Shadowrun v4.11 (#5957)
* fix bug in bows * fix npc with new ini mod & skill changes * rename weapon specs and fix npcs * bug fixes
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@@ -1,4 +1,5 @@
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const processingFunctions = {
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convertIntegerNegative: number => number > 0 ? -Math.abs(number) : number,
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convertIntegersNegatives: numbers => {
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@@ -7,6 +8,7 @@ const processingFunctions = {
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}
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return numbers
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},
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findRepeatingField: trigger => trigger.split('_')[1],
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//Roll20 does not allow for Promises
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//getAttributes: array => new Promise((resolve, reject) => array ? getAttrs(array, v => resolve(v)) : reject(errorMessage('Function failed'))),
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getReprowid: trigger => {
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@@ -30,6 +32,11 @@ const processingFunctions = {
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sumIntegers: numbers => numbers.reduce((a,b) => a + b, 0),
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shadowrun: {
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addRepRow: (repRowID, attributeList) => {
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let weaponAttributeWithRepeatingRow = []
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attributeList.forEach(weaponAttribute => weaponAttributeWithRepeatingRow.push(`${repRowID}_${weaponAttribute}`))
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return weaponAttributeWithRepeatingRow
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},
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attributeFactory: attrs => {
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attrs = processingFunctions.shadowrun.findFlagInKeys(attrs) ? processingFunctions.shadowrun.processTempFlags(attrs) : attrs
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attrs = processingFunctions.parseIntegers(attrs)
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@@ -38,7 +45,7 @@ const processingFunctions = {
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attrs.base = attrs.total - attrs.bonus
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return attrs
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},
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conditionFactor: attrs => {
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conditionFactory: attrs => {
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attrs.attribute = processingFunctions.shadowrun.determineConditionAttribute(attrs)
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attrs.base = processingFunctions.shadowrun.determineConditionBase(attrs.sheet_type, attrs.drone_flag)
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attrs.modifier = attrs[processingFunctions.shadowrun.findModifierInKeys(attrs)]
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@@ -46,6 +53,11 @@ const processingFunctions = {
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attrs = processingFunctions.parseIntegers(attrs)
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return attrs
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},
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contructRepeatingWeaponAttributes: (repRowID, type) => {
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const attributeList = processingFunctions.shadowrun.determineWeaponAttributesByType(type)
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const constructedWeaponAttributes = processingFunctions.shadowrun.addRepRow(repRowID, attributeList)
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return constructedWeaponAttributes
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},
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buildDisplay: (base, bonus) => bonus === 0 ? base : `${base} (${base + bonus})`,
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calculateBonuses: attrs => {
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attrs.bonus = 0
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@@ -81,6 +93,7 @@ const processingFunctions = {
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},
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determineConditionBase: (type, drone) => drone ? 6 : type === 'vehicle' ? 12 : 8,
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determineConditionAttribute: attrs => attrs.willpower ? attrs.willpower : attrs.body ? attrs.body : attrs.device_rating ? attrs.device_rating : 0,
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determineWeaponAttributesByType: weaponType => weaponType === 'range' ? sheetAttributes.rangeAttributes : sheetAttributes.meleeAttribute,
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findFlagInKeys: attrs => Object.keys(attrs).find(key => key.includes('_flag')),
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findModifierInKeys: attrs => Object.keys(attrs).find(key => key.includes('_modifier')),
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processTempFlags: attrs => {
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@@ -94,10 +107,42 @@ const processingFunctions = {
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console.error(error)
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}
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},
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resetRepeatingFieldsPrimaries: (repeatingSection, repRowID) => {
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getSectionIDs(repeatingSection, ids => {
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let attributesWithIDs = [];
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let update = {};
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ids.forEach(id => attributesWithIDs.push(`${repeatingSection}_${id}_primary`))
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attributesWithIDs.forEach(attribute => !attribute.includes(repRowID) ? update[attribute] = 0 : false)
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setAttrs(update);
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})
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},
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shotsFired: (shots, trigger) => shots > 0 && trigger.includes('remove') ? shots -= 1 : trigger.includes('add') ? shots += 1 : shots,
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updateLimitTotal: attrs => {
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attrs.essence ? Math.ceil(attrs.essence) || 0 : false;
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return processingFunctions.shadowrun.calculateLimitTotal(Object.values(attrs))
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},
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resetPrimaryWeapon: type => {
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const resetPrimary = type === 'range' ? new PrimaryRangeWeapon(type) : new PrimaryMeleeWeapon(type)
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let update = {}
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for (let [key, value] of Object.entries(resetPrimary)) {
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update[key] = value
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}
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return update
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},
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updatePrimaryWeapons: attrs => {
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let update = {}
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for (let [key, value] of Object.entries(attrs)) {
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const type = processingFunctions.findRepeatingField(key)
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const getReprowid = processingFunctions.getReprowid(key)
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const weaponAttribute = key.split(`${getReprowid}_`)[1]
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const primaryAttributeName = key.includes('weapon') ? `primary_${type}_weapon` : `primary_${type}_weapon_${weaponAttribute}`
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update[primaryAttributeName] = value
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if (key.includes('ammo')) {
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update[`${primaryAttributeName}_max`] = value
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}
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}
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return update
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}
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}
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}
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