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roll20-character-sheets-tester/Numenera_NathasNumenera_English/NathasNumenera_Roll20_API.js
T
NathaTerrien c9a061a744 Numenera English Sheet v2.01
Release 2.01 (07/29/2014)
1. Updated **NathasNumenera_Roll20_CharacterSheet_Layout.htm**
1. More detailed "Advancement" section, with one field/attribute per
advancement per tier
2. After updating the layout in campaigns with existing characters, you
can delete the prospective old advancement attributes like "xp-edge",
"xp-stat"... (don't delete the "xp" attribute though !)
2. Updated **NathasNumenera_Roll20_API.js** : the numeneroll function
had a residual french word or two in the resulting chat text (on an
atuomatic success)
3. More detailed "Readme.md" with better layout
4. New screenshot/image
5. Updated sheet.json with the new screenshot
2014-07-29 18:41:11 +02:00

541 lines
24 KiB
JavaScript

//---------------------------------------------------------------------------------------------------------------------------------------------
function attrib(characterObj,attributeObjArray,newValue,tokenObj) {
//Change the value of one character's attribute
var attributeName = attributeObjArray[0].get("name");
var attributeValue = attributeObjArray[0].get("current");
var characterName = characterObj.get("name");
var maxValue = 0;
var finalValue = 0;
var attributeLib = "";
var checkState = 0;
// debug
// sendChat("", "/desc " + attributeName + " " + newValue + ".");
switch (attributeName) {
case "might" :
maxValue = parseInt(attributeObjArray[0].get("max"));
finalValue = parseInt(attributeValue) + parseInt(newValue);
attributeLib = "Might";
checkState = 1;
break;
case "speed" :
maxValue = parseInt(attributeObjArray[0].get("max"));
finalValue = parseInt(attributeValue) + parseInt(newValue);
attributeLib = "Speed";
checkState = 1;
break;
case "intellect" :
maxValue = parseInt(attributeObjArray[0].get("max"));
finalValue = parseInt(attributeValue) + parseInt(newValue);
attributeLib = "Intellect";
checkState = 1;
break;
default:
finalValue = newValue;
maxValue = newValue;
attributeLib = attributeName;
}
if (finalValue > maxValue) {
finalValue = maxValue;
}
else {
if (finalValue < 0) {
finalValue = 0;
};
};
//set the attribute
attributeObjArray[0].set("current", finalValue);
//if attribute was one of the stats, call the function to check the damage track and token's markers
if (checkState == 1) {
checkCharStates(characterObj,tokenObj);
};
//output
sendChat("character|"+characterObj.get("id"), "<span style='color:blue;'>" + attributeLib + "("+attributeName+")" + "</span> : " + attributeValue + " -> " + finalValue + ".");
};
//---------------------------------------------------------------------------------------------------------------------------------------------
function checkCharStates(characterObj,tokenObj) {
// check and sets the damage track, and markers on the character's token, according to the stats
var might = 0;
var speed = 0;
var intellect = 0;
var damage = 0;
var CurrentDamage = 0;
// reading all relevant stats and attributes from the character
might = parseInt(getAttrByName(characterObj.id, "might", "current"));
speed = parseInt(getAttrByName(characterObj.id, "speed", "current"));
intellect = parseInt(getAttrByName(characterObj.id, "intellect", "current"));
// calculating the damage track depending on the stats
// and setting the right markers depending on the damage track
if (might <= 0) {damage = damage +1};
if (speed <= 0) {damage = damage +1};
if (intellect <= 0) {damage = damage +1};
CurrentDamage = parseInt(getAttrByName(characterObj.id, "damage-track", "current"));
//sendChat("character|"+characterObj.get("id"), "Debug : Might = " + might + ", Damage Track = " + CurrentDamage + ", Damage = " + damage);
if (CurrentDamage != damage) {
var attDmgArray = findObjs({
_type: 'attribute',
name: "damage-track",
_characterid: characterObj.id
});
attDmgArray[0].set("current",damage);
switch (damage) {
case 0 : //hale / normal state
tokenObj.set("status_yellow",false);
tokenObj.set("status_red",false);
tokenObj.set("status_dead",false);
break;
case 1 : // impaired
tokenObj.set("status_yellow",true);
tokenObj.set("status_red",false);
tokenObj.set("status_dead",false);
break;
case 2 : // disabled
tokenObj.set("status_yellow",true);
tokenObj.set("status_red",true);
tokenObj.set("status_dead",false);
break;
case 3 : // dead
tokenObj.set("status_yellow",false);
tokenObj.set("status_red",false);
tokenObj.set("status_dead",true);
break;
}
};
};
//---------------------------------------------------------------------------------------------------------------------------------------------
function restChar(characterObj,tokenObj) {
//Total rest for the character/10 hours sleep
var characterName = characterObj.get("name");
// MIGHT
var attObjArray = findObjs({
_type: 'attribute',
name: "might",
_characterid: characterObj.id
});
attObjArray[0].set("current", attObjArray[0].get("max"));
// SPEED, taking account of the armor speed reduction
attObjArray = findObjs({
_type: 'attribute',
name: "speed",
_characterid: characterObj.id
});
var maxspeed = parseInt(attObjArray[0].get("max"));
var speedreduction = parseInt(getAttrByName(characterObj.id, "armor-speed-reduction", "current"));
attObjArray[0].set("current", maxspeed - speedreduction);
// INTELLECT
attObjArray = findObjs({
_type: 'attribute',
name: "intellect",
_characterid: characterObj.id
});
attObjArray[0].set("current", attObjArray[0].get("max"));
//Recovery rolls
attObjArray = findObjs({
_type: 'attribute',
name: "recovery-rolls",
_characterid: characterObj.id
});
attObjArray[0].set("current", "0");
//Markers & States & Damage track
checkCharStates(characterObj,tokenObj);
//output
sendChat("character|"+characterObj.get("id"), "<span style='color:green;'>is completly rested.</span>");
};
//---------------------------------------------------------------------------------------------------------------------------------------------
function initRoll(characterObj,tokenObj,efforts,rollBonus,statexp) {
// WARNING :
/// - Not the standard Numenera initiative roll : Add the effort and rollbonus to the roll and add it to the tracker.
// - Meant to be sorted/compared to (Level*3) of the NPCs/Creatures
// - Works only for characters, not for NPCs. Use a macro using the NCP/Creature level to add it to the tracker (level*3)
// - If used twice without reseting the turn tracker, the character's added twice ...
var charId = characterObj.get("id");
var speedPool = 0;
var speedEdge = 0;
var attrEffort = 0;
//getting the stats values
var attributeObjArray = findObjs({
_type: 'attribute',
name: 'speed',
_characterid: characterObj.id
});
if (attributeObjArray == false) {
sendChat("", "/desc ERROR : initRoll() : attribute 'speed' unknown.");
return;
} else {
speedPool=parseInt(attributeObjArray[0].get("current"));
};
speedEdge = parseInt(getAttrByName(characterObj.id, "speededge", "current"));
attrEffort = parseInt(getAttrByName(characterObj.id, "effort", "current"));
var damagetrack=parseInt(getAttrByName(characterObj.id, "damage-track", "current"));
var bonusToRoll = parseInt(rollBonus);
// Rolling the dice
var diceRoll = randomInteger(20);
// checking for appliable effort
// and calculating statpool cost
var effortsUsed = 0;
effortsUsed = parseInt(efforts);
var statExpense = parseInt(statexp);
var effortCost = 0;
var totalCost = 0;
if ((effortsUsed > 0) || (statExpense > 0)) {
if (effortsUsed > 0) {
if (effortsUsed > attrEffort) {
sendChat("character|"+charId, "<span style='color:red;'>tries to apply more effort ("+effortsUsed+") than (s)he's able to ("+attrEffort+").</span>");
return;
} else {
effortCost = 1 + (effortsUsed * (2+damagetrack) );
};
};
// effort cost is spent if the roll is not 20
if (diceRoll != 20) {
totalCost = effortCost + statExpense - speedEdge;
if (totalCost > speedPool) {
sendChat("character|"+charId, "<span style='color:red;'>tries to spend more Speed points ("+totalCost+") than (s)he has left ("+speedPool+").</span>");
return;
} else {
speedPool = speedPool - totalCost;
attributeObjArray[0].set("current",speedPool);
checkCharStates(characterObj,tokenObj);
};
};
};
// Calclating initiative
var finalRoll = diceRoll + (effortsUsed*3) + bonusToRoll;
var turnorder;
if(Campaign().get("turnorder") == "") {
turnorder = [];
} else turnorder = JSON.parse(Campaign().get("turnorder"));
turnorder.push({
id: tokenObj.id,
pr: finalRoll,
});
turnorder.sort(function(a,b) {
first = a.pr;
second = b.pr;
return second - first;
});
Campaign().set("turnorder", JSON.stringify(turnorder));
//output
// Checking result
var success = "<b><span style='color:blue;'>Initiative roll : " + finalRoll + "</span> (" + diceRoll + ")</b><ul style='list-style-type : disc;'>";
if ((effortsUsed > 0) || (statExpense > 0)) {
success = success + "<li>Spending " + totalCost + " Speed points (" + effortCost + "+" + statExpense + "-" + speedEdge + ").</li>";
};
if (effortsUsed > 0) {
success = success + "<li>Applying " + effortsUsed + " <u>Effort(s)</u>.</li>";
};
if (bonusToRoll != 0) {
success = success + "<li>With a roll <u>Bonus</u> of " + bonusToRoll + ".</li>";
};
sendChat("character|"+charId, ""+success+"</ul>");
};
//---------------------------------------------------------------------------------------------------------------------------------------------
function numeneRoll(characterObj,tokenObj,statName,difficulty,efforts,rollBonus,statexp,whoRolled) {
// ROll D20 with eventual might, speed or intellect effort(s), versus a difficulty (optional),
// with optional appiable effort, optional bonus to the roll,
// and optional more stat points expenditure (like a special ability cost and/or damage effort)
// difficulty is the level of difficulty, not the target number. The target number is calculated by the function.
// if difficulty is 0, the roll still happens, but is not confronted to any difficulty
// stat pool is diminished except if it rolls 20
// checkstate is called is stat pool is dimished
var charId = characterObj.get("id");
//checking the character damage track
var damagetrack=parseInt(getAttrByName(characterObj.id, "damage-track", "current"));
if (damagetrack > 1) {
sendChat("character|"+charId, "<span style='color:red;'>can't take action (debilitated or dead).</span>");
return;
};
// checking the stat
var attributeName = "";
var edgename = "";
if(statName == "might" || statName == "speed" || statName == "intellect") {
attributeName = statName;
edgename = statName + "edge";
// Stat text to show in chat
var attNameInChat = "";
switch (statName) {
case "might" :
attNameInChat = "Might";
break;
case "speed" :
attNameInChat = "Speed";
break;
case "intellect" :
attNameInChat = "Intellect";
break;
}
} else {
sendChat("", "/desc ERROR : numeneRoll() : stat " + statName + " unknown.");
return;
};
//getting the stats values
var attrPool = 0;
var attrEdge = 0;
var attrEffort = 0;
var attributeObjArray = findObjs({
_type: 'attribute',
name: attributeName,
_characterid: characterObj.id
});
if (attributeObjArray == false) {
sendChat("", "/desc ERROR : numeneRoll() : attribute " + attributeName + " unknown.");
return;
} else {
attrPool=parseInt(attributeObjArray[0].get("current"));
};
attrEdge = parseInt(getAttrByName(characterObj.id, edgename, "current"));
attrEffort = parseInt(getAttrByName(characterObj.id, "effort", "current"));
//Checking the bonus to roll
var bonusToRoll = parseInt(rollBonus);
if( bonusToRoll >= 3 ) {
sendChat("character|"+charId, "<span style='color:red;'>bonus of 3 or more ("+bonusToRoll+") are not authorized (lower the Level/Difficulty with an Asset instead)</span>.");
return;
};
// Rolling the dice
var diceRoll = randomInteger(20);
var finalRoll = diceRoll + bonusToRoll;
// checking for appliable effort
// and calculating statpool cost
var effortsUsed = 0;
effortsUsed = parseInt(efforts);
var statExpense = parseInt(statexp);
var effortCost = 0;
var totalCost = 0;
if ((effortsUsed > 0) || (statExpense > 0)) {
if (effortsUsed > 0) {
if (effortsUsed > attrEffort) {
sendChat("character|"+charId, "<span style='color:red;'>tries to apply more effort ("+effortsUsed+") than (s)he's able to ("+attrEffort+").</span>");
return;
} else {
effortCost = 1 + (effortsUsed * (2+damagetrack) );
};
};
// effort cost is spent if the roll is not 20
if (diceRoll != 20) {
totalCost = effortCost + statExpense - attrEdge;
if (totalCost > attrPool) {
sendChat("character|"+charId, "<span style='color:red;'>tries to spend more stat points ("+totalCost+") than (s)he has left ("+attrPool+").</span>");
return;
} else {
attrPool = attrPool - totalCost;
attributeObjArray[0].set("current",attrPool);
checkCharStates(characterObj,tokenObj);
};
};
};
//computing target task
var targetRoll = 0;
if (parseInt(difficulty) > 0) {
targetRoll = (parseInt(difficulty)-effortsUsed)*3;
};
// Checking result
var success = "<b><span style='color:blue;'>" + attNameInChat + " roll</span></b><ul style='list-style-type : disc;'>";
var specialEffect = "";
if ((effortsUsed > 0) || (statExpense > 0)) {
success = success + "<li>Spending " + totalCost + " point(s) (" + effortCost + "+" + statExpense + "-" + attrEdge + ").</li>";
};
if (effortsUsed > 0) {
success = success + "<li>Applying " + effortsUsed + " <u>Effort(s)</u>.</li>";
};
if (bonusToRoll != 0) {
success = success + "<li>With a <u>Bonus</u> of " + bonusToRoll + ".</li>";
};
// If not an automatic success or a known difficulty
if (targetRoll > 0) {
success = success + "<li>Against a <u>Difficulty</u> of " + difficulty + " (final target : " + targetRoll + ").</li>";
if( finalRoll >= targetRoll) {
success = success + "<li><strong><span style='color:green;'>Success (" + diceRoll+"+"+bonusToRoll+" = "+finalRoll + ")!</span></strong></li>";
}
else{
success = success + "<li><strong><span style='color:red;'>Failure (" + diceRoll+"+"+bonusToRoll+" = "+finalRoll + ")!</span></strong></li>";
};
//special dice roll result treatment
if (diceRoll == 1) {
specialEffect = "<li><u>Effect</u> : <span style='color:red;'>+2 damage (Defense roll) or free GM Intrusion!</span></li>";
} else {
if (damagetrack == 0) {
// if character is haled, special success is possible
switch (diceRoll) {
case 17:
specialEffect = "<li><u>Effect</u>: <span style='color:green;'>+1 damage (Attack/Ability roll).</span></li>";
break;
case 18:
specialEffect = "<li><u>Effect</u>: <span style='color:green;'>+2 damage (Attack/Ability roll).</span></li>";
break;
case 19:
specialEffect = "<li><u>Effect</u>: <span style='color:green;'>+3 damage (Attack/Ability roll) or Minor Effect.</span></li>";
break;
case 20:
specialEffect = "<li><u>Effect</u>: <span style='color:green;'>+3 damage (Attack/Ability roll) or Major Effect. Stat pool points not spent.</span></li>";
break;
default:
specialEffect = "";
}
} else if (diceRoll == 20) {
// if character is impaired
specialEffect = "<li><u>Effect</u> : <span style='color:green;'>Stat pool points not spent.</span></li>";
};
};
} else { // automatic success or no known difficulty
if (parseInt(difficulty) > 0) {
success = success + "<li><strong><span style='color:green;'>And automatically succeeds (Difficulty " + difficulty + ")!</span></strong></li>";
} else {
success = success + "<li><u>Result</u> : <strong>" + finalRoll + ".</strong></li>";
};
};
//output
sendChat("character|"+charId, ""+success+specialEffect+"</ul>");
};
//---------------------------------------------------------------------------------------------------------------------------------------------
function recoveryRoll(characterObj,tokenObj){
var charId = characterObj.get("id");
var recovObjArray = findObjs({
_type: 'attribute',
name: "recovery-rolls",
_characterid: charId
});
if (recovObjArray == false) {
sendChat("", "ERROR : No attribute 'recovery-rolls' !");
return;
};
var recrolls=parseInt(recovObjArray[0].get("current"));
//Is a complete rest of 10 hours needed ?
if (recrolls == 3) {
sendChat("character|"+charId, "<span style='color:red;'>can't do a recovery roll (has to rest for 10 hours).</span>");
return;
};
var recovbonus = parseInt(getAttrByName(charId, "recoverybonus", "current"));
var curRecLib = "";
var nextRecLib = "";
switch (recrolls) {
case 0 :
curRecLib = "1 action";
nextRecLib = "10 minutes";
break;
case 1 :
curRecLib = "10 minutes";
nextRecLib = "1 hour";
break;
case 2 :
curRecLib = "1 hour";
nextRecLib = "Long rest (10 hours)";
break;
}
recrolls=recrolls+1;
recovObjArray[0].set("current",recrolls);
var recovery = randomInteger(6)+recovbonus;
var output = "<b><span style='color:blue;'>Recovery roll </span></b> : <ul style='list-style-type : disc;'>";
output = output + "<li>Rests for <b>" + curRecLib + "</b>.</li>"
output = output + "<li><b><span style='color:green;'>" + recovery + " points</span></b> to allocate to Stats.</li>"
output = output + "<li>Next rest will require : <b>" + nextRecLib + "</b>.</li>";
sendChat("character|" + charId, "" + output +"</ul>");
};
//---------------------------------------------------------------------------------------------------------------------------------------------
on("chat:message", function(msg) {
if (msg.type == "api") {
// sendChat("", "/desc TEST API.");
if(!msg.selected) {
sendChat("", "/desc Select a character token and try again...");
return; //quit if nothing selected
};
if (msg.content.indexOf("!nathanum-") !== 0) {
// sendChat("", "/desc Fonction inconnue.");
return;
} else {
var functionCalled = msg.content.split(" ")[0];
};
if (functionCalled == "!nathanum-numeneroll") {
var Parameters = msg.content.split("!nathanum-numeneroll ")[1];
var tokenId = Parameters.split("|")[0];
var tokenObj=getObj("graphic", tokenId);
var charId = tokenObj.get("represents");
if(charId != "") {
var characterObj = getObj("character", charId);
} else {
sendChat("","The selected token doesn't represent a character.");
return false;
};
var statName = Parameters.split("|")[1];
var difficulty = parseInt(Parameters.split("|")[2]);
var effortsUsed = parseInt(Parameters.split("|")[3]);
var rollbonus = parseInt(Parameters.split("|")[4]);
var statexp = parseInt(Parameters.split("|")[5]);
numeneRoll(characterObj,tokenObj,statName,difficulty,effortsUsed,rollbonus,statexp,msg.who);
return;
};
if (functionCalled == "!nathanum-attrib") {
var Parameters = msg.content.split("!nathanum-attrib ")[1];
var tokenId = Parameters.split("|")[0];
var attributeName = Parameters.split("|")[1];
var newValue = Parameters.split("|")[2];
var tokenObj=getObj("graphic", tokenId);
var charId = tokenObj.get("represents");
if(charId != "") {
var characterObj = getObj("character", charId);
} else {
sendChat("","The selected token doesn't represent a character.");
return false;
};
var attributeObjArray = findObjs({
_type: 'attribute',
name: attributeName,
_characterid: characterObj.id
});
if (attributeObjArray == false) return;
attrib(characterObj,attributeObjArray,newValue,tokenObj);
return;
};
if (functionCalled == "!nathanum-recoveryroll") {
var tokenId = msg.content.split("!nathanum-recoveryroll ")[1];
var tokenObj=getObj("graphic", tokenId);
var charId = tokenObj.get("represents");
if(charId != "") {
var characterObj = getObj("character", charId);
} else {
sendChat("","The selected token doesn't represent a character.");
return false;
};
recoveryRoll(characterObj,tokenObj);
return;
};
if (functionCalled == "!nathanum-initroll") {
var Parameters = msg.content.split("!nathanum-initroll ")[1];
var tokenId = Parameters.split("|")[0];
var tokenObj=getObj("graphic", tokenId);
var charId = tokenObj.get("represents");
if(charId != "") {
var characterObj = getObj("character", charId);
} else {
sendChat("","The selected token doesn't represent a character.");
return false;
};
var effortsUsed = parseInt(Parameters.split("|")[1]);
var rollbonus = parseInt(Parameters.split("|")[2]);
var statexp = parseInt(Parameters.split("|")[3]);
initRoll(characterObj,tokenObj,effortsUsed,rollbonus,statexp);
return;
};
if (functionCalled == "!nathanum-restchar") {
var Parameters = msg.content.split("!nathanum-restchar ")[1];
var tokenId = Parameters.split("|")[0];
var tokenObj=getObj("graphic", tokenId);
var charId = tokenObj.get("represents");
if(charId != "") {
var characterObj = getObj("character", charId);
} else {
sendChat("","The selected token doesn't represent a character.");
return false;
};
restChar(characterObj,tokenObj);
return;
};
};
});
//---------------------------------------------------------------------------------------------------------------------------------------------