Files
foundry-Slamother/module/mosh.js
T
2023-10-22 16:28:13 -07:00

837 lines
29 KiB
JavaScript

// Import Modules
import { MothershipActor } from "./actor/actor.js";
import { MothershipActorSheet } from "./actor/actor-sheet.js";
import { MothershipCreatureSheet } from "./actor/creature-sheet.js";
import { MothershipShipSheet } from "./actor/ship-sheet.js";
import { MothershipItem } from "./item/item.js";
import { MothershipItemSheet } from "./item/item-sheet.js";
import {
registerSettings
} from "./settings.js";
Hooks.once('init', async function () {
game.mosh = {
MothershipActor,
MothershipItem,
rollItemMacro,
rollStatMacro,
initRollTable,
initRollCheck,
initModifyActor,
initModifyItem,
noCharSelected
};
registerSettings();
/**
* Set an initiative formula for the system
* @type {String}
*/
CONFIG.Combat.initiative = {
formula: "1d100",
decimals: 2
};
// Define custom Entity classes
CONFIG.Actor.documentClass = MothershipActor;
CONFIG.Item.documentClass = MothershipItem;
// Register sheet application classes
Actors.unregisterSheet("core", ActorSheet);
Actors.registerSheet("mosh", MothershipActorSheet, {
types: ['character'],
makeDefault: true
});
Actors.registerSheet("mosh", MothershipCreatureSheet, {
types: ['creature'],
makeDefault: false
});
Actors.registerSheet("mosh", MothershipShipSheet, {
types: ['ship'],
makeDefault: false
});
Items.unregisterSheet("core", ItemSheet);
Items.registerSheet("mosh", MothershipItemSheet, { makeDefault: true });
// If you need to add Handlebars helpers, here are a few useful examples:
Handlebars.registerHelper('concat', function () {
var outStr = '';
for (var arg in arguments) {
if (typeof arguments[arg] != 'object') {
outStr += arguments[arg];
}
}
return outStr;
});
Handlebars.registerHelper('toLowerCase', function (str) {
return str.toLowerCase();
});
Handlebars.registerHelper('compare', function (varType, varOne, comparator, varTwo) {
if (varType === 'str') {
if (eval('"' + varOne + '"' + comparator + '"' + varTwo+ '"')) {
return true
} else {
return false
}
} else if (varType === 'int') {
if (eval(varOne + comparator + varTwo)) {
return true
} else {
return false
}
}
});
});
Hooks.once("ready", async function () {
// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
Hooks.on("hotbarDrop", (bar, data, slot) => createMothershipMacro(data, slot));
//Calm & 1e/0e character updates
// if the user has calm enabled at the start,
if (game.settings.get('mosh','useCalm')) {
//get list of actors
let actorList = game.actors;
let actorName = '';
let minStart = null;
let valueStart = null;
let maxStart = null;
let labelStart = '';
let minEnd = null;
let valueEnd = null;
let maxEnd = null;
let labelEnd = '';
//loop through all actors and update their stress values
actorList.forEach(function(actor){
//loop through each result
if (actor.type === 'character') {
//set character name
actorName = actor.name;
//set current values
minStart = actor.system.other.stress.min;
valueStart = actor.system.other.stress.value;
maxStart = actor.system.other.stress.max;
labelStart = actor.system.other.stress.label;
//if the label does not say Calm
if (actor.system.other.stress.label != 'Calm') {
//change it to calm
actor.update({'system.other.stress.label': 'Calm'});
//log
labelEnd = 'Calm';
}
//if the MIN value is not 0, this is an old character
if (actor.system.other.stress.min != 0) {
//put this value as the maximum
//change it to calm
actor.update({'system.other.stress.max': actor.system.other.stress.min});
//log
maxEnd = actor.system.other.stress.min;
//set the minimum to zero
//change it to calm
actor.update({'system.other.stress.min': 0});
//log
minEnd = 0;
}
//log change
console.log(actorName + " stress.min changed from " + minStart + " to " + minEnd);
console.log(actorName + " stress.max changed from " + maxStart + " to " + maxEnd);
console.log(actorName + " stress.label changed from " + labelStart + " to " + labelEnd);
//rerender this sheet
actor.render();
}
});
//user does not have calm enabled
} else {
//if the user has Zero edition enabled
if (!game.settings.get('mosh','firstEdition')) {
//loop through all actors and update their stress values
actorList.forEach(function(actor){
//loop through each result
if (actor.type === 'character') {
//set character name
actorName = actor.name;
//set current values
maxStart = actor.system.other.stress.max;
//if the max value, this is an old character
if (actor.system.other.stress.max != 999) {
//put this value as the maximum
//change it to calm
actor.update({'system.other.stress.max': 999});
//log
maxEnd = 999;
}
//log change
console.log(actorName + " stress.max changed from " + maxStart + " to " + maxEnd);
//rerender this sheet
actor.render();
}
});
}
}
});
//add custom damage dice for MOSH
Hooks.once('diceSoNiceReady', (dice3d) => {
dice3d.addColorset(
{
name: 'roll',
description: 'Roll Dice',
category: 'Mothership',
foreground: '#FFFFFF',
background: '#262626',
outline: 'none',
texture: 'none',
material: 'none',
font: 'Arial'
}
)
})
//add custom damage dice for MOSH
Hooks.once('diceSoNiceReady', (dice3d) => {
dice3d.addColorset(
{
name: 'damage',
description: 'Damage Dice',
category: 'Mothership',
foreground: '#FFFFFF',
background: '#cc2828',
outline: 'none',
texture: 'none',
material: 'none',
font: 'Arial'
}
)
})
//add custom panic dice for MOSH
Hooks.once('diceSoNiceReady', (dice3d) => {
dice3d.addColorset(
{
name: 'panic',
description: 'Panic Die',
category: 'Mothership',
foreground: '#000000',
background: '#FFF200',
outline: 'none',
texture: 'none',
material: 'metal',
font: 'Arial'
}
)
})
//Hooks.on("preCreateActor", (createData) => {
/**
* Set default values for new actors' tokens
*/
Hooks.on("preCreateActor", (document, createData, options, userId) => {
let disposition = CONST.TOKEN_DISPOSITIONS.NEUTRAL;
if (createData.type == "creature") {
disposition = CONST.TOKEN_DISPOSITIONS.HOSTILE
}
// Set wounds, advantage, and display name visibility
mergeObject(createData,
{
"token.bar1": { "attribute": "health" }, // Default Bar 1 to Health
"token.bar2": { "attribute": "hits" }, // Default Bar 2 to Insanity
"token.displayName": CONST.TOKEN_DISPLAY_MODES.OWNER_HOVER, // Default display name to be on owner hover
"token.displayBars": CONST.TOKEN_DISPLAY_MODES.OWNER_HOVER, // Default display bars to be on owner hover
"token.disposition": disposition, // Default disposition to neutral
"token.name": createData.name // Set token name to actor name
})
console.log(createData);
console.log("Created!");
if (createData.type == "character") {
console.log("Got here");
const prototypeToken = { disposition: 1, actorLink: true, vision: true}; // Set disposition to "Friendly"
document.updateSource({ prototypeToken });
}
})
Hooks.on('renderSidebarTab', async (app, html) => {
console.log(app);
console.log(app.options.id);
if (app.options.id == "actors" || app.title == "Actors Directory") {
console.log("testing~");
let button = $(`<button class="import-json"><i class="fas fa-file-import"></i> Import JSON</button>`);
button.click(function () {
d.render(true);
});
html.find(".directory-footer").append(button);
}
});
/* -------------------------------------------- */
/* Hotbar Macros */
/* -------------------------------------------- */
/**
* Create a Macro from an Item drop.
* Get an existing item macro if one exists, otherwise create a new one.
* @param {Object} data The dropped data
* @param {number} slot The hotbar slot to use
* @returns {Promise}
*/
async function createMothershipMacro(data, slot) {
if (data.type !== "Item") return;
if (!("data" in data)) return ui.notifications.warn("You can only create macro buttons for owned Items");
const item = data.data;
console.log(data);
// Create the macro command
let command = `game.mosh.rollItemMacro("${item.name}");`;
let macro = game.macros.entities.find(m => (m.name === item.name) && (m.command === command));
if (!macro) {
macro = await Macro.create({
name: item.name,
type: "script",
img: item.img,
command: command,
flags: {
"mosh.itemMacro": true
}
});
}
game.user.assignHotbarMacro(macro, slot);
return false;
}
/* -------------------------------------------- */
/* Actor from JSON */
/* -------------------------------------------- */
// If there's a better place for these, please do move them
let skillValues = {
"archeology": { "value": 10, "rank": "Trained" },
"archaelogy": { "value": 10, "rank": "Trained" }, //The mobile app has a typo so needs this.
"archaeology": { "value": 10, "rank": "Trained" },
"art": { "value": 10, "rank": "Trained" },
"athletics": { "value": 10, "rank": "Trained" },
"botany": { "value": 10, "rank": "Trained" },
"chemistry": { "value": 10, "rank": "Trained" },
"computers": { "value": 10, "rank": "Trained" },
"geology": { "value": 10, "rank": "Trained" },
"industrialequipment": { "value": 10, "rank": "Trained" },
"juryrigging": { "value": 10, "rank": "Trained" },
"linguistics": { "value": 10, "rank": "Trained" },
"mathematics": { "value": 10, "rank": "Trained" },
"militarytraining": { "value": 10, "rank": "Trained" },
"rimwise": { "value": 10, "rank": "Trained" },
"theology": { "value": 10, "rank": "Trained" },
"zerog": { "value": 10, "rank": "Trained" },
"zoology": { "value": 10, "rank": "Trained" },
"asteroidmining": { "value": 15, "rank": "Expert" },
"ecology": { "value": 15, "rank": "Expert" },
"explosives": { "value": 15, "rank": "Expert" },
"fieldmedicine": { "value": 15, "rank": "Expert" },
"firearms": { "value": 15, "rank": "Expert" },
"hacking": { "value": 15, "rank": "Expert" },
"handtohandcombat": { "value": 15, "rank": "Expert" },
"mechanicalrepair": { "value": 15, "rank": "Expert" },
"mysticism": { "value": 15, "rank": "Expert" },
"pathology": { "value": 15, "rank": "Expert" },
"pharmacology": { "value": 15, "rank": "Expert" },
"physics": { "value": 15, "rank": "Expert" },
"piloting": { "value": 15, "rank": "Expert" },
"psychology": { "value": 15, "rank": "Expert" },
"tactics": { "value": 15, "rank": "Expert" },
"wildernesssurvival": { "value": 15, "rank": "Expert" },
"artificialintenligence": { "value": 20, "rank": "Master" },
"command": { "value": 20, "rank": "Master" },
"cybernetics": { "value": 20, "rank": "Master" },
"engineering": { "value": 20, "rank": "Master" },
"exobiology": { "value": 20, "rank": "Master" },
"hyperspace": { "value": 20, "rank": "Master" },
"planetology": { "value": 20, "rank": "Master" },
"robotics": { "value": 20, "rank": "Master" },
"sophontology": { "value": 20, "rank": "Master" },
"surgery": { "value": 20, "rank": "Master" },
"xenoesoterism": { "value": 20, "rank": "Master" },
}
let conditions = {
"adrenalinerush": "[+] on all rolls for the next 2d10 minutes. Reduce your Stress by 1d5.",
"anxious": "Gain 1 Stress.",
"jumpy": "Gain 1 Stress. All Close crewmembers gain 2 Stress.",
"overwhelmed": "All actions at [-] for 1d10 minutes. Permanently raise your Minimum Stress by 1.",
"coward": "Gain a new Condition: You must make a Fear Save to engage in violence or flee.",
"frightened": "Gain a new Condition: Phobia: When encountering your Phobia make a Fear Save [-] or gain 1d5 Stress.",
"nightmares": "Gain a new Condition: Sleep is difficult, gain [-] on all Rest Saves.",
"lossofconfidence": "Gain a new Condition: Choose one of your Skills and lose that Skill's bonus.",
"deflated": "Gain a new Condition: Whenever a Close crewmember fails a Save, gain 1 Stress.",
"doomed": "Gain a new Condition: You feel cursed and unlucky. All Critical Successes are instead Critical Failures.",
"paranoid": "For the next week, whenever someone joins your group (even if they only left for a short period of time), make a Fear Save or gain 1 Stress.",
"haunted": "Gain a new Condition: Something starts visiting you at night. In your dreams. Out of the corner of your eye. And soon it will start making demands.",
"deathwish": "For the next 24 hours, whenever you encounter a stranger or known enemy, you must make a Sanity Save or immediately attack them.",
"propheticvision": "You immediately experience an intense hallucination or vision of an impending terror or horrific event. Gain 1 Stress.",
"catatonic": "Become unresponsive and unmoving for 2d10 minutes. Reduce Stress by 1d10.",
"rage": "Immediately attack the closest crewmember until you inflict at least 2d10 DMG. If there is no crewmember Close, you attack your surrounding environment.",
"spiraling": "Gain a new Condition: You make Panic Checks with Disadvantage.",
"compoundingproblems": "Roll twice on this table. Permanently raise your Minimum Stress by 1.",
"heartattack": "Permanently lose 1 Wound. Gain [-] on all rolls for 1d10 hours. Permanently raise your Minimum Stress by 1.",
"collapse": "You no longer control this character. Hand your sheet to the Warden and roll up a new character to play."
}
async function createActorFromJson(jsonData) {
let actorData;
let newActor;
try {
actorData = JSON.parse(jsonData);
newActor = {
"name": actorData.name,
"type": "character",
"img": "icons/svg/mystery-man.svg",
"system": {
"health": {
"value": actorData.health,
"max": actorData.maxHealth,
"min": 0
},
"hits": {
"value": actorData.wounds,
"max": actorData.maxWounds
},
"biography": "",
"notes": "",
"weight": { "current": 0, "capacity": 0 },
"settings": { "useCalm": false },
"class": {
"value": actorData.characterClass.charAt(0).toUpperCase() + actorData.characterClass.slice(1)
},
"rank": { "value": "" },
"pronouns": { "value": actorData.pronouns },
"credits": { "value": actorData.credits },
"stressdesc": { "value": actorData.traumaResponse },
"xp": { "value": 0, "html": 0, "selectedSkill": "" },
"stressdesc": { "value": actorData.traumaResponse },
"attributes": { "level": { "value": actorData.highScore } },
"stats": {
"strength": {
"value": actorData.strength, "label": "Strength", "mod": 0
},
"speed": {
"value": actorData.speed, "label": "Speed", "mod": 0
},
"intellect": {
"value": actorData.intellect, "label": "Intellect", "mod": 0
},
"combat": {
"value": actorData.combat, "label": "Combat", "mod": 0
},
"sanity": {
"value": actorData.sanity, "label": "Sanity", "mod": 0
},
"fear": {
"value": actorData.fear, "label": "Fear", "mod": 0
},
"body": {
"value": actorData.body, "label": "Body", "mod": 0
}
},
"other": {
"stress": {
"value": actorData.stress, "min": actorData.minStress, "label": "Stress"
},
"resolve": 0
}
}
};
var items = [];
if (actorData.trinket) {
items.push({
"name": "Trinket: " + actorData.trinket, "type": "item"
})
}
if (actorData.patch) {
items.push({
"name": "Patch: " + actorData.patch, "type": "item"
})
}
// Equipment
for (let i = 0; i < actorData.equipment.length; i++) {
items.push({
"name": actorData.equipment[i].name,
"type": "item",
"system": {
"description": actorData.equipment[i].description,
"cost": actorData.equipment[i].cost,
"quantity": actorData.equipment[i].quantity
},
"img": "icons/svg/item-bag.svg",
})
}
// Items
for (let i = 0; i < actorData.items.length; i++) {
items.push({
"name": actorData.items[i].title,
"type": "item",
"system": {
"description": actorData.items[i].description,
"cost": actorData.items[i].cost,
"quantity": actorData.items[i].quantity
},
"img": "icons/svg/item-bag.svg",
})
}
// Armor
for (let i = 0; i < actorData.armor.length; i++) {
items.push({
"name": actorData.armor[i].name,
"type": "armor",
"system": {
"description": actorData.armor[i].notes,
"cost": actorData.armor[i].cost,
"bonus": actorData.armor[i].armorPoints,
"equipped": actorData.armor[i].equipped
},
"img": "icons/svg/item-bag.svg",
})
}
// Weapons
for (let i = 0; i < actorData.weapons.length; i++) {
console.log(actorData.weapons[i]);
items.push({
"name": actorData.weapons[i].name,
"type": "weapon",
"system": {
"description": actorData.weapons[i].special,
"cost": actorData.weapons[i].cost,
"ranges": {
"short": 0,
"medium": 0,
"long": 0,
"value": actorData.weapons[i].weaponRange
},
"equipped": actorData.weapons[i].equipped,
"critEffect": actorData.weapons[i].critical,
"shots": actorData.weapons[i].shots,
"curShots": actorData.weapons[i].shots,
"ammo": actorData.weapons[i].magazines,
"shotsPerFire": "1",
"useAmmo": false,
"ammoType": "",
"critDmg": actorData.weapons[i].critical,
"critEffect": "",
"damage": actorData.weapons[i].damageString.replace("DMG", "")
},
"img": "icons/svg/item-bag.svg",
})
}
// Skills
for (let i = 0; i < actorData.skills.length; i++) {
if(actorData.skills[i] == undefined) continue;
console.log(actorData.skills[i]);
console.log(skillValues[actorData.skills[i].toLowerCase()]);
// Really betting for the app to only export base skills, if in the future
// they add custom skills, they'll need to be checked if they even exist
let words = actorData.skills[i].split(/(?=[A-Z])/);
let skillName = words.map(word => word.charAt(0).toUpperCase() + word.slice(1)).join(' ');
items.push({
"name": skillName,
"type": "skill",
"system": {
"description": "",
"bonus": skillValues[actorData.skills[i].toLowerCase()].value,
"rank": skillValues[actorData.skills[i].toLowerCase()].rank
},
"img": "icons/svg/item-bag.svg",
})
}
// Conditions
for (let i = 0; i < actorData.conditions.length; i++) {
// Same thing as skills
let conName = actorData.conditions[i].conditionType;
let words = conName.split(/(?=[A-Z])/);
let name = words.map(word => word.charAt(0).toUpperCase() + word.slice(1)).join(' ');
//-Minor consideration since the app eports heartAttack for both
if (actorData.characterClass == "android" && conName.toLowerCase() == "heartattack") {
name = "Short Circuit"
}
items.push({
"name": name,
"type": "condition",
"system": {
"description": conditions[conName.toLowerCase()],
"treatment": { "value": 0, "html": "" }
},
"img": "icons/svg/item-bag.svg",
})
}
newActor.items = items
} catch (err) {
console.error(err);
ui.notifications.error("Invalid JSON, make sure you exported it from the Mothership Companion App");
return;
}
// Ensure the type of the actor (e.g., 'character') is correctly set according to your system
newActor.type = 'character';
// Here we assume the actorData structure is correctly formed according to your system needs
// You might need additional checks/transformations depending on the JSON data structure
try {
await Actor.create(newActor);
ui.notifications.info("Character imported successfully!");
} catch (err) {
console.error(err);
ui.notifications.error("Failed to import character, check console for more details.");
}
}
let d = new Dialog({
title: "Mothership Companion JSON Import",
content: `
<form>
<div class="form-group">
<label>JSON File:</label>
<input type="file" id="json-upload" accept=".json">
</div>
</form>
`,
buttons: {
upload: {
label: "Upload",
callback: (html) => {
let fileInput = html.find('#json-upload')[0];
let file = fileInput.files[0];
let reader = new FileReader();
reader.onload = (event) => {
let contents = event.target.result;
createActorFromJson(contents);
};
reader.onerror = (event) => {
console.error(`File could not be read: ${event.target.error}`);
};
reader.readAsText(file);
}
}
},
default: "upload"
})
d.render(true);
/**
* Roll Macro from a Weapon.
* @param {string} itemName
* @return {Promise}
*/
function rollItemMacro(itemName) {
const speaker = ChatMessage.getSpeaker();
let actor;
if (speaker.token) actor = game.actors.tokens[speaker.token];
if (!actor) actor = game.actors.get(speaker.actor);
const item = actor ? actor.items.find(i => i.name === itemName) : null;
if (!item) return ui.notifications.warn(`Your controlled Actor does not have an item named ${itemName}`);
console.log();
if (item.type == "weapon") {
return actor.rollWeapon(item.id);
} else if (item.type == "item" || item.type == "armor" || item.type == "ability") {
return actor.printDescription(item.id);
} else if (item.type == "skill") {
return actor.rollSkill(item.id);
}
console.error("No item type found: " + item);
}
/**
* Roll Stat.
* @param {string} statName
* @return {Promise}
*/
function rollStatMacro() {
var selected = canvas.tokens.controlled;
const speaker = ChatMessage.getSpeaker();
if (selected.length == 0) {
selected = game.actors.tokens[speaker.token];
}
let actor;
if (speaker.token) actor = game.actors.tokens[speaker.token];
if (!actor) actor = game.actors.get(speaker.actor);
const stat = actor ? Object.entries(actor.system.stats) : null;
// if (stat == null) {
// ui.notifications.info("Stat not found on token");
// return;
// }
console.log(stat);
return actor.rollStatSelect(stat);
}
//find and tell the actor to run the tableRoll function
async function initRollTable(tableId,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison) {
//determine who to run the macro for
if (game.settings.get('mosh','macroTarget') === 'character') {
//is there a selected character? warn if no
if (!game.user.character) {
//warn player
game.mosh.noCharSelected();
} else {
//run the function for the player's 'Selected Character'
game.user.character.rollTable(tableId,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);
}
} else if (game.settings.get('mosh','macroTarget') === 'token') {
//is there a selected character? warn if no
if (!canvas.tokens.controlled.length) {
//warn player
game.mosh.noCharSelected();
} else {
//run the function for all selected tokens
canvas.tokens.controlled.forEach(function(token){
token.actor.rollTable(tableId,rollString,aimFor,zeroBased,checkCrit,rollAgainst,comparison);
});
}
}
//log what was done
console.log(`Initiated rollTable function with: tableId: ${tableId}, rollString: ${rollString}, aimFor: ${aimFor}, zeroBased: ${zeroBased}, checkCrit: ${checkCrit}, rollAgainst: ${rollAgainst}, comparison: ${comparison}`);
}
//find and tell the actor to run the rollCheck function
async function initRollCheck(rollString,aimFor,attribute,skill,skillValue,weapon) {
//determine who to run the macro for
if (game.settings.get('mosh','macroTarget') === 'character') {
//is there a selected character? warn if no
if (!game.user.character) {
//warn player
game.mosh.noCharSelected();
} else {
//run the function for the player's 'Selected Character'
game.user.character.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);
}
} else if (game.settings.get('mosh','macroTarget') === 'token') {
//is there a selected character? warn if no
if (!canvas.tokens.controlled.length) {
//warn player
game.mosh.noCharSelected();
} else {
//run the function for all selected tokens
canvas.tokens.controlled.forEach(function(token){
token.actor.rollCheck(rollString,aimFor,attribute,skill,skillValue,weapon);
});
}
}
//log what was done
console.log(`Initiated rollCheck function with: rollString: ${rollString}, aimFor: ${aimFor}, attribute: ${attribute}, skill: ${skill}, skillValue: ${skillValue}, weapon: ${weapon}`);
}
//find and tell the actor to run the modifyActor function
async function initModifyActor(fieldAddress,modValue,modRollString,outputChatMsg) {
//determine who to run the macro for
if (game.settings.get('mosh','macroTarget') === 'character') {
//is there a selected character? warn if no
if (!game.user.character) {
//warn player
game.mosh.noCharSelected();
} else {
//run the function for the player's 'Selected Character'
game.user.character.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);
}
} else if (game.settings.get('mosh','macroTarget') === 'token') {
//is there a selected character? warn if no
if (!canvas.tokens.controlled.length) {
//warn player
game.mosh.noCharSelected();
} else {
//run the function for all selected tokens
canvas.tokens.controlled.forEach(function(token){
token.actor.modifyActor(fieldAddress,modValue,modRollString,outputChatMsg);
});
}
}
//log what was done
console.log(`Initiated modifyActor function with: fieldAddress: ${fieldAddress}, modValue: ${modValue}, modRollString: ${modRollString}, outputChatMsg: ${outputChatMsg}`);
}
//tell the actor to run the function
async function initModifyItem(itemId,addAmount) {
//determine who to run the macro for
if (game.settings.get('mosh','macroTarget') === 'character') {
//is there a selected character? warn if no
if (!game.user.character) {
//warn player
game.mosh.noCharSelected();
} else {
//run the function for the player's 'Selected Character'
game.user.character.modifyItem(itemId,addAmount);
}
} else if (game.settings.get('mosh','macroTarget') === 'token') {
//is there a selected character? warn if no
if (!canvas.tokens.controlled.length) {
//warn player
game.mosh.noCharSelected();
} else {
//run the function for all selected tokens
canvas.tokens.controlled.forEach(function(token){
token.actor.modifyItem(itemId,addAmount);
});
}
}
//log what was done
console.log(`Initiated modifyItem function with: itemId: ${itemId}, addAmount: ${addAmount}`);
}
//tell user no character is selected
async function noCharSelected() {
//wrap the whole thing in a promise, so that it waits for the form to be interacted with
return new Promise(async (resolve) => {
//init vars
let errorMessage = ``;
//create error text based on current settings
if (game.settings.get('mosh','macroTarget') === 'character') {
errorMessage = `<h3>No Character Selected</h3>Macro Target is set to the currently selected character. To select a character, modify your User Configuration in the Players menu located in the lower-left of the interface.<br><br>If you prefer Macros to be run on the currently active token(s) in the scene, you should change your settings accordingly.<br><br>`;
} else if (game.settings.get('mosh','macroTarget') === 'token') {
errorMessage = `<h3>No Character Selected</h3>Macro Target is set to the currently selected token(s) in the scene. To select token(s), click or draw a box around token(s) in the current scene.<br><br>If you prefer Macros to be run on the currently selected character for your user, you should change your settings accordingly.<br><br>`;
}
//create final dialog data
const dialogData = {
title: `Macro Issue`,
content: errorMessage,
buttons: {}
};
//add buttons
//Ok
dialogData.buttons.cancel = {
label: `Ok`,
callback: () => { },
icon: '<i class="fas fa-check"></i>'
};
//render dialog
const dialog = new Dialog(dialogData).render(true);
//log what was done
console.log(`Told the user that no character was selected.`);
});
}