string
let parsedRollString = this.parseRollString(modRollString, 'low');
//roll the dice
let rollResult = await new Roll(parsedRollString).evaluate();
//interpret the results
let parsedRollResult = this.parseRollResult(modRollString, rollResult, false, false, null, null, null);
//update modChange
modifyChange = modifyChange + parsedRollResult.total;
//calculate impact to the actor
//set the new value
modifyNew = modifyCurrent + modifyChange;
//restrict new value based on min/max
//cap min
if (modifyMinimum || modifyMinimum === 0) {
if (modifyNew < modifyMinimum) {
modifyNew = modifyMinimum;
}
}
//cap max
if (modifyMaximum || modifyMaximum === 0) {
if (modifyNew > modifyMaximum) {
modifyNew = modifyMaximum;
}
}
//measure difference between old and new value
modifyDifference = modifyNew - modifyCurrent;
//measure any surplus if we exceeded min/max
modifySurplus = modifyChange - modifyDifference;
//if health hits zero, reset to next hp bar
if (firstEdition && fieldId === 'health' && modifyNew === 0 && this.system.hits.value < this.system.hits.max) {
//set marker for later
getWound = true;
//reset hp
if (this.system.hits.value + 1 < this.system.hits.max) {
modifyNew = modifyMaximum + modifySurplus;
}
}
//update actor
//prepare update JSON
let updateData = JSON.parse(`{"` + fieldAddress + `": ` + modifyNew + `}`);
//update field
this.update(updateData);
//create modification text (for chat message or return values)
//get flavor text
if (modifyChange > 0) {
msgFlavor = this.getFlavorText('attribute', fieldId, 'increase');
msgChange = 'increased';
msgHeader = fieldPrefix + this.getFlavorText('attribute', fieldId, 'increaseHeader');
msgImgPath = this.getFlavorText('attribute', fieldId, 'increaseImg');
} else if (modifyChange < 0) {
msgFlavor = this.getFlavorText('attribute', fieldId, 'decrease');
msgChange = 'decreased';
msgHeader = fieldPrefix + this.getFlavorText('attribute', fieldId, 'decreaseHeader');
msgImgPath = this.getFlavorText('attribute', fieldId, 'decreaseImg');
}
//detect if half damage has been taken
if (!firstEdition && (-1 * modifyChange) > (modifyMaximum / 2)) {
halfDamage = true;
}
//get modification description
//calculate change type
if (modifySurplus < 0 && modifyDifference === 0) {
msgAction = 'pastFloor';
} else if (modifySurplus > 0 && modifyDifference === 0) {
msgAction = 'pastCeiling';
} else if (modifySurplus === 0 && modifyNew === modifyMinimum && modifyChange != 0) {
msgAction = 'hitFloor';
} else if (modifySurplus === 0 && modifyNew === modifyMaximum && modifyChange != 0) {
msgAction = 'hitCeiling';
} else if (modifyChange > 0) {
msgAction = 'increase';
} else if (modifyChange < 0) {
msgAction = 'decrease';
}
//set message outcome for health reaches zero or goes past it, and you have wounds remaining
if (getWound) {
//can this player take a wound and not die?
if (this.system.hits.value === this.system.hits.max) {
//you are dead!
msgOutcome = this.getFlavorText('attribute', 'hits', 'hitCeiling');
} else if (this.system.hits.value + 1 === this.system.hits.max) {
//you are wounded!
msgOutcome = game.i18n.localize("Mosh.HealthZeroMessage") + `<br><br>` + this.getFlavorText('attribute', 'hits', 'increase');
} else {
//you are wounded!
msgOutcome = game.i18n.localize("Mosh.HealthZeroMessage2") +` <strong>${modifyNew}</strong>.<br><br>` + this.getFlavorText('attribute', 'hits', 'increase');
}
//set message outcome for past ceiling or floor
} else if (msgAction === 'pastFloor' || msgAction === 'pastCeiling') {
msgOutcome = this.getFlavorText('attribute', fieldId, msgAction);
//set message outcome for stress going from < 20 to > 20
} else if (fieldId === 'stress' && modifyCurrent < modifyMaximum && modifySurplus > 0) {
msgOutcome = this.getFlavorText('attribute', fieldId, msgAction) + ` ` + fieldPrefix + fieldLabel.reduce((a, v) => a[v], this) + ` ` + msgChange + ` from <strong>${modifyCurrent}</strong> to <strong>${modifyNew}</strong>. <strong>Reduce the most relevant Stat or Save by ${modifySurplus}</strong>.`;
//set message outcome for stress going from 20 to > 20
} else if (fieldId === 'stress' && modifyCurrent === modifyMaximum && modifySurplus > 0) {
msgOutcome = this.getFlavorText('attribute', fieldId, msgAction) + ` <strong>Reduce the most relevant Stat or Save by ${modifySurplus}</strong>.`;
//set default message outcome
} else if (msgAction === 'increase' || msgAction === 'decrease') {
msgOutcome = fieldPrefix + fieldLabel.reduce((a, v) => a[v], this) + ` ` + msgChange + ` from <strong>${modifyCurrent}</strong> to <strong>${modifyNew}</strong>.`;
} else {
msgOutcome = this.getFlavorText('attribute', fieldId, msgAction) + ` ` + fieldPrefix + fieldLabel.reduce((a, v) => a[v], this) + ` ` + msgChange + ` from <strong>${modifyCurrent}</strong> to <strong>${modifyNew}</strong>.`;
}
//push message if asked
if (outputChatMsg) {
//generate chat message
//prepare data
let messageData = {
actor: this,
parsedRollResult: parsedRollResult,
msgHeader: msgHeader,
msgImgPath: msgImgPath,
msgFlavor: msgFlavor,
modRollString: modRollString,
msgOutcome: msgOutcome,
halfDamage: halfDamage
};
//prepare template
messageTemplate = 'systems/mosh/templates/chat/modifyActor.html';
//render template
messageContent = await foundry.applications.handlebars.renderTemplate(messageTemplate, messageData);
//make message
let macroMsg = await rollResult.toMessage({
id: chatId,
user: game.user.id,
speaker: {
actor: this.id,
token: this.token,
alias: this.name
},
content: messageContent
}, {
keepId: true
});
if (game.modules.get("dice-so-nice").active) {
//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];
//wait for dice
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];
}
}
//central function to modify an actors items | TAKES 'olC4JytslvUrQN8g',1 | RETURNS change details, and optional chat message
async modifyItem(itemId, addAmount) {
//init vars
let currentLocation = '';
let itemLocation = '';
let messageTemplate = ``;
let messageContent = ``;
let oldValue = 0;
let newValue = 0;
let flavorText = ``;
let chatId = foundry.utils.randomID();
//get item data
let itemData = await fromIdUuid(itemId,{type:"Item"});
//add or increase the count of the item, depending on type, if the actor has it
if (this.items.getName(itemData.name)) {
//if this is an item, increase the count
if (itemData.type === 'item') {
//get current quantity
oldValue = this.items.getName(itemData.name).system.quantity;
newValue = oldValue + addAmount;
//increase severity of the condition
this.items.getName(itemData.name).update({
'system.quantity': newValue
});
//create message text
flavorText = `Quantity has increased from <strong>` + oldValue + `</strong> to <strong>` + newValue + `</strong>.`;
//if this is a condition, increase the severity
} else if (itemData.type === 'condition') {
//get current severity
oldValue = this.items.getName(itemData.name).system.severity;
newValue = oldValue + addAmount;
//increase severity of the condition
this.items.getName(itemData.name).update({
'system.severity': newValue
});
//create message text
flavorText = this.getFlavorText('item', 'condition', 'increase') + `Severity has increased from <strong>` + oldValue + `</strong> to <strong>` + newValue + `</strong>.`;
//if this is a weapon or armor, add another one
} else if (itemData.type === 'weapon' || itemData.type === 'armor') {
//add item to the players inventory
await this.createEmbeddedDocuments('Item', [itemData]);
//create message text
flavorText = game.i18n.localize("Mosh.YouAddAnotherOfThisToYourInventory");
}
} else {
//if this is an item, add it
if (itemData.type === 'item') {
//give the character the item
await this.createEmbeddedDocuments('Item', [itemData]);
//increase severity of the condition
this.items.getName(itemData.name).update({
'system.quantity': addAmount
});
//create message text
flavorText = `You add <strong>` + addAmount + `</strong> of these to your inventory.`;
//if this is a condition, add it
} else if (itemData.type === 'condition') {
//give the character the item
await this.createEmbeddedDocuments('Item', [itemData]);
//increase severity of the condition
this.items.getName(itemData.name).update({
'system.severity': addAmount
});
//create message text
flavorText = this.getFlavorText('item', 'condition', 'add') + `, with a severity of <strong>` + addAmount + `</strong>.`;
//if this is a weapon or armor, add it
} else if (itemData.type === 'weapon' || itemData.type === 'armor') {
//add item to the players inventory
await this.createEmbeddedDocuments('Item', [itemData]);
//create message text
flavorText = game.i18n.localize("Mosh.YouAddThisToYourInventory");
} else if (itemData.type === 'skill' ) {
//add item to the players inventory
await this.createEmbeddedDocuments('Item', [itemData]);
//create message text
flavorText = game.i18n.localize("Mosh.YouLearnThisSkill");
}
}
//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 foundry.applications.handlebars.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}`);
}
//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) => {
//create final dialog data
const dialogData = {
window: {
title: game.i18n.localize("Mosh.WeaponIssue")
},
classes: ["macro-popup-dialog"],
content: `<div class="macro_prompt">` + game.i18n.localize("Mosh.OutOfAmmoNeedReload") + `</div>`,
buttons: [
{
label: game.i18n.localize("Mosh.Reload"),
action: `action_reload`,
callback: () => this.reloadWeapon(itemId),
icon: `fas fa-check`
},
{
label: `Cancel`,
action: `action_cancel`,
callback: () => {},
icon: `fas fa-times`
}
]
};
//render dialog
const dialog = new foundry.applications.api.DialogV2(dialogData).render({force: true});
});
//log what was done
console.log(`Asked for reload.`);
}
//tell the player 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) => {
//create final dialog data
const dialogData = {
window: {
title: game.i18n.localize("Mosh.WeaponIssue")
},
classes: ["macro-popup-dialog"],
content: `<div class="macro_prompt">` + game.i18n.localize("Mosh.OutOfAmmo") + `</div>`,
buttons: [
{
label: game.i18n.localize("Mosh.OK"),
action: `action_okay`,
callback: () => {},
icon: 'fas fa-check'
}
]
};
//render dialog
const dialog = new foundry.applications.api.DialogV2(dialogData).render({force: true});
});
//log what was done
console.log(`Told user they are out of ammo.`);
}
//reload the players weapon
async reloadWeapon(itemId) {
//init vars
let messageTemplate = ``;
let messageContent = ``;
let msgBody = ``;
let chatId = foundry.utils.randomID();
//dupe item to work with
var item;
item = foundry.utils.duplicate(this.getEmbeddedDocument('Item', itemId));
//reload
if (!item.system.useAmmo) {
//exit function (it should not be possible to get here)
return;
} else {
//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;
//figure out how much we can reload (full shots, or less if we don't have enough ammo)
let reloadAmount = Math.min(item.system.ammo, item.system.shots);
//reload the weapon
//set curShots to reload amount
item.system.curShots = reloadAmount;
//remove reload amount from ammo
item.system.ammo -= reloadAmount;
//update the item
this.updateEmbeddedDocuments('Item', [item]);
//set message body text
msgBody = game.i18n.localize("Mosh.WeaponReloaded");
}
}
//generate chat message
//prepare data
let messageData = {
actor: this,
item: item,
msgBody: msgBody
};
//prepare template
messageTemplate = 'systems/mosh/templates/chat/reload.html';
//render template
messageContent = await foundry.applications.handlebars.renderTemplate(messageTemplate, messageData);
//push 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(`Reloaded weapon.`);
}
//make the player take bleeding damage
async takeBleedingDamage() {
//init vars
let chatId = foundry.utils.randomID();
//determine bleeding amount
let healthLost = this.items.getName("Bleeding").system.severity * -1;
//run the function for the player's 'Selected Character'
let modification = await this.modifyActor('system.health.value', healthLost, null, false);
//get flavor text
let msgFlavor = this.getFlavorText('item', 'condition', 'bleed');
let msgOutcome = modification[1];
let healthLostText = game.i18n.localize("Mosh.attribute.health.decreaseHeader.human")
//create chat message text
let messageContent = `
<div class="mosh">
<div class="rollcontainer">
<div class="flexrow" style="margin-bottom: 5px;">
<div class="rollweaponh1">${healthLostText}</div>
<div style="text-align: right"><img class="roll-image" src="systems/foundry-mothership/images/icons/ui/attributes/health.png" /></div>
</div>
<div class="description"" style="margin-bottom: 20px;">
<div class="body">
${msgFlavor}
<br><br>
${msgOutcome}
</div>
</div>
</div>
</div>
`;
//push message
ChatMessage.create({
id: chatId,
user: game.user.id,
speaker: {
actor: this.id,
token: this.token,
alias: this.name
},
content: messageContent
}, {
keepId: true
});
//log what was done
console.log(`Took bleeding damage.`);
}
//make the player take radiation damage
async takeRadiationDamage() {
//init vars
let chatId = foundry.utils.randomID();
//reduce all stats and saves by 1
this.modifyActor('system.stats.strength.value', -1, null, false);
this.modifyActor('system.stats.speed.value', -1, null, false);
this.modifyActor('system.stats.intellect.value', -1, null, false);
this.modifyActor('system.stats.combat.value', -1, null, false);
this.modifyActor('system.stats.sanity.value', -1, null, false);
this.modifyActor('system.stats.fear.value', -1, null, false);
this.modifyActor('system.stats.body.value', -1, null, false);
//get flavor text
let msgFlavor = this.getFlavorText('item', 'condition', 'radiation');
let msgOutcome = game.i18n.localize('Mosh.AllStatsAndSavesDecreasedBy');
msgOutcome += ` <strong>1</strong>.`;
let radiationDamage = game.i18n.localize('Mosh.RadiationDamage');
//create chat message text
let messageContent = `
<div class="mosh">
<div class="rollcontainer">
<div class="flexrow" style="margin-bottom: 5px;">
<div class="rollweaponh1">${radiationDamage}</div>
<div style="text-align: right"><img class="roll-image" src="icon_file_attribute_health.png" /></div>
</div>
<div class="description"" style="margin-bottom: 20px;">
<div class="body">
${msgFlavor}
<br><br>
${msgOutcome}
</div>
</div>
</div>
</div>
`;
//push message
ChatMessage.create({
id: chatId,
user: game.user.id,
speaker: {
actor: this.id,
token: this.token,
alias: this.name
},
content: messageContent
}, {
keepId: true
});
//log what was done
console.log(`Took radiation damage.`);
}
//make the player take radiation damage
async takeCryoDamage(rollString) {
//init vars
let chatId = foundry.utils.randomID();
//roll the dice
//parse the roll string
let parsedRollString = this.parseRollString(rollString, 'low');
//roll the dice
let rollResult = await new Roll(parsedRollString).evaluate();
//interpret the results
let parsedRollResult = this.parseRollResult(rollString, rollResult, false, false, null, null, null);
//reduce all stats and saves by roll result
this.modifyActor('system.stats.strength.value', parsedRollResult.total, null, false);
this.modifyActor('system.stats.speed.value', parsedRollResult.total, null, false);
this.modifyActor('system.stats.intellect.value', parsedRollResult.total, null, false);
this.modifyActor('system.stats.combat.value', parsedRollResult.total, null, false);
this.modifyActor('system.stats.sanity.value', parsedRollResult.total, null, false);
this.modifyActor('system.stats.fear.value', parsedRollResult.total, null, false);
this.modifyActor('system.stats.body.value', parsedRollResult.total, null, false);
//get flavor text
let msgFlavor = this.getFlavorText('item', 'condition', 'cryo');
let msgOutcome = game.i18n.localize('Mosh.AllStatsAndSavesDecreasedBy');
msgOutcome += ` <strong>` + Math.abs(parsedRollResult.total).toString() + `</strong>.`;
let cryoDamage = game.i18n.localize("Mosh.CryofreezeDamage")
//create chat message text
let messageContent = `
<div class="mosh">
<div class="rollcontainer">
<div class="flexrow" style="margin-bottom: 5px;">
<div class="rollweaponh1">${cryoDamage}</div>
<div style="text-align: right"><img class="roll-image" src="systems/mosh/images/icons/ui/attributes/health.png" /></div>
</div>
<div class="description"" style="margin-bottom: 20px;">
<div class="body">
${msgFlavor}
<br><br>
${msgOutcome}
</div>
</div>
</div>
</div>
`;
//push message
ChatMessage.create({
id: chatId,
user: game.user.id,
speaker: {
actor: this.id,
token: this.token,
alias: this.name
},
content: messageContent
}, {
keepId: true
});
//log what was done
console.log(`Took cryofreeze damage.`);
}
//ask the player to choose cover
async chooseCover() {
//wrap the whole thing in a promise, so that it waits for the form to be interacted with
return new Promise(async (resolve) => {
//init vars
let none_checked = ``;
let insignificant_checked = ``;
let light_checked = ``;
let heavy_checked = ``;
//fetch character AP/DR/cover
let curAP = this.system.stats.armor.mod;
let curDR = this.system.stats.armor.damageReduction;
let curCover = this.system.stats.armor.cover;
//set checkbox to current cover + adjust curAP/DR
if (curCover === 'none') {
none_checked = `checked`;
}
if (curCover === 'insignificant') {
insignificant_checked = `checked`;
}
if (curCover === 'light') {
light_checked = `checked`;
}
if (curCover === 'heavy') {
heavy_checked = `checked`;
}
//create pop-up HTML
let msgContent = await foundry.applications.handlebars.renderTemplate('systems/mosh/templates/dialogs/choose-cover-dialog.html', {
curDR:curDR,
curAP:curAP,
none_checked: none_checked,
insignificant_checked:insignificant_checked,
light_checked:light_checked,
heavy_checked:heavy_checked,
curCover:curCover
});
//create final dialog data
const dialogData = {
window: {title: game.i18n.localize("Mosh.Cover")},
classes: ["macro-popup-dialog"],
position: {width: 600},
content: msgContent,
buttons: [
{
label: game.i18n.localize("Mosh.OK"),
action: `action_okay`,
callback: (event, button, dialog) => {
this.update({
'system.stats.armor.cover': button.form.querySelector("input[name='cover']:checked")?.getAttribute("value")
});
console.log(`User's cover is now:${button.form.querySelector("input[name='cover']:checked")?.getAttribute("value")}`);
},
icon: 'fas fa-check'
}
]
};
//render dialog
const dialog = new foundry.applications.api.DialogV2(dialogData).render({force: true});
});
}
//activate ship's distress signal
async distressSignal() {
//wrap the whole thing in a promise, so that it waits for the form to be interacted with
return new Promise(async (resolve) => {
//create pop-up HTML
let msgContent = await foundry.applications.handlebars.renderTemplate('systems/mosh/templates/dialogs/distres-signal-dialog.html');
//create final dialog data
const dialogData = {
window: {title: game.i18n.localize("Mosh.DistressSignal")},
classes: ["macro-popup-dialog"],
position: {width: 600,height: 265},
content: msgContent,
buttons: [
{
label: game.i18n.localize("Mosh.Advantage"),
action: `action_advantage`,
callback: () => this.rollTable(game.settings.get('mosh', 'table1eDistressSignal'), `1d10 [+]`, `low`, true, false, null, null),
icon: `fas fa-angle-double-up`
},
{
label: game.i18n.localize("Mosh.Normal"),
action: `action_normal`,
callback: () => this.rollTable(game.settings.get('mosh', 'table1eDistressSignal'), `1d10`, `low`, true, false, null, null),
icon: `fas fa-minus`
},
{
label: game.i18n.localize("Mosh.Disadvantage"),
action: `action_disadvantage`,
callback: () => this.rollTable(game.settings.get('mosh', 'table1eDistressSignal'), `1d10 [-]`, `low`, true, false, null, null),
icon: `fas fa-angle-double-down`
}
]
};
//render dialog
const dialog = new foundry.applications.api.DialogV2(dialogData).render({force: true});
});
}
//activate ship's distress signal
async maintenanceCheck() {
//wrap the whole thing in a promise, so that it waits for the form to be interacted with
return new Promise(async (resolve) => {
//create pop-up HTML
let msgContent = `
`;
//create final dialog data
const dialogData = {
window: {title: game.i18n.localize("Mosh.MaintenanceCheck")},
classes: ["macro-popup-dialog"],
position: {width: 600,height: 265},
content: msgContent,
buttons: [
{
label: game.i18n.localize("Mosh.Advantage"),
action: `action_advantage`,
callback: () => this.rollTable(`maintenanceCheck`, `1d100 [+]`, `low`, null, null, null, null),
icon: `fas fa-angle-double-up`
},
{
label: game.i18n.localize("Mosh.Normal"),
action: `action_normal`,
callback: () => this.rollTable(`maintenanceCheck`, `1d100`, `low`, null, null, null, null),
icon: `fas fa-minus`
},
{
label: game.i18n.localize("Mosh.Disadvantage"),
action: `action_disadvantage`,
callback: () => this.rollTable(`maintenanceCheck`, `1d100 [-]`, `low`, null, null, null, null),
icon: `fas fa-angle-double-down`
}
]
};
//render dialog
const dialog = new foundry.applications.api.DialogV2(dialogData).render({force: true});
});
}
//activate ship's distress signal
async bankruptcySave() {
//wrap the whole thing in a promise, so that it waits for the form to be interacted with
return new Promise(async (resolve) => {
//create pop-up HTML
let msgContent = `
`;
//create final dialog data
const dialogData = {
window: {title: game.i18n.localize("Mosh.BankrupcySave")},
classes: ["macro-popup-dialog"],
position: {width: 600,height: 265},
content: msgContent,
buttons: [
{
label: game.i18n.localize("Mosh.Advantage"),
action: `action_advantage`,
callback: () => this.rollCheck(`1d100 [+]`, `low`, `bankruptcySave`, null, null, null),
icon: `fas fa-angle-double-up`
},
{
label: game.i18n.localize("Mosh.Normal"),
action: `action_normal`,
callback: () => this.rollCheck(`1d100`, `low`, `bankruptcySave`, null, null, null),
icon: `fas fa-minus`
},
{
label: game.i18n.localize("Mosh.Disadvantage"),
action: `action_disadvantage`,
callback: () => this.rollCheck(`1d100 [-]`, `low`, `bankruptcySave`, null, null, null),
icon: `fas fa-angle-double-down`
}
]
};
//render dialog
new foundry.applications.api.DialogV2(dialogData).render({force: true});
});
}
//activate ship's distress signal
async moraleCheck() {
//wrap the whole thing in a promise, so that it waits for the form to be interacted with
return new Promise(async (resolve) => {
//create pop-up HTML
let moraleCheck = game.i18n.localize("Mosh.MoraleCheck")
let moraleCheckDescription = game.i18n.localize("Mosh.MoraleCheckDescription")
let msgContent = `
<style>
.macro_window{
background: rgb(230,230,230);
border-radius: 9px;
}
.macro_img{
display: flex;
justify-content: center;
}
.macro_desc{
font-family: "Roboto", sans-serif;
font-size: 10.5pt;
font-weight: 400;
padding-top: 8px;
padding-right: 8px;
padding-bottom: 8px;
}
.grid-2col {
display: grid;
grid-column: span 2 / span 2;
grid-template-columns: repeat(2, minmax(0, 1fr));
gap: 2px;
padding: 0;
}
</style>
<div class ="macro_window" style="margin-bottom : 7px;">
<div class="grid grid-2col" style="grid-template-columns: 150px auto">
<div class="macro_img"><img src="icon_file_macro_momnsrale_check.png" style="border:none"/></div>
<div class="macro_desc"><h3>${moraleCheck}</h3>${moraleCheckDescription}</div>
</div>
</div>
<h4>Select your roll type:</h4>
`;
//create final dialog data
const dialogData = {
window: {title: `Morale Check`},
classes: ["macro-popup-dialog"],
position: {width: 600,height: 265},
content: msgContent,
buttons: [
{
label: game.i18n.localize("Mosh.Advantage"),
action: `action_advantage`,
callback: () => this.rollCheck(`1d10 [+]`, `high-equal`, `moraleCheck`, null, null, null),
icon: `fas fa-angle-double-up`
},
{
label: game.i18n.localize("Mosh.Normal"),
action: `action_normal`,
callback: () => this.rollCheck(`1d10`, `high-equal`, `moraleCheck`, null, null, null),
icon: `fas fa-minus`
},
{
label: game.i18n.localize("Mosh.Disadvantage"),
action: `action_disadvantage`,
callback: () => this.rollCheck(`1d10 [-]`, `high-equal`, `moraleCheck`, null, null, null),
icon: `fas fa-angle-double-down`
}
]
};
//render dialog
const dialog = new foundry.applications.api.DialogV2(dialogData).render({force: true});
});
}
// print description
printDescription(itemId, options = {event: null}) {
var item;
item = foundry.utils.duplicate(this.getEmbeddedDocument('Item', itemId));
this.chatDesc(item);
}
// Print the item description into the chat.
async chatDesc(item) {
let swapNameDesc = false;
let swapName = '';
let itemName = item.name?.charAt(0).toUpperCase() + item.name?.toLowerCase().slice(1);
if (!item.name && isNaN(itemName)) {
itemName = item.charAt(0)?.toUpperCase() + item.toLowerCase().slice(1);
}
let rollInsert = '';
if (item.system.roll) {
const r = new Roll(item.system.roll, {});
await r.evaluate();
rollInsert = `
<div class="rollh2" style="text-transform: lowercase;">${item.system.roll}</div>
<div class="roll-grid">
<div class="roll-result">${r.total}</div>
</div>`;
}
// add flag to swap name and description, if desc contains trinket or patch
if (["<p>Patch</p>", "<p>Trinket</p>", "<p>Maintenance Issue</p>"].includes(item.system.description)) {
swapNameDesc = true;
swapName = item.system.description.replaceAll('<p>', '').replaceAll('</p>', '');
}
const templateData = {
actor: this,
stat: { name: itemName.toUpperCase() },
item,
insert: rollInsert,
onlyDesc: true,
swapNameDesc,
swapName
};
const chatData = {
user: game.user.id,
speaker: { actor: this.id, token: this.token, alias: this.name }
};
const rollMode = game.settings.get("core", "rollMode");
if (["gmroll", "blindroll"].includes(rollMode)) {
chatData.whisper = ChatMessage.getWhisperRecipients("GM");
}
const template = 'systems/mosh/templates/chat/itemRoll.html';
const content = await foundry.applications.handlebars.renderTemplate(template, templateData);
chatData.content = content;
await ChatMessage.create(chatData);
console.log(`Created chat message with details on ${item.name}`);
}
}