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roll20-character-sheets-tester/Stars_Without_Number_Revised/Source/workers.js
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/* global getAttrs, setAttrs, getSectionIDs, generateRowID, on ,removeRepeatingRow, _, getTranslationByKey */
(function () {
"use strict";
// Data constants
const sheetName = "Stars Without Number (revised)";
const sheetVersion = "2.1.0";
const translate = getTranslationByKey;
const attributes = ["strength", "dexterity", "constitution", "intelligence", "wisdom", "charisma"];
const effortAttributes = ["wisdom_mod", "constitution_mod", "psionics_extra_effort",
"skill_biopsionics", "skill_precognition", "skill_telepathy", "skill_teleportation",
"skill_telekinesis", "skill_metapsionics"
];
const shipStatEvent = [
...["hardpoints", "power", "mass"].map(x => `change:repeating_ship-weapons:weapon_${x}`),
...["power", "mass"].map(x => `change:repeating_ship-defenses:defense_${x}`),
...["power", "mass"].map(x => `change:repeating_ship-fittings:fitting_${x}`),
"change:ship_power", "change:ship_mass", "change:ship_hardpoints",
"remove:repeating_ship-weapons", "remove:repeating_ship-defenses",
"remove:repeating_ship-fittings"
].join(" ");
const weaponSkills = [
"skill_shoot", "skill_punch", "skill_stab", "skill_combat_energy",
"skill_combat_gunnery", "skill_combat_primitive", "skill_combat_projectile",
"skill_combat_psitech", "skill_combat_unarmed", "skill_telekinesis"
];
const weaponDisplayEvent = [
...["attack", "name", "skill_bonus", "attribute_mod", "damage", "shock","shock_damage",
"shock_ac", "skill_to_damage"].map(x => `change:repeating_weapons:weapon_${x}`),
"remove:repeating_weapons", "change:attack_bonus",
...weaponSkills.map(name => `change:${name}`),
].join(" ");
const skills = {
revised: ["administer", "connect", "exert", "fix", "heal", "know", "lead",
"notice", "perform", "pilot", "program", "punch", "shoot", "sneak", "stab",
"survive", "talk", "trade", "work"],
first: ["artist", "athletics", "bureaucracy", "business", "combat_energy", "combat_gunnery",
"combat_primitive", "combat_projectile", "combat_psitech", "combat_unarmed", "computer",
"culture_alien", "culture_criminal", "culture_spacer", "culture_traveller", "culture_one",
"culture_two", "culture_three", "exosuit", "gambling", "history", "instructor", "language",
"leadership", "navigation", "perception", "persuade", "profession", "religion", "science",
"security", "stealth", "steward", "survival", "tactics", "tech_astronautic", "tech_maltech",
"tech_medical", "tech_postech", "tech_pretech", "tech_psitech", "vehicle_air", "vehicle_grav",
"vehicle_land", "vehicle_space", "vehicle_water"],
psionic: ["biopsionics", "metapsionics", "precognition", "telekinesis", "telepathy", "teleportation"],
};
// HD AC AB Damage #attacks move morale skills saves armor_type
const statblockData = {
barbarian_hero: ["6", "16", "8", "Weapon+3", "1", "10m", "11", "3", "12", "PRIMITIVE"],
barbarian_tribal: ["1", "12", "2", "Weapon", "1", "10m", "8", "1", "15", "PRIMITIVE"],
civilian_security_bot: ["1", "15", "1", "1d8[Stun]", "1", "10m", "12", "1", "15"],
companion_bot: ["1", "12", "0", "1d2[Unarmed]", "1", "10m", "6", "1", "15"],
elite_fighter: ["3", "16", "4", "Weapon+1", "1", "10m", "10", "2", "14", "COMBAT"],
gang_boss: ["3", "14", "4", "Weapon+1", "1", "10m", "9", "2", "15"],
gang_member: ["1", "12", "1", "Weapon", "1", "10m", "7", "1", "15"],
geneengineered_killer: ["4", "16", "5", "Weapon+1", "1", "15m", "10", "2", "13"],
geneengineered_murder_beast: ["10", "18", "10", "1d10", "4", "20m", "12", "3", "10"],
greater_lone_predator: ["5", "16", "6", "1d10", "2", "10m", "9", "2", "12"],
heavy_warbot: ["6", "18", "8", "2d8[Plasma]", "2", "15m", "10", "2", "12"],
heroic_fighter: ["6", "16", "8", "Weapon+3", "1", "10m", "11", "3", "12", "COMBAT"],
industrial_work_bot: ["2", "15", "0", "1d10[Crush]", "1", "5", "8", "1", "14"],
janitor_bot: ["1", "14", "0", "Unarmed", "1", "5m", "8", "1", "15"],
large_aggressive_prey_animal: ["5", "13", "4", "1d10", "1", "15m", "8", "1", "12"],
large_pack_hunter: ["2", "14", "2", "1d6", "1", "15m", "9", "1", "14"],
legendary_fighter: ["10", "20", "12", "Weapon+4", "2", "10m", "12", "5", "10", "POWERED"],
lesser_lone_predator: ["3", "14", "4", "1d8", "2", "15m", "8", "2", "14"],
martial_human: ["1", "10", "1", "Weapon", "1", "10m", "8", "1", "15"],
military_elite: ["3", "16", "4", "Weapon+1", "1", "10m", "10", "2", "14", "COMBAT"],
military_soldier: ["1", "16", "1", "Weapon", "1", "10m", "9", "1", "15", "COMBAT"],
normal_human: ["1", "10", "0", "Unarmed", "1", "10m", "6", "1", "15"],
peaceful_human: ["1", "10", "0", "Unarmed", "1", "10m", "6", "1", "15"],
pirate_king: ["7", "18", "9", "Weapon+2", "1", "10m", "11", "3", "12", "POWERED"],
police_officer: ["1", "14", "1", "Weapon", "1", "10m", "8", "1", "15"],
repair_bot: ["1", "14", "0", "1d6[Tool]", "1", "10m", "8", "1", "15"],
serial_killer: ["6", "12", "8", "Weapon+3", "1", "10m", "12", "3", "12"],
skilled_professional: ["1", "10", "0", "Weapon", "1", "10m", "6", "2", "15"],
small_pack_hunter: ["1", "13", "1", "1d4", "1", "15m", "8", "1", "15"],
small_vicious_beast: ["1hp", "14", "1", "1d2", "1", "10m", "7", "1", "15"],
soldier_bot: ["2", "16", "1", "Weapon", "1", "10m", "10", "1", "14"],
terrifying_apex_predator: ["8", "16", "8", "1d10", "2", "20m", "9", "2", "11"],
veteran_fighter: ["2", "14", "2", "Weapon+1", "1", "10m", "9", "1", "14"],
warrior_tyrant: ["8", "20", "10", "Weapon+3", "1", "10m", "11", "3", "11", "POWERED"]
};
const shipData = {
defenses: {
ablative_hull_compartments: {
class: "CAPITAL",
effect: `+1 ${translate("AC")}, +20 ${translate("MAXIMUM_HIT_POINTS").toLowerCase()}.`,
mass: "2#",
name: translate("ABLATIVE_HULL_COMPARTMENTS"),
power: "5",
},
augmented_plating: {
class: "FIGHTER",
effect: `+2 ${translate("AC")}, -1 ${translate("SPEED")}.`,
mass: "1#",
name: translate("AUGMENTED_PLATING"),
power: "0",
},
boarding_countermeasures: {
class: "FRIGATE",
effect: translate("BOARDING_COUNTERMEASURES_DESC"),
mass: "1#",
name: translate("BOARDING_COUNTERMEASURES"),
power: "2",
},
burst_ecm_generator: {
class: "FRIGATE",
effect: translate("BURST_ECM_GENERATOR_DESC"),
mass: "1#",
name: translate("BURST_ECM_GENERATOR"),
power: "2",
},
foxer_drones: {
class: "CRUISER",
effect: translate("FOXER_DRONES_DESC"),
mass: "1#",
name: translate("FOXER_DRONES"),
power: "2",
},
grav_eddy_displacer: {
class: "FRIGATE",
effect: translate("GRAV_EDDY_DISPLACER_DESC"),
mass: "2#",
name: translate("GRAV_EDDY_DISPLACER"),
power: "5",
},
hardened_polyceramic_overlay: {
class: "FIGHTER",
effect: translate("HARDENED_POLYCERAMIC_OVERLAY_DESC"),
mass: "1#",
name: translate("HARDENED_POLYCERAMIC_OVERLAY"),
power: "0",
},
planetary_defense_array: {
class: "FRIGATE",
effect: translate("PLANETARY_DEFENSE_ARRAY_DESC"),
mass: "2#",
name: translate("PLANETARY_DEFENSE_ARRAY"),
power: "4",
},
point_defense_lasers: {
class: "FRIGATE",
effect: translate("POINT_DEFENSE_LASERS_DESC"),
mass: "2#",
name: translate("POINT_DEFENSE_LASERS"),
power: "3",
},
},
fittings: {
advanced_lab: {
class: "FRIGATE",
effect: translate("ADVANCED_LAB_DESC"),
mass: "2",
name: translate("ADVANCED_LAB"),
power: "1#",
},
advanced_nav_computer: {
class: "FRIGATE",
effect: translate("ADVANCED_NAV_COMPUTER_DESC"),
mass: "0",
name: translate("ADVANCED_NAV_COMPUTER"),
power: "1#",
},
amphibious_operation: {
class: "FIGHTER",
effect: translate("AMPHIBIOUS_OPERATION_DESC"),
mass: "1#",
name: translate("AMPHIBIOUS_OPERATION"),
power: "1",
},
armory: {
class: "FRIGATE",
effect: translate("ARMORY_DESC"),
mass: "0",
name: translate("ARMORY"),
power: "0",
},
atmospheric_configuration: {
class: "FIGHTER",
effect: translate("ATMOSPHERIC_CONFIGURATION_DESC"),
mass: "1#",
name: translate("ATMOSPHERIC_CONFIGURATION"),
power: "0",
},
auto_targeting_system: {
class: "FIGHTER",
effect: translate("AUTO_TARGETING_SYSTEM_DESC"),
mass: "0",
name: translate("AUTO_TARGETING_SYSTEM"),
power: "1",
},
automation_support: {
class: "FIGHTER",
effect: translate("AUTOMATION_SUPPORT_DESC"),
mass: "1",
name: translate("AUTOMATION_SUPPORT"),
power: "2",
},
boarding_tubes: {
class: "FRIGATE",
effect: translate("BOARDING_TUBES_DESC"),
mass: "1",
name: translate("BOARDING_TUBES"),
power: "0",
},
cargo_lighter: {
class: "FRIGATE",
effect: translate("CARGO_LIGHTER_DESC"),
mass: "2",
name: translate("CARGO_LIGHTER"),
power: "0",
},
cargo_space: {
class: "FIGHTER",
effect: translate("CARGO_SPACE_DESC"),
mass: "1",
name: translate("CARGO_SPACE"),
power: "0",
},
cold_sleep_pods: {
class: "FRIGATE",
effect: translate("COLD_SLEEP_PODS_DESC"),
mass: "1",
name: translate("COLD_SLEEP_PODS"),
power: "1",
},
colony_core: {
class: "FRIGATE",
effect: translate("COLONY_CORE_DESC"),
mass: "2#",
name: translate("COLONY_CORE"),
power: "4",
},
drill_course_regulator: {
class: "FRIGATE",
effect: translate("DRILL_COURSE_REGULATOR_DESC"),
mass: "1",
name: translate("DRILL_COURSE_REGULATOR"),
power: "1#",
},
spike_drive_2: {
class: "FIGHTER",
effect: translate("SPIKE_DRIVE_2_DESC"),
mass: "1#",
name: translate("SPIKE_DRIVE_2"),
power: "1#",
},
spike_drive_3: {
class: "FIGHTER",
effect: translate("SPIKE_DRIVE_3_DESC"),
mass: "2#",
name: translate("SPIKE_DRIVE_3"),
power: "2#",
},
spike_drive_4: {
class: "FRIGATE",
effect: translate("SPIKE_DRIVE_4_DESC"),
mass: "3#",
name: translate("SPIKE_DRIVE_4"),
power: "2#",
},
spike_drive_5: {
class: "FRIGATE",
effect: translate("SPIKE_DRIVE_5_DESC"),
mass: "3#",
name: translate("SPIKE_DRIVE_5"),
power: "3#",
},
spike_drive_6: {
class: "CRUISER",
effect: translate("SPIKE_DRIVE_6_DESC"),
mass: "4#",
name: translate("SPIKE_DRIVE_6"),
power: "3#",
},
drop_pod: {
class: "FRIGATE",
effect: translate("DROP_POD_DESC"),
mass: "2",
name: translate("DROP_POD"),
power: "0",
},
emissions_dampers: {
class: "FIGHTER",
effect: translate("EMISSIONS_DAMPERS_DESC"),
mass: "1#",
name: translate("EMISSIONS_DAMPERS"),
power: "1#",
},
exodus_bay: {
class: "CRUISER",
effect: translate("EXODUS_BAY_DESC"),
mass: "2#",
name: translate("EXODUS_BAY"),
power: "1#",
},
extended_life_support: {
class: "FIGHTER",
effect: translate("EXTENDED_LIFE_SUPPORT_DESC"),
mass: "1#",
name: translate("EXTENDED_LIFE_SUPPORT"),
power: "1#",
},
extended_medbay: {
class: "FRIGATE",
effect: translate("EXTENDED_MEDBAY_DESC"),
mass: "1",
name: translate("EXTENDED_MEDBAY"),
power: "1",
},
extended_store: {
class: "FIGHTER",
effect: translate("EXTENDED_STORE_DESC"),
mass: "1#",
name: translate("EXTENDED_STORE"),
power: "0",
},
fuel_bunkers: {
class: "FIGHTER",
effect: translate("FUEL_BUNKERS_DESC"),
mass: "1",
name: translate("FUEL_BUNKERS"),
power: "0",
},
fuel_scoops: {
class: "FRIGATE",
effect: translate("FUEL_SCOOPS_DESC"),
mass: "1#",
name: translate("FUEL_SCOOPS"),
power: "2",
},
hydroponic_production: {
class: "CRUISER",
effect: translate("HYDROPONIC_PRODUCTION_DESC"),
mass: "2#",
name: translate("HYDROPONIC_PRODUCTION"),
power: "1#",
},
lifeboats: {
class: "FRIGATE",
effect: translate("LIFEBOATS_DESC"),
mass: "1",
name: translate("LIFEBOATS"),
power: "0",
},
luxury_cabins: {
class: "FRIGATE",
effect: translate("LUXURY_CABINS_DESC"),
mass: "1#",
name: translate("LUXURY_CABINS"),
power: "1",
},
mobile_extractor: {
class: "FRIGATE",
effect: translate("MOBILE_EXTRACTOR_DESC"),
mass: "1",
name: translate("MOBILE_EXTRACTOR"),
power: "2",
},
mobile_factory: {
class: "CRUISER",
effect: translate("MOBILE_FACTORY_DESC"),
mass: "2#",
name: translate("MOBILE_FACTORY"),
power: "3",
},
precognitive_nav_chamber: {
class: "FRIGATE",
effect: translate("PRECOGNITIVE_NAV_CHAMBER_DESC"),
mass: "0",
name: translate("PRECOGNITIVE_NAV_CHAMBER"),
power: "1",
},
psionic_anchorpoint: {
class: "FRIGATE",
effect: translate("PSIONIC_ANCHORPOINT_DESC"),
mass: "0",
name: translate("PSIONIC_ANCHORPOINT"),
power: "3",
},
sensor_mask: {
class: "FRIGATE",
effect: translate("SENSOR_MASK_DESC"),
mass: "0",
name: translate("SENSOR_MASK"),
power: "1#",
},
ship_bay_fighter: {
class: "CRUISER",
effect: translate("SHIP_BAY_FIGHTER_DESC"),
mass: "2",
name: translate("SHIP_BAY_FIGHTER"),
power: "0",
},
ship_bay_frigate: {
class: "CAPITAL",
effect: translate("SHIP_BAY_FRIGATE_DESC"),
mass: "4",
name: translate("SHIP_BAY_FRIGATE"),
power: "1",
},
ships_locker: {
class: "FRIGATE",
effect: translate("SHIPS_LOCKER_DESC"),
mass: "0",
name: translate("SHIPS_LOCKER"),
power: "0",
},
shiptender_mount: {
class: "FRIGATE",
effect: translate("SHIPTENDER_MOUNT_DESC"),
mass: "1",
name: translate("SHIPTENDER_MOUNT"),
power: "1",
},
smugglers_hold: {
class: "FIGHTER",
effect: translate("SMUGGLERS_HOLD_DESC"),
mass: "1",
name: translate("SMUGGLERS_HOLD"),
power: "0",
},
survey_sensor_array: {
class: "FRIGATE",
effect: translate("SURVEY_SENSOR_ARRAY_DESC"),
mass: "1",
name: translate("SURVEY_SENSOR_ARRAY"),
power: "2",
},
system_drive: {
class: "FIGHTER",
effect: translate("SYSTEM_DRIVE_DESC"),
mass: "-2#",
name: translate("SYSTEM_DRIVE"),
power: "-1#",
},
teleportation_pads: {
class: "FRIGATE",
effect: translate("TELEPORTATION_PADS_DESC"),
mass: "1",
name: translate("TELEPORTATION_PADS"),
power: "1",
},
tractor_beams: {
class: "FRIGATE",
effect: translate("TRACTOR_BEAMS_DESC"),
mass: "1",
name: translate("TRACTOR_BEAMS"),
power: "2",
},
vehicle_transport_fittings: {
class: "FRIGATE",
effect: translate("VEHICLE_TRANSPORT_FITTINGS_DESC"),
mass: "1#",
name: translate("VEHICLE_TRANSPORT_FITTINGS"),
power: "0",
},
workshop: {
class: "FRIGATE",
effect: translate("WORKSHOP_DESC"),
mass: "0.5#",
name: translate("WORKSHOP"),
power: "1",
},
},
hulltypes: {
battleship: {
ship_ac: "16",
ship_armor: "20",
ship_class: "CAPITAL",
ship_crew_max: "1000",
ship_crew_min: "200",
ship_hardpoints_max: "15",
ship_hp_max: "100",
ship_mass_max: "50",
ship_power_max: "75",
ship_speed: "0",
},
bulk_freighter: {
ship_ac: "11",
ship_armor: "0",
ship_class: "CRUISER",
ship_crew_max: "40",
ship_crew_min: "10",
ship_hardpoints_max: "2",
ship_hp_max: "40",
ship_mass_max: "25",
ship_power_max: "15",
ship_speed: "0",
},
carrier: {
ship_ac: "14",
ship_armor: "10",
ship_class: "CAPITAL",
ship_crew_max: "1500",
ship_crew_min: "300",
ship_hardpoints_max: "4",
ship_hp_max: "75",
ship_mass_max: "100",
ship_power_max: "50",
ship_speed: "0",
},
corvette: {
ship_ac: "13",
ship_armor: "10",
ship_class: "FRIGATE",
ship_crew_max: "40",
ship_crew_min: "10",
ship_hardpoints_max: "6",
ship_hp_max: "40",
ship_mass_max: "15",
ship_power_max: "15",
ship_speed: "2",
},
fleet_cruiser: {
ship_ac: "14",
ship_armor: "15",
ship_class: "CRUISER",
ship_crew_max: "200",
ship_crew_min: "50",
ship_hardpoints_max: "10",
ship_hp_max: "60",
ship_mass_max: "30",
ship_power_max: "50",
ship_speed: "1",
},
free_merchant: {
ship_ac: "14",
ship_armor: "2",
ship_class: "FRIGATE",
ship_crew_max: "6",
ship_crew_min: "1",
ship_hardpoints_max: "2",
ship_hp_max: "20",
ship_mass_max: "15",
ship_power_max: "10",
ship_speed: "3",
},
heavy_frigate: {
ship_ac: "15",
ship_armor: "10",
ship_class: "FRIGATE",
ship_crew_max: "120",
ship_crew_min: "30",
ship_hardpoints_max: "8",
ship_hp_max: "50",
ship_mass_max: "20",
ship_power_max: "25",
ship_speed: "1",
},
large_station: {
ship_ac: "17",
ship_armor: "20",
ship_class: "CAPITAL",
ship_crew_max: "1000",
ship_crew_min: "100",
ship_hardpoints_max: "30",
ship_hp_max: "120",
ship_mass_max: "75",
ship_power_max: "125",
ship_speed: "",
},
patrol_boat: {
ship_ac: "14",
ship_armor: "5",
ship_class: "FRIGATE",
ship_crew_max: "20",
ship_crew_min: "5",
ship_hardpoints_max: "4",
ship_hp_max: "25",
ship_mass_max: "10",
ship_power_max: "15",
ship_speed: "4",
},
small_station: {
ship_ac: "11",
ship_armor: "5",
ship_class: "CRUISER",
ship_crew_max: "200",
ship_crew_min: "20",
ship_hardpoints_max: "10",
ship_hp_max: "120",
ship_mass_max: "40",
ship_power_max: "50",
ship_speed: "",
},
strike_fighter: {
ship_ac: "16",
ship_armor: "5",
ship_class: "FIGHTER",
ship_crew_max: "1",
ship_crew_min: "1",
ship_hardpoints_max: "1",
ship_hp_max: "8",
ship_mass_max: "2",
ship_power_max: "5",
ship_speed: "5",
},
shuttle: {
ship_ac: "11",
ship_armor: "0",
ship_class: "FIGHTER",
ship_crew_max: "10",
ship_crew_min: "1",
ship_hardpoints_max: "1",
ship_hp_max: "15",
ship_mass_max: "5",
ship_power_max: "3",
ship_speed: "3",
},
},
weapons: {
charged_particle_caster: {
class: "FRIGATE",
damage: "3d6",
hardpoints: "2",
name: translate("CHARGED_PARTICLE_CASTER"),
mass: "1",
power: "10",
qualities: `${translate("AP")} 15, ${translate("CLUMSY")}`,
},
flak_emitter_battery: {
class: "FRIGATE",
damage: "2d6",
hardpoints: "1",
name: translate("FLAK_EMITTER_BATTERY"),
mass: "3",
power: "5",
qualities: `${translate("AP")} 10, ${translate("FLAK")}`,
},
fractal_impact_charge: {
ammo: "4",
class: "FIGHTER",
damage: "2d6",
hardpoints: "1",
name: translate("FRACTAL_IMPACT_CHARGE"),
mass: "1",
power: "5",
qualities: `${translate("AP")} 15`,
},
gravcannon: {
class: "CRUISER",
damage: "4d6",
hardpoints: "3",
name: translate("GRAVCANNON"),
mass: "4",
power: "15",
qualities: `${translate("AP")} 20`,
},
lightning_charge_mantle: {
class: "CAPITAL",
damage: "1d20",
hardpoints: "2",
name: translate("LIGHTNING_CHARGE_MANTLE"),
mass: "5",
power: "15",
qualities: `${translate("AP")} 5, ${translate("CLOUD")}`,
},
mag_spike_array: {
ammo: "5",
class: "FRIGATE",
damage: "2d6+2",
hardpoints: "2",
name: translate("MAG_SPIKE_ARRAY"),
mass: "2",
power: "5",
qualities: `${translate("AP")} 10, ${translate("FLAK")}`,
},
mass_cannon: {
ammo: "4",
class: "CAPITAL",
damage: "2d20",
hardpoints: "4",
name: translate("MASS_CANNON"),
mass: "5",
power: "10",
qualities: `${translate("AP")} 20`,
},
multifocal_laser: {
class: "FIGHTER",
damage: "1d4",
hardpoints: "1",
name: translate("MULTIFOCAL_LASER"),
mass: "1",
power: "5",
qualities: `${translate("AP")} 20`,
},
nuclear_missiles: {
ammo: "5",
class: "FRIGATE",
damage: "",
hardpoints: "2",
name: translate("NUCLEAR_MISSILES"),
mass: "1",
power: "5",
qualities: "",
},
plasma_beam: {
class: "FRIGATE",
damage: "3d6",
hardpoints: "2",
name: translate("PLASMA_BEAM"),
mass: "2",
power: "5",
qualities: `${translate("AP")} 10`,
},
polyspectral_mes_beam: {
class: "FIGHTER",
damage: "2d4",
hardpoints: "1",
name: translate("POLYSPECTRAL_MES_BEAM"),
mass: "1",
power: "5",
qualities: `${translate("AP")} 25`,
},
reaper_battery: {
class: "FIGHTER",
damage: "3d4",
hardpoints: "1",
name: translate("REAPER_BATTERY"),
mass: "1",
power: "4",
qualities: translate("CLUMSY"),
},
sandthrower: {
class: "FIGHTER",
damage: "2d4",
hardpoints: "1",
name: translate("SANDTHROWER"),
mass: "1",
power: "3",
qualities: translate("FLAK"),
},
singularity_gun: {
class: "CAPITAL",
damage: "5d20",
hardpoints: "5",
name: translate("SINGULARITY_GUN"),
mass: "10",
power: "25",
qualities: `${translate("AP")} 25`,
},
smart_cloud: {
class: "CRUISER",
damage: "3d10",
hardpoints: "2",
name: translate("SMART_CLOUD"),
mass: "5",
power: "10",
qualities: `${translate("CLOUD")}, ${translate("CLUMSY")}`,
},
spike_inversion_projector: {
class: "CRUISER",
damage: "3d8",
hardpoints: "3",
name: translate("SPIKE_INVERSION_PROJECTOR"),
mass: "3",
power: "10",
qualities: `${translate("AP")} 15`,
},
spinal_beam_cannon: {
class: "CRUISER",
damage: "3d10",
hardpoints: "3",
name: translate("SPINAL_BEAM_CANNON"),
mass: "5",
power: "10",
qualities: `${translate("AP")} 15, ${translate("CLUMSY")}`,
},
torpedo_launcher: {
ammo: "4",
class: "FRIGATE",
damage: "3d8",
hardpoints: "1",
name: translate("TORPEDO_LAUNCHER"),
mass: "3",
power: "10",
qualities: `${translate("AP")} 20`,
},
vortex_tunnel_inductor: {
class: "CAPITAL",
damage: "3d20",
hardpoints: "4",
name: translate("VORTEX_TUNNEL_INDUCTOR"),
mass: "10",
power: "20",
qualities: `${translate("AP")} 20, ${translate("CLUMSY")}`,
},
},
};
/* Utility functions */
const sign = (value) => {
const val = parseInt(value) || 0;
if (val >= 0) return `+${val}`;
else return `${val}`;
};
const sum = (list) => list.reduce((m, c) => m + (parseInt(c) || 0), 0);
const buildLink = (caption, ability, last) => `[${caption}${!last ? "," : ""}](~${ability})`;
const mySetAttrs = (setting, values, ...rest) => {
// This is a version of setAttrs that expects an extra values parameter
// (as received from getAttrs). It will only set values in setting that differ
// from their current value on the sheet. The intention is to not
// set values unnecessarily (it's expensive) and to reduce bloat
// in the Attributes & Abilities tab.
Object.keys(setting).forEach(k => {
if (String(values[k]) === String(setting[k])) delete setting[k];
});
setAttrs(setting, ...rest);
};
const fillRepeatingSectionFromData = (sName, data, callback) => {
// Populates the repeating section repeating_${SName} with new
// rows from the data array. Every entry of the array is expected
// to be an object, and its key/value pairs will be written into
// the repeating section as a new row.
callback = callback || (() => {});
const createdIDs = [],
getRowID = () => {
while (true) {
let newID = generateRowID();
if (!createdIDs.includes(newID)) {
createdIDs.push(newID);
return newID;
}
}
};
const setting = data.map(o => {
const newID = getRowID();
return Object.entries(o).reduce((m, [key, value]) => {
m[`repeating_${sName}_${newID}_${key}`] = String(value);
return m;
}, {});
}).reduce((m, o) => Object.assign(m, o), {});
setAttrs(setting, {}, callback);
};
/* Calculations */
const calculateSaves = () => {
getAttrs([...attributes.map(attr => `${attr}_mod`), "level",
"homebrew_luck_save", "save_physical", "save_mental", "save_evasion", "save_luck"], v => {
const base = 16 - (parseInt(v.level) || 1);
const setting = {
save_physical: base - (Math.max(parseInt(v.strength_mod), parseInt(v.constitution_mod)) || 0),
save_mental: base - (Math.max(parseInt(v.charisma_mod), parseInt(v.wisdom_mod)) || 0),
save_evasion: base - (Math.max(parseInt(v.intelligence_mod), parseInt(v.dexterity_mod)) || 0)
};
if (v.homebrew_luck_save === "1") setting.save_luck = base;
mySetAttrs(setting, v);
});
};
const calculateEffort = () => {
getAttrs([...effortAttributes, "psionics_total_effort"], v => {
const attrBonus = Math.max(parseInt(v.wisdom_mod), parseInt(v.constitution_mod)) || 0,
skillBonus = Math.max(...skills.psionic.map(x => parseInt(v[`skill_${x}`]) || 0));
const psionics_total_effort = 1 + attrBonus + skillBonus + (parseInt(v.psionics_extra_effort) || 0);
mySetAttrs({ psionics_total_effort }, v);
});
};
const calculateAC = () => {
getAttrs(["dexterity_mod", "armor_ac", "innate_ac", "npc", "AC"], v => {
const AC = Math.max(parseInt(v.armor_ac) || 0, parseInt(v.innate_ac) || 0) +
(parseInt(v.dexterity_mod) || 0);
if (v.npc != "1") mySetAttrs({AC}, v);
});
};
const calculateMaxStrain = () => {
getAttrs(["constitution", "strain_max"], v => {
mySetAttrs({
strain_max: v.constitution
}, v);
});
};
const calculateMod = (attr) => {
getAttrs([attr, `${attr}_bonus`, `${attr}_mod`], v => {
const mod = (value => {
if (value >= 18) return 2;
else if (value >= 14) return 1;
else if (value >= 8) return 0;
else if (value >= 4) return -1;
else return -2;
})(parseInt(v[attr]) || 10);
const setting = {
[`${attr}_mod`]: String(mod + (parseInt(v[`${attr}_bonus`]) || 0))
};
mySetAttrs(setting, v, {
silent: false
}, () => {
calculateSaves();
generateWeaponDisplay();
if (attr === "dexterity") calculateAC();
});
});
};
const calculateNextLevelXP = () => {
var xp = [0, 3, 6, 12, 18, 27, 39, 54, 72, 93];
getAttrs(["level", "setting_xp_scheme"], v => {
if (v.setting_xp_scheme === "xp") {
if (v.level < 10) {
setAttrs({
xp_next: xp[v.level]
});
}
else {
setAttrs({
xp_next: 93 + ((v.level - 9) * 24)
});
}
}
else if (v.setting_xp_scheme === "money") {
setAttrs({
xp_next: 2500 * (2 * v.level)
});
}
});
};
const calculateGearReadiedStowed = () => {
getSectionIDs("repeating_gear", gearIDs => {
getSectionIDs("repeating_weapons", weaponIDs => {
const attrs = [
...gearIDs.map(id => `repeating_gear_${id}_gear_encumbrance`),
...gearIDs.map(id => `repeating_gear_${id}_gear_status`),
...weaponIDs.map(id => `repeating_weapons_${id}_weapon_encumbrance`),
...weaponIDs.map(id => `repeating_weapons_${id}_weapon_status`),
"armor_encumbrance",
"gear_readied", "gear_readied_max", "gear_readied_over",
"gear_stowed", "gear_stowed_max", "gear_stowed_over",
];
getAttrs(attrs, v => {
const [gear_readied, gear_stowed] = weaponIDs.reduce((m, id) => {
if (v[`repeating_weapons_${id}_weapon_status`] === "READIED")
m[0] += parseInt(v[`repeating_weapons_${id}_weapon_encumbrance`]) || 0;
else if (v[`repeating_weapons_${id}_weapon_status`] === "STOWED")
m[1] += parseInt(v[`repeating_weapons_${id}_weapon_encumbrance`]) || 0;
return m;
}, gearIDs.reduce((m, id) => {
if (v[`repeating_gear_${id}_gear_status`] === "READIED")
m[0] += parseInt(v[`repeating_gear_${id}_gear_encumbrance`]) || 0;
else if (v[`repeating_gear_${id}_gear_status`] === "STOWED")
m[1] += parseInt(v[`repeating_gear_${id}_gear_encumbrance`]) || 0;
return m;
}, [parseInt(v.armor_encumbrance) || 0, 0]));
const gear_readied_over = (gear_readied > parseInt(v.gear_readied_max)) ? "1" : "0";
const gear_stowed_over = (gear_stowed > parseInt(v.gear_stowed_max)) ? "1" : "0";
const setting = {gear_readied, gear_stowed, gear_readied_over, gear_stowed_over};
mySetAttrs(setting, v, {silent: true});
});
});
});
};
const calculateGearReadiedStowedMax = () => {
getAttrs(["strength", "gear_readied_max", "gear_stowed_max"], v => {
if (v.strength)
mySetAttrs({
gear_readied_max: Math.floor((parseInt(v.strength) || 0) / 2),
gear_stowed_max: v.strength,
}, v);
});
};
const generateWeaponDisplay = () => {
// Generates the weapon menu and sets the display of weapons
// in display mode in one go.
getSectionIDs("repeating_weapons", idArray => {
const prefixes = idArray.map(id => `repeating_weapons_${id}`);
const sourceAttrs = [
...prefixes.map(prefix => `${prefix}_weapon_attack`),
...prefixes.map(prefix => `${prefix}_weapon_name`),
...prefixes.map(prefix => `${prefix}_weapon_skill_bonus`),
...prefixes.map(prefix => `${prefix}_weapon_attribute_mod`),
...prefixes.map(prefix => `${prefix}_weapon_damage`),
...prefixes.map(prefix => `${prefix}_weapon_shock`),
...prefixes.map(prefix => `${prefix}_weapon_shock_damage`),
...prefixes.map(prefix => `${prefix}_weapon_shock_ac`),
...prefixes.map(prefix => `${prefix}_weapon_skill_to_damage`),
...prefixes.map(prefix => `${prefix}_weapon_attack_display`),
...prefixes.map(prefix => `${prefix}_weapon_damage_display`),
...attributes.map(attr => `${attr}_mod`),
...weaponSkills,
"attack_bonus",
"macro_weapons"
];
getAttrs(sourceAttrs, v => {
const setting = {};
const baseAttackBonus = parseInt(v.attack_bonus) || 0;
prefixes.forEach(prefix => {
const attrBonus = parseInt(v[(v[`${prefix}_weapon_attribute_mod`] || "").slice(2, -1)]) || 0;
const skillBonus = parseInt(v[(v[`${prefix}_weapon_skill_bonus`] || "").slice(2, -1)]) ||
parseInt(v[`${prefix}_weapon_skill_bonus`]) || 0;
const damageBonus = attrBonus +
((v[`${prefix}_weapon_skill_to_damage`] === "@{weapon_skill_bonus}") ? skillBonus : 0);
const weaponDamage = (v[`${prefix}_weapon_damage`] === "0") ? "" : v[`${prefix}_weapon_damage`];
const shockString = (v[`${prefix}_weapon_shock`] !== "0") ? `, ${
(parseInt(v[`${prefix}_weapon_shock_damage`])||0) + damageBonus
}\xa0${translate("SHOCK").toLowerCase()}${
v[`${prefix}_weapon_shock_ac`] ? ` ${translate("VS_AC_LEQ")} ${v[`${prefix}_weapon_shock_ac`]}` : ""
}` : "";
const attack = baseAttackBonus + (parseInt(v[`${prefix}_weapon_attack`]) || 0) +
((skillBonus === -1) ? -2 : skillBonus) + attrBonus;
const damage = weaponDamage + (weaponDamage ?
((damageBonus === 0) ? "" : ((damageBonus > 0) ? ` + ${damageBonus}` : ` - ${-damageBonus}`)) :
damageBonus);
setting[`${prefix}_weapon_attack_display`] = (attack >= 0) ? `+${attack}` : attack;
setting[`${prefix}_weapon_damage_display`] = `${damage || 0}\xa0${translate("DAMAGE").toLowerCase()}${shockString}`;
});
setting.macro_weapons = prefixes.map((prefix, index) => {
const label = `${v[`${prefix}_weapon_name`]} (${setting[`${prefix}_weapon_attack_display`]})`;
return buildLink(label, `${prefix}_attack`, index === prefixes.length - 1);
}).join(" ");
mySetAttrs(setting, v, {
silent: true
});
});
});
};
const handleAmmoAPI = (sName) => {
const formula = (sName === "weapons") ? "[[-1 - @{weapon_burst}]]" : "-1" ;
getSectionIDs(`repeating_${sName}`, idArray => {
getAttrs([
"setting_use_ammo",
...idArray.map(id => `repeating_${sName}_${id}_weapon_use_ammo`),
...idArray.map(id => `repeating_${sName}_${id}_weapon_api`)
], v => {
const setting = idArray.reduce((m, id) => {
m[`repeating_${sName}_${id}_weapon_api`] =
(v.setting_use_ammo === "1" && v[`repeating_${sName}_${id}_weapon_use_ammo`] !== "0") ?
`\n!modattr --mute --charid @{character_id} --repeating_${sName}_${id}_weapon_ammo|${formula}`
: "";
return m;
}, {});
mySetAttrs(setting, v, { silent: true });
});
});
};
/**
* Validations
*/
const validateTab = () => {
getAttrs(["tab", "npc"], v => {
if (v.tab === "character" && v.npc === "1") setAttrs({tab: "npc"});
if (v.tab === "npc" && v.npc === "0") setAttrs({tab: "character"});
});
};
const validateSuperTab = () => {
getAttrs(["setting_super_type", "tab_super"], v => {
const setting = {};
if (v.setting_super_type === "magic") setting.tab_super = "magic";
if (v.setting_super_type === "psionics") setting.tab_super = "psionics";
mySetAttrs(setting, v);
});
};
const validateStrain = () => {
getAttrs(["strain", "strain_permanent", "strain_max"], v => {
const currentStrain = parseInt(v.strain) || 0,
permanentStrain = parseInt(v.strain_permanent) || 0,
strain = Math.min(parseInt(v.strain_max), Math.max(currentStrain, permanentStrain));
if (strain !== currentStrain) setAttrs({ strain });
});
};
const validateWeaponSkills = (ids) => {
// Makes sure that the select for the weapon skill is never in an invalid state.
const prefixes = (ids && ids.map(id => `repeating_weapons_${id}`)) || ["repeating_weapons"];
getAttrs(["homebrew_skill_list", ...prefixes.map(p => `${p}_weapon_skill_bonus`)], v => {
const revisedList = ["@{skill_shoot}", "@{skill_punch}", "@{skill_stab}", "@{skill_telekinesis}", "0"],
firstList = ["@{skill_combat_energy}", "@{skill_combat_gunnery}", "@{skill_combat_primitive}", "@{skill_combat_projectile}",
"@{skill_combat_psitech}", "@{skill_combat_unarmed}", "@{skill_telekinesis}", "0"
],
type = v.homebrew_skill_list,
setting = {};
prefixes.forEach(prefix => {
if (type === "revised" && !revisedList.includes(v[`${prefix}_weapon_skill_bonus`]))
setting[`${prefix}_weapon_skill_bonus`] = "@{skill_shoot}";
if (type === "first" && !firstList.includes(v[`${prefix}_weapon_skill_bonus`]))
setting[`${prefix}_weapon_skill_bonus`] = "@{skill_combat_energy}";
});
setAttrs(setting);
});
};
/* NPC */
const fillNPC = () => {
getAttrs(["npc_stat_block"], (v) => {
if (v.npc_stat_block && statblockData[v.npc_stat_block]) {
const [
HD, AC, npc_attack_bonus, damage, attacks, npc_move,
npc_morale, npc_skills, npc_saves, armor_type
] = statblockData[v.npc_stat_block];
const setting = { AC, npc_attack_bonus, npc_move, npc_morale, npc_skills, npc_saves};
if (armor_type) setting.npc_armor_type = armor_type;
if (HD.includes("hp")) setting.HP = HD.replace("hp", "");
else setting.npc_hd = HD;
setAttrs(setting);
if(damage !== "Unarmed") {
const newAttack = {
attack_ab: npc_attack_bonus,
attack_damage: damage,
attack_name: translate("ATTACK"),
attack_number: attacks
};
fillRepeatingSectionFromData("npc-attacks", [ newAttack ]);
}
}
});
};
const addNPCAttackBonus = () => {
getAttrs(["repeating_npc-attacks_attack_ab", "npc_attack_bonus"], v => {
if (String(v["repeating_npc-attacks_attack_ab"]) === "0") {
setAttrs({
["repeating_npc-attacks_attack_ab"]: v.npc_attack_bonus
});
}
});
};
const setNPCMultiAttacks = () => {
getSectionIDs("repeating_npc-attacks", idArray => {
const sourceAttrs = [
...idArray.map(id => `repeating_npc-attacks_${id}_attack_number`),
"npc_roll_full_attack"
];
getAttrs(sourceAttrs, v => {
const setting = idArray.reduce((m, id) => {
if (v.npc_roll_full_attack === "1") {
const num = parseInt(v[`repeating_npc-attacks_${id}_attack_number`]) || 1;
const macro = [2,3,4].map(n => {
if (n <= num)
return `{{attack${n}=[[1d20 + @{attack_ab} @{attack_burst} @{modifier_query}]]}} ` +
`{{damage${n}=[[@{attack_damage} @{attack_burst}]]}} `;
else return "";
}).join("");
m[`repeating_npc-attacks_${id}_attack_extra_macro`] = macro;
} else {
m[`repeating_npc-attacks_${id}_attack_extra_macro`] = "";
}
return m;
}, {});
setAttrs(setting);
});
});
};
const handleNPCRollHide = () => {
const types = ["hp", "initiative", "save", "skill", "morale", "reaction"];
getAttrs(["npc_rolls_hidden", ...types.map(x => `npc_${x}_hidden`)], v => {
const setting = types.reduce((m, n) => {
m[`npc_${n}_hidden`] = v.npc_rolls_hidden;
return m;
}, {});
mySetAttrs(setting, v);
});
};
/* Menu builder */
const buildSaveMenu = () => {
getAttrs(["homebrew_luck_save", "macro_saves"], v => {
const macro_saves = buildLink(`^{PHYSICAL} (v@{save_physical})`, ("save_physical")) + " " +
buildLink(`^{MENTAL} (v@{save_mental})`, ("save_mental")) + " " +
buildLink(`^{EVASION} (v@{save_evasion})`, ("save_evasion"), v.homebrew_luck_save !== "1") +
((v.homebrew_luck_save === "1") ?
(" " + buildLink(`^{LUCK} (v@{save_luck})`, ("save_luck"), true)) : "");
mySetAttrs({ macro_saves }, v);
});
};
const buildSkillMenu = () => {
getSectionIDs("repeating_skills", idArray => {
const namedSkills = [
"culture_one",
"culture_two",
"culture_three",
"culture_alien",
"profession"
];
const sourceAttrs = [
...skills.revised.map(sk => `skill_${sk}`),
...skills.first.map(sk => `skill_${sk}`),
"homebrew_skill_list",
"macro_skills",
...idArray.map(id => `repeating_skills_${id}_skill_name`),
...idArray.map(id => `repeating_skills_${id}_skill`),
];
getAttrs(sourceAttrs, v => {
const skillList = (v.homebrew_skill_list === "revised") ? skills.revised :
((v.homebrew_skill_list === "first") ? skills.first : []);
const macro_skills = [
...skillList.map((skill, index) => {
if (namedSkills.includes(skill))
return buildLink(`@{skill_${skill}_name} (${sign(v[`skill_${skill}`])})`, `skill_${skill}`);
else return buildLink(`^{${skill.toUpperCase()}} (${sign(v[`skill_${skill}`])})`,
`skill_${skill}`, (index + 1 === skillList.length) && idArray.length === 0);
}),
...idArray.map((id, index) => {
const prefix = `repeating_skills_${id}_skill`;
return buildLink(`${v[`${prefix}_name`]} (${sign(v[prefix])})`, prefix, index + 1 === idArray.length);
})
].join(" ");
mySetAttrs({ macro_skills }, v);
});
});
};
const buildPsionicsMenu = () => {
getSectionIDs("repeating_techniques", techniqueIDs => {
getSectionIDs("repeating_psychic-skills", skillIDs => {
const sourceAttrs = [
...skills.psionic.map(sk => `skill_${sk}`),
"setting_super_type",
"macro_psionics",
...skillIDs.map(id => `repeating_psychic-skills_${id}_skill_name`),
...skillIDs.map(id => `repeating_psychic-skills_${id}_skill`),
...techniqueIDs.map(id => `repeating_techniques_${id}_technique_name`),
];
getAttrs(sourceAttrs, v => {
if (v.setting_super_type == "magic" || v.setting_super_type == "neither") return;
const macro_psionics = [
...skills.psionic.map((skill, index) => {
return buildLink(`^{${skill.toUpperCase()}} (${sign(v[`skill_${skill}`])})`, `skill_${skill}`, index === 5 && skillIDs.length === 0);
}),
...skillIDs.map(id => {
const prefix = `repeating_psychic-skills_${id}_skill`;
return buildLink(`${v[`${prefix}_name`]} (${sign(v[prefix])})`, prefix);
})
].join(" ") + (techniqueIDs.length ? "\n\n" : "") +
techniqueIDs.map(id => buildLink(v[`repeating_techniques_${id}_technique_name`],
`repeating_techniques_${id}_technique`)).join(" ");
mySetAttrs({ macro_psionics }, v);
});
});
});
};
const buildMagicMenu = () => {
getSectionIDs("repeating_spells", spellIDs => {
getSectionIDs("repeating_magic-skills", skillIDs => {
const sourceAttrs = [
"skill_magic", "skill_magic2", "skill_magic2_name",
"setting_super_type", "macro_magic",
...skillIDs.map(id => `repeating_magic-skills_${id}_skill_name`),
...skillIDs.map(id => `repeating_magic-skills_${id}_skill`),
...spellIDs.map(id => `repeating_spells_${id}_spell_name`),
];
getAttrs(sourceAttrs, v => {
if (v.setting_super_type == "psionics" || v.setting_super_type == "neither") return;
const macro_magic = [
buildLink(`^{MAGIC} (${sign(v.skill_magic)})`, ("skill_magic"), skillIDs.length === 0 && !v.skill_magic2_name),
(v.skill_magic2_name ? buildLink(`@{skill_magic2_name} (${sign(v.skill_magic2)})`, ("skill_magic2"), skillIDs.length === 0) : ""),
...skillIDs.map(id => {
const prefix = `repeating_magic-skills_${id}_skill`;
return buildLink(`${v[`${prefix}_name`]} (${sign(v[prefix])})`, prefix);
})
].join(" ") + (spellIDs.length ? "\n\n" : "") +
spellIDs.map(id => buildLink(v[`repeating_spells_${id}_spell_name`], `repeating_spells_${id}_spell`)).join(" ");
mySetAttrs({ macro_magic }, v);
});
});
});
};
const buildShipWeaponsMenu = () => {
getSectionIDs("repeating_ship-weapons", idArray => {
const sourceAttrs = [
...idArray.map(id => `repeating_ship-weapons_${id}_weapon_name`),
...idArray.map(id => `repeating_ship-weapons_${id}_weapon_attack_bonus`),
"macro_ship_weapons"
];
getAttrs(sourceAttrs, v => {
const macro_ship_weapons = idArray.map((id, index) => {
const title = v[`repeating_ship-weapons_${id}_weapon_name`] +
` ${sign(v[`repeating_ship-weapons_${id}_weapon_attack_bonus`])}`;
return buildLink(title, `repeating_ship-weapons_${id}_attack`, index + 1 === idArray.length);
}).join(" ");
mySetAttrs({ macro_ship_weapons }, v);
});
});
};
const buildAttacksMenu = () => {
getSectionIDs("repeating_npc-attacks", idArray => {
const sourceAttrs = [
...idArray.map(id => `repeating_npc-attacks_${id}_attack_name`),
...idArray.map(id => `repeating_npc-attacks_${id}_attack_ab`),
...idArray.map(id => `repeating_npc-attacks_${id}_attack_number`),
"macro_npc_attacks"
];
getAttrs(sourceAttrs, v => {
const macro_npc_attacks = idArray.map((id, index) => {
const title = v[`repeating_npc-attacks_${id}_attack_name`] +
` ${sign(v[`repeating_npc-attacks_${id}_attack_ab`])}` +
((v[`repeating_npc-attacks_${id}_attack_number`] != "1") ?
` (${v[`repeating_npc-attacks_${id}_attack_number`]} attacks)` : "");
return buildLink(title, `repeating_npc-attacks_${id}_attack`, index + 1 === idArray.length);
}).join(" ");
mySetAttrs({ macro_npc_attacks }, v);
});
});
};
const buildAbilitiesMenu = () => {
getSectionIDs("repeating_npc-abilities", idArray => {
const sourceAttrs = [
...idArray.map(id => `repeating_npc-abilities_${id}_ability_name`),
"macro_npc_abilities"
];
getAttrs(sourceAttrs, v => {
const macro_npc_abilities = idArray.map((id, index) => {
return buildLink(v[`repeating_npc-abilities_${id}_ability_name`],
`repeating_npc-abilities_${id}_ability`,index + 1 === idArray.length);
}).join(" ");
mySetAttrs({ macro_npc_abilities }, v);
});
});
};
const buildStatblock = () => {
const sourceAttrs = [
"npc",
"macro_npc_abilities",
"macro_npc_attacks",
"macro_statblock",
];
getAttrs(sourceAttrs, v => {
if (v.npc !== "1") return;
const macroList = [
`[**^{SAVES}** v@{npc_saves},](~npc_save) [**^{SKILLS}** +@{npc_skills},](~npc_skill) `,
`[**^{MORALE}** v@{npc_morale}](~npc_morale)\n`,
`[**^{INITIATIVE}** d8,](~npc_initiative) [**^{REACTION}** 2d6,](~npc_reaction) `,
`**Move** @{npc_move}\n`
];
if (v.macro_npc_attacks) macroList.push("\n**Attacks:** @{macro_npc_attacks}");
if (v.macro_npc_abilities) macroList.push("\n**Abilities:** @{macro_npc_abilities}");
mySetAttrs({ macro_statblock: macroList.join("")}, v);
});
};
/* Translations */
const setTranslatedDefaults = () => {
const specialSkills = {
skill_culture_alien_name: { trans: `${translate("CULTURE_ALIEN")}/`, default: "Culture/Alien/" },
skill_culture_one_name: { trans: `${translate("CULTURE")}/`, default: "Culture/" },
skill_culture_two_name: { trans: `${translate("CULTURE")}/`, default: "Culture/" },
skill_culture_three_name: { trans: `${translate("CULTURE")}/`, default: "Culture/" },
skill_profession_name: { trans: `${translate("PROFESSION")}/`, default: "Profession/"},
};
getAttrs([...Object.keys(specialSkills), "homebrew_skill_list"], v => {
if (v.homebrew_skill_list === "first") {
const setting = {};
Object.entries(specialSkills).forEach(([name, data]) => {
if (v[name] === data.default && v[name] !== data.trans) setting[name] = data.trans;
});
setAttrs(setting);
}
});
};
const handleAttributeQueries = () => {
// Attribute query magic to set the global query variables according to
// translations and the state of the setting_skill_query attribute.
const attrQueries = attributes.map(attr => {
const translated = translate(attr.toUpperCase());
return `${translated},+ @{${attr}_mod}[${translated}]]]&#125;&#125; ` +
`{{attribute= + ${translate(`${attr.toUpperCase()}_SHORT`)}&#125;&#125;`;
}).concat([`${translate("NONE")},]]&#125;&#125;`]);
getAttrs(["attribute_query_none", "setting_skill_query",
...attributes.map(a => `attribute_query_${a.slice(0,3)}`)], v => {
if (v.setting_skill_query === "hover" || v.setting_skill_query === "hide") {
mySetAttrs({
attribute_query_str: `+ @{strength_mod}[${translate("STRENGTH")}]]]}} {{attribute= + ${translate(`STRENGTH_SHORT`)}}}`,
attribute_query_dex: `+ @{dexterity_mod}[${translate("DEXTERITY")}]]]}} {{attribute= + ${translate(`DEXTERITY_SHORT`)}}}`,
attribute_query_con: `+ @{constitution_mod}[${translate("CONSTITUTION")}]]]}} {{attribute= + ${translate(`CONSTITUTION_SHORT`)}}}`,
attribute_query_int: `+ @{intelligence_mod}[${translate("INTELLIGENCE")}]]]}} {{attribute= + ${translate(`INTELLIGENCE_SHORT`)}}}`,
attribute_query_wis: `+ @{wisdom_mod}[${translate("WISDOM")}]]]}} {{attribute= + ${translate(`WISDOM_SHORT`)}}}`,
attribute_query_cha: `+ @{charisma_mod}[${translate("CHARISMA")}]]]}} {{attribute= + ${translate(`CHARISMA_SHORT`)}}}`,
attribute_query_none: `]]}}`,
}, v);
}
else if (v.setting_skill_query === "query") {
mySetAttrs({
attribute_query_str: `?{${translate("ATTRIBUTE")}|${[attrQueries[0], ...attrQueries.slice(1)].join("|")}}`,
attribute_query_dex: `?{${translate("ATTRIBUTE")}|${[attrQueries[1], attrQueries[0], ...attrQueries.slice(2)].join("|")}}`,
attribute_query_con: `?{${translate("ATTRIBUTE")}|${[attrQueries[2], ...attrQueries.slice(0,2), ...attrQueries.slice(3)].join("|")}}`,
attribute_query_int: `?{${translate("ATTRIBUTE")}|${[attrQueries[3], ...attrQueries.slice(0,3), ...attrQueries.slice(4)].join("|")}}`,
attribute_query_wis: `?{${translate("ATTRIBUTE")}|${[attrQueries[4], ...attrQueries.slice(0,4), ...attrQueries.slice(5)].join("|")}}`,
attribute_query_cha: `?{${translate("ATTRIBUTE")}|${[attrQueries[5], ...attrQueries.slice(0,5), attrQueries[6]].join("|")}}`,
attribute_query_none: `?{${translate("ATTRIBUTE")}|${[attrQueries[6], ...attrQueries.slice(0,6)].join("|")}}`,
}, v);
}
});
};
const handleModifierQuery = () => {
getAttrs(["modifier_query", "setting_modifier_query"], v => {
if (String(v.setting_modifier_query) === "1") {
mySetAttrs({
modifier_query: `+ ?{${translate("MODIFIER")}|0}[${translate("MODIFIER_SHORT")}]`,
}, v);
}
else mySetAttrs({modifier_query: " "}, v);
});
};
const setTranslatedQueries = () => {
getAttrs(["burst_query", "extra_hp_query", "translation_numdice", "proficient_query", "skill_name_query"], v => {
const setting = {
burst_query: `?{${translate("BURST")}|${translate("YES")},+ 2[${translate("BURST")}]|${translate("NO")},&` + `#` + `32;}`,
extra_hp_query: `?{${translate("EXTRA_HP_QUERY")}|0}[${translate("BONUS")}]`,
proficient_query: `?{${translate("PROFICIENT")}|${translate("YES")}, @{npc_skills}|${translate("NO")}, 0}[${translate("SKILL")}]`,
skill_name_query: `?{${translate("SKILL_NAME")}|${translate("SKILL")}}`,
translation_numdice: translate("NUMBER_OF_DICE")
};
mySetAttrs(setting, v);
});
};
/* Ship Code */
const calculateShipStats = () => {
// Calculates power, mass, and hardpoints remaining.
const doCalc = (weaponIDs, fittingIDs, defenseIDs) => {
const oldAttrs = [
...weaponIDs.map(id => `repeating_ship-weapons_${id}_weapon_power`),
...weaponIDs.map(id => `repeating_ship-weapons_${id}_weapon_mass`),
...weaponIDs.map(id => `repeating_ship-weapons_${id}_weapon_hardpoints`),
...fittingIDs.map(id => `repeating_ship-fittings_${id}_fitting_power`),
...fittingIDs.map(id => `repeating_ship-fittings_${id}_fitting_mass`),
...defenseIDs.map(id => `repeating_ship-defenses_${id}_defense_power`),
...defenseIDs.map(id => `repeating_ship-defenses_${id}_defense_mass`),
"ship_power_max", "ship_mass_max", "ship_hardpoints_max",
"ship_power", "ship_mass", "ship_hardpoints"
];
getAttrs(oldAttrs, v => {
const ship_power = v.ship_power_max - sum([
...weaponIDs.map(id => `repeating_ship-weapons_${id}_weapon_power`),
...fittingIDs.map(id => `repeating_ship-fittings_${id}_fitting_power`),
...defenseIDs.map(id => `repeating_ship-defenses_${id}_defense_power`),
].map(x => v[x]));
const ship_mass = v.ship_mass_max - sum([
...weaponIDs.map(id => `repeating_ship-weapons_${id}_weapon_mass`),
...fittingIDs.map(id => `repeating_ship-fittings_${id}_fitting_mass`),
...defenseIDs.map(id => `repeating_ship-defenses_${id}_defense_mass`),
].map(x => v[x]));
const ship_hardpoints = v.ship_hardpoints_max -
sum(weaponIDs.map(id => v[`repeating_ship-weapons_${id}_weapon_hardpoints`]));
mySetAttrs({
ship_power,
ship_mass,
ship_hardpoints
}, v, {
silent: true
});
});
};
getSectionIDs("repeating_ship-weapons", A => getSectionIDs("repeating_ship-fittings", B => {
getSectionIDs("repeating_ship-defenses", C => doCalc(A, B, C));
}));
};
/**
* Migrations
*/
const handleUpgrade = () => {
getAttrs(["character_sheet"], v => {
if (!v.character_sheet || v.character_sheet.indexOf(sheetName) !== 0)
upgradeFrom162();
else if (v.character_sheet.slice(32) !== sheetVersion)
upgradeSheet(v.character_sheet.slice(32), true);
});
};
const upgradeSheet = (version, firstTime = false, finalTime = false) => {
// Any version upgrade code should go here
const performUpgrade = (version) => {
const [major, minor] = version.split(".").map(x => parseInt(x));
console.log(`Upgrading from version ${version}.`);
/** v2.1.0
* convert old format for burst settings for weapons and attacks
* set ammo and shock checkboxes to reasonable values
* convert old format for gear readied/stowed
**/
if (major == 2 && minor < 1) {
const upgradeFunction = _.after(4, () => {
// recalculate these things just to be sure, in case the v1.6.2 update
// missed them.
buildShipWeaponsMenu();
buildSkillMenu();
buildPsionicsMenu();
buildAttacksMenu();
buildMagicMenu();
generateWeaponDisplay();
attributes.forEach(calculateMod);
upgradeSheet("2.1.0");
});
getSectionIDs("repeating_weapons", idArray => {
const sourceAttrs = [
...idArray.map(id => `repeating_weapons_${id}_weapon_burst`),
...idArray.map(id => `repeating_weapons_${id}_weapon_shock_damage`),
...idArray.map(id => `repeating_weapons_${id}_weapon_ammo`)
];
getAttrs(sourceAttrs, v => {
const setting = idArray.reduce((m, id) => {
if (v[`repeating_weapons_${id}_weapon_burst`] === "0")
m[`repeating_weapons_${id}_weapon_burst`] = "";
else if (v[`repeating_weapons_${id}_weapon_burst`] === "2")
m[`repeating_weapons_${id}_weapon_burst`] = "+ 2[Burst]";
if (v[`repeating_weapons_${id}_weapon_shock_damage`] !== "0")
m[`repeating_weapons_${id}_weapon_shock`] = "{{shock=[[@{weapon_shock_damage} + @{weapon_attribute_mod}[Attribute] + @{weapon_skill_to_damage}[Skill]]] ^{SHOCK_DAMAGE_AGAINST_AC_LEQ} @{weapon_shock_ac}!}}";
if (v[`repeating_weapons_${id}_weapon_ammo`] &&
v[`repeating_weapons_${id}_weapon_ammo`] !== "0")
m[`repeating_weapons_${id}_weapon_use_ammo`] = "{{ammo=[[0@{weapon_ammo} - (1 @{weapon_burst})]] / @{weapon_ammo|max}}}";
return m;
}, {});
setAttrs(setting, {}, upgradeFunction);
});
});
getSectionIDs("repeating_ship-weapons", idArray => {
getAttrs(idArray.map(id => `repeating_ship-weapons_${id}_weapon_ammo_max`), v => {
const setting = idArray.reduce((m, id) => {
if (v[`repeating_ship-weapons_${id}_weapon_ammo_max`] &&
v[`repeating_ship-weapons_${id}_weapon_ammo_max`] !== "0")
m[`repeating_ship-weapons_${id}_weapon_use_ammo`] =
"{{ammo=[[@{weapon_ammo} - 1]] / @{weapon_ammo_max}}}";
return m;
}, {});
setAttrs(setting, {}, upgradeFunction);
});
});
getSectionIDs("repeating_npc-attacks", idArray => {
getAttrs(idArray.map(id => `repeating_npc-attacks_${id}_attack_burst`), v => {
const setting = idArray.reduce((m, id) => {
if (v[`repeating_npc-attacks_${id}_attack_burst`] === "0")
m[`repeating_npc-attacks_${id}_attack_burst`] = "";
else if (v[`repeating_npc-attacks_${id}_attack_burst`] === "2")
m[`repeating_npc-attacks_${id}_attack_burst`] = "+ 2[Burst]";
return m;
}, {});
setAttrs(setting, {}, upgradeFunction);
});
});
getSectionIDs("repeating_gear", idArray => {
getAttrs(idArray.map(id => `repeating_gear_${id}_gear_status`), v => {
const setting = idArray.reduce((m, id) => {
m[`repeating_gear_${id}_gear_status`] =
(v[`repeating_gear_${id}_gear_status`] || "").toUpperCase();
return m;
}, {});
mySetAttrs(setting, v, {}, upgradeFunction);
});
});
}
/** Final upgrade clause, always leave this around */
else upgradeSheet(sheetVersion, false, true);
};
if (firstTime) performUpgrade(version);
else setAttrs({
character_sheet: `${sheetName} v${version}`,
}, {}, () => {
if (!finalTime) performUpgrade(version);
});
};
/* Main upgrade from pre-worker versioning */
const upgradeFrom162 = () => {
console.log("Upgrading from versionless sheet (assumed to be fresh or v1.6.2).");
const upgradeFunction = _.after(13, () => {
upgradeSheet("2.0.1");
});
// Legacy migration
getAttrs([1, 2, 3, 4, 5, 6, 7, 8].map(i => `psionics_mastered_${i}`), v => {
const setting = {};
for (let i = 1; i < 9; i++) {
const technique = v[`psionics_mastered_${i}`];
if (technique) {
const newRowId = generateRowID();
setting[`repeating_techniques_${newRowId}_technique_name`] = technique;
console.log(`Migrating psionic technique #${i}: ${technique}.`);
}
}
setAttrs(setting);
});
getAttrs([1, 2, 3, 4].map(i => `cyberware_${i}`), v => {
const setting = {};
for (let i = 1; i < 5; i++) {
const cyberware = v[`cyberware_${i}`];
if (cyberware) {
const newRowId = generateRowID();
setting[`repeating_cyberware_${newRowId}_cyberware_name`] = cyberware;
console.log(`Migrating cyberware #${i}: ${cyberware}.`);
}
}
setAttrs(setting);
});
getAttrs(["languages"], v => {
if (v.languages) {
console.log("Language migration started.");
const setting = {};
v.languages.split(/\r?\n/).filter(l => !!l).forEach(language => {
const newRowId = generateRowID();
setting[`repeating_languages_${newRowId}_language`] = language;
console.log(`Language migrated: ${language}.`);
});
setAttrs(setting);
}
});
const attrConversionData = {
armor_enc: "armor_encumbrance",
cha: "charisma",
cha_misc: "charisma_bonus",
con: "constitution",
con_misc: "constitution_bonus",
dex: "dexterity",
dex_misc: "dexterity_bonus",
gender: "species_gender",
hd: "npc_hd",
int: "intelligence",
int_misc: "intelligence_bonus",
morale: "npc_morale",
move: "npc_move",
name: "npc_name",
notes: "npc_notes",
npc_ac: "AC",
saves: "npc_saves",
ship_hp_min: "ship_hp",
ship_current_crew: "ship_crew",
ship_last_maintenance_cost: "ship_last_maintenance",
skills: "npc_skills",
skill_biopsion: "skill_biopsionics",
skill_metapsion: "skill_metapsionics",
skill_points: "unspent_skill_points",
str: "strength",
strain_perm: "strain_permanent",
str_misc: "strength_bonus",
wis: "wisdom",
wis_misc: "wisdom_bonus",
};
const attrsToConvertFromOnTo1 = [
"homebrew_luck_save",
"homebrew_extra_skills",
"setting_heroic_enable",
];
const customConversionAttrs = [
"damage",
"homebrew_psionics_disable",
"npc_attacks",
"npc_attack_bonus",
"setting_space_magic_enable",
"ship_other_notes",
"ship_free_hardpoints",
"ship_free_mass",
"ship_free_power",
"skill_culture_alien_type",
"skill_culture_one_value",
"skill_culture_two_value",
"skill_culture_three_value",
"profession_type",
"tab",
...[1, 2, 3, 4].map(n => `homebrew_custom_counter_${n}_name`),
...[1, 2, 3, 4].map(n => `homebrew_custom_counter_${n}_counter`),
];
// convert non-repeating attributes
getAttrs([
...Object.keys(attrConversionData),
...Object.values(attrConversionData),
...attrsToConvertFromOnTo1,
...customConversionAttrs,
], v => {
const setting = Object.entries(attrConversionData).reduce((m, [oldName, newName]) => {
if (v[oldName] && v[oldName] !== "" && String(v[newName]) !== String(v[oldName]))
m[newName] = v[oldName];
return m;
}, {});
attrsToConvertFromOnTo1.forEach(name => {
if (v[name] === "on") setting[name] = "1";
});
// convert skill name format
["one", "two", "three"].forEach(num => {
if (v[`skill_culture_${num}_value`])
setting[`skill_culture_${num}_name`] = `Culture/${v[`skill_culture_${num}_value`]}`;
});
if (v.profession_type) setting.skill_profession_name = `Profession/${v.profession_type}`;
if (v.skill_culture_alien_type)
setting.skill_culture_alien_name = `Culture/Alien/${v.skill_culture_alien_type}`;
// Write legacy ship data
if (v.ship_free_hardpoints || v.ship_free_mass || v.ship_free_power) {
setting.ship_other_notes = `\nLegacy attributes${
v.ship_free_power ? `\nFree Power: ${v.ship_free_power}` : ""}${
v.ship_free_mass ? `\nFree Mass: ${v.ship_free_mass}` : ""}${
v.ship_free_hardpoints ? `\nFree Hardpoints: ${v.ship_free_hardpoints}` : ""}
${v.ship_other_notes || ""}`;
}
// convert homebrew custom counter stuff
const customCounterData = [1, 2, 3, 4].reduce((m, num) => {
if (v[`homebrew_custom_counter_${num}_name`]) m.push({
resource_name: v[`homebrew_custom_counter_${num}_name`],
resource_count: v[`homebrew_custom_counter_${num}_counter`] || 0
});
return m;
}, []);
fillRepeatingSectionFromData("resources", customCounterData, upgradeFunction);
// Tab
if (String(v.tab) === "1" || String(v.tab) === "4") setting.tab = "character";
if (String(v.tab) === "2") setting.tab = "ship";
if (String(v.tab) === "3") {
setting.tab = "character";
setting.npc = "1";
}
// NPC attack
if (v.damage) {
const newAttack = [{
attack_damage: v.damage,
attack_name: translate("ATTACK"),
attack_number: v.npc_attacks || "1"
}];
fillRepeatingSectionFromData("npc-attacks", newAttack, upgradeFunction);
} else upgradeFunction();
// Psionics/Space Magic toggle conversion
if (v.setting_space_magic_enable === "on" && v.homebrew_psionics_disable !== "on")
setting.setting_super_type = "both";
else if (v.setting_space_magic_enable === "on")
setting.setting_super_type = "magic";
else if (v.homebrew_psionics_disable === "on")
setting.setting_super_type = "neither";
setAttrs(setting, {}, upgradeFunction);
});
// convert weapon attributes, and extract ship weapons
getSectionIDs("repeating_weapons", idArray => {
const oldAttrs = [
...idArray.map(id => `repeating_weapons_${id}_attribute_mod`),
...idArray.map(id => `repeating_weapons_${id}_add_skill`),
...idArray.map(id => `repeating_weapons_${id}_weapon_shock`),
...idArray.map(id => `repeating_weapons_${id}_ship_weapon_name`),
...idArray.map(id => `repeating_weapons_${id}_ship_weapon_power`),
...idArray.map(id => `repeating_weapons_${id}_ship_weapon_ab`),
...idArray.map(id => `repeating_weapons_${id}_ship_weapon_damage`),
...idArray.map(id => `repeating_weapons_${id}_ship_weapon_ammo`),
...idArray.map(id => `repeating_weapons_${id}_ship_weapon_special_effects`),
...idArray.map(id => `repeating_weapons_${id}_ship_weapon_broken`),
];
getAttrs(oldAttrs, v => {
const setting = idArray.reduce((m, id) => {
if (v[`repeating_weapons_${id}_add_skill`] === "@{weapon_skill_bonus}")
m[`repeating_weapons_${id}_weapon_skill_to_damage`] = "@{weapon_skill_bonus}";
if (v[`repeating_weapons_${id}_weapon_shock`])
m[`repeating_weapons_${id}_weapon_shock_damage`] = v[`repeating_weapons_${id}_weapon_shock`];
const modValue = v[`repeating_weapons_${id}_attribute_mod`];
switch (modValue) {
case "@{dex_bonus}":
m[`repeating_weapons_${id}_weapon_attribute_mod`] = "@{dexterity_mod}";
break;
case "@{con_bonus}":
m[`repeating_weapons_${id}_weapon_attribute_mod`] = "@{constitution_mod}";
break;
case "@{int_bonus}":
m[`repeating_weapons_${id}_weapon_attribute_mod`] = "@{intelligence_mod}";
break;
case "@{wis_bonus}":
m[`repeating_weapons_${id}_weapon_attribute_mod`] = "@{wisdom_mod}";
break;
case "@{cha_bonus}":
m[`repeating_weapons_${id}_weapon_attribute_mod`] = "@{charisma_mod}";
break;
default:
m[`repeating_weapons_${id}_weapon_attribute_mod`] = "@{strength_mod}";
}
return m;
}, {});
const data = idArray.filter(id => v[`repeating_weapons_${id}_ship_weapon_name`])
.map(id => {
const row = {};
row.weapon_name = v[`repeating_weapons_${id}_ship_weapon_name`];
if (v[`repeating_weapons_${id}_ship_weapon_power`])
row.weapon_power = v[`repeating_weapons_${id}_ship_weapon_power`];
if (v[`repeating_weapons_${id}_ship_weapon_ab`])
row.weapon_attack_bonus = v[`repeating_weapons_${id}_ship_weapon_ab`];
if (v[`repeating_weapons_${id}_ship_weapon_damage`])
row.weapon_damage = v[`repeating_weapons_${id}_ship_weapon_damage`];
if (v[`repeating_weapons_${id}_ship_weapon_ammo`])
row.weapon_ammo = v[`repeating_weapons_${id}_ship_weapon_ammo`];
if (v[`repeating_weapons_${id}_ship_weapon_special_effects`])
row.weapon_qualities = v[`repeating_weapons_${id}_ship_weapon_special_effects`];
if (v[`repeating_weapons_${id}_ship_weapon_broken`] === "on")
row.weapon_broken = "1";
return row;
});
fillRepeatingSectionFromData("ship-weapons", data, upgradeFunction);
setAttrs(setting, {silent: false}, upgradeFunction);
});
});
// convert skills
getSectionIDs("repeating_skills", idArray => {
const oldAttrs = [
...idArray.map(id => `repeating_skills_${id}_custom_skill_1_name`),
...idArray.map(id => `repeating_skills_${id}_custom_skill_2_name`),
...idArray.map(id => `repeating_skills_${id}_custom_skill_1_level`),
...idArray.map(id => `repeating_skills_${id}_custom_skill_2_level`),
...idArray.map(id => `repeating_skills_${id}_custom_skill_1_specialist`),
...idArray.map(id => `repeating_skills_${id}_custom_skill_2_specialist`),
];
getAttrs(oldAttrs, v => {
const data = idArray.reduce((m, id) => {
[1, 2].forEach(i => {
if (v[`repeating_skills_${id}_custom_skill_${i}_name`]) {
const skillLevel = (typeof v[`repeating_skills_${id}_custom_skill_${i}_level`] === "undefined") ?
"-1" : v[`repeating_skills_${id}_custom_skill_${i}_level`];
m.push({
skill_name: v[`repeating_skills_${id}_custom_skill_${i}_name`],
skill: skillLevel,
skill_specialist: v[`repeating_skills_${id}_custom_skill_${i}_specialist`] || "2d6"
});
}
});
return m;
}, []);
idArray.forEach(id => removeRepeatingRow(`repeating_skills_${id}`));
fillRepeatingSectionFromData("skills", data, upgradeFunction);
});
});
// convert techniques
getSectionIDs("repeating_technique", idArray => {
const oldAttrs = [
...idArray.map(id => `repeating_technique_${id}_technique`),
...idArray.map(id => `repeating_technique_${id}_technique_description`),
];
getAttrs(oldAttrs, v => {
const data = idArray.reduce((m, id) => {
if (v[`repeating_technique_${id}_technique`])
m.push({
technique_name: v[`repeating_technique_${id}_technique`],
technique_description: v[`repeating_technique_${id}_technique_description`] || ""
});
return m;
}, []);
fillRepeatingSectionFromData("techniques", data, upgradeFunction);
idArray.forEach(id => removeRepeatingRow(`repeating_technique_${id}`));
});
});
// convert cyberware name
getSectionIDs("repeating_cyberware", idArray => {
getAttrs(idArray.map(id => `repeating_cyberware_${id}_cyberware`), v => {
const setting = idArray.reduce((m, id) => {
if (v[`repeating_cyberware_${id}_cyberware`])
m[`repeating_cyberware_${id}_cyberware_name`] = v[`repeating_cyberware_${id}_cyberware`];
return m;
}, {});
setAttrs(setting, {silent: false}, upgradeFunction);
});
});
// convert goals
getSectionIDs("repeating_goals", idArray => {
const oldAttrs = [
...idArray.map(id => `repeating_goals_${id}_misc_goal`),
...idArray.map(id => `repeating_goals_${id}_misc_goal_xp`),
];
getAttrs(oldAttrs, v => {
const setting = idArray.reduce((m, id) => {
if (v[`repeating_goals_${id}_misc_goal`])
m[`repeating_goals_${id}_goal_name`] = v[`repeating_goals_${id}_misc_goal`];
if (v[`repeating_goals_${id}_misc_goal_xp`])
m[`repeating_goals_${id}_goal_xp`] = v[`repeating_goals_${id}_misc_goal_xp`];
return m;
}, {});
setAttrs(setting, {silent: false}, upgradeFunction);
});
});
// convert languages
getSectionIDs("repeating_languages", idArray => {
getAttrs(idArray.map(id => `repeating_languages_${id}_languages`), v => {
const setting = idArray.reduce((m, id) => {
if (v[`repeating_languages_${id}_languages`])
m[`repeating_languages_${id}_language`] = v[`repeating_languages_${id}_languages`];
return m;
}, {});
setAttrs(setting, {silent: false}, upgradeFunction);
});
});
// convert gear status
getSectionIDs("repeating_gear", idArray => {
getAttrs(idArray.map(id => `repeating_gear_${id}_gear_readied`), v => {
const setting = idArray.reduce((m, id) => {
if (String(v[`repeating_gear_${id}_gear_readied`]) === "1")
m[`repeating_gear_${id}_gear_status`] = "readied";
else if (String(v[`repeating_gear_${id}_gear_readied`]) === "2")
m[`repeating_gear_${id}_gear_status`] = "stowed";
return m;
}, {});
setAttrs(setting, {silent: false}, upgradeFunction);
});
});
// convert defenses
getSectionIDs("repeating_defenses", idArray => {
const oldAttrs = [
...idArray.map(id => `repeating_defenses_${id}_ship_defense_name`),
...idArray.map(id => `repeating_defenses_${id}_ship_defense_special_effects`),
...idArray.map(id => `repeating_defenses_${id}_ship_defense_broken`),
];
getAttrs(oldAttrs, v => {
const data = idArray.map(id => {
const row = {};
if (v[`repeating_defenses_${id}_ship_defense_name`])
row.defense_name = v[`repeating_defenses_${id}_ship_defense_name`];
if (v[`repeating_defenses_${id}_ship_defense_special_effects`])
row.defense_effect = v[`repeating_defenses_${id}_ship_defense_special_effects`];
if (v[`repeating_defenses_${id}_ship_defense_broken`])
row.defense_broken = "1";
return row;
});
fillRepeatingSectionFromData("ship-defenses", data, upgradeFunction);
});
});
// convert fittings
getSectionIDs("repeating_fittings", idArray => {
const oldAttrs = [
...idArray.map(id => `repeating_fittings_${id}_ship_fitting_name`),
...idArray.map(id => `repeating_fittings_${id}_ship_fitting_special_effects`),
...idArray.map(id => `repeating_fittings_${id}_ship_fitting_broken`),
];
getAttrs(oldAttrs, v => {
const data = idArray.map(id => {
const row = {};
if (v[`repeating_fittings_${id}_ship_fitting_name`])
row.fitting_name = v[`repeating_fittings_${id}_ship_fitting_name`];
if (v[`repeating_fittings_${id}_ship_fitting_special_effects`])
row.fitting_effect = v[`repeating_fittings_${id}_ship_fitting_special_effects`];
if (v[`repeating_fittings_${id}_ship_fitting_broken`])
row.fitting_broken = "1";
return row;
});
fillRepeatingSectionFromData("ship-fittings", data, upgradeFunction);
});
});
};
/**
* Register Event handlers
*/
on("sheet:opened", handleUpgrade);
on("sheet:opened change:npc", validateTab);
on("sheet:opened", setTranslatedQueries);
on("sheet:opened change:setting_skill_query", handleAttributeQueries);
on("sheet:opened change:setting_modifier_query", handleModifierQuery);
on("change:homebrew_skill_list", setTranslatedDefaults);
/* API use ammo boilerplate */
["weapons", "ship-weapons"].forEach(sName => {
on(`change:repeating_${sName}:weapon_use_ammo`, () => handleAmmoAPI(sName));
});
on("change:setting_use_ammo", () => {
handleAmmoAPI("weapons");
handleAmmoAPI("ship-weapons");
});
/* Character sheet */
attributes.forEach(attr => on(`change:${attr} change:${attr}_bonus`, () => calculateMod(attr)));
on(weaponDisplayEvent, generateWeaponDisplay);
on("change:repeating_weapons:weapon_name", () => validateWeaponSkills());
on("change:homebrew_skill_list", () => getSectionIDs("repeating_weapons", validateWeaponSkills));
on("change:strain change:strain_perm", validateStrain);
on("change:constitution", calculateMaxStrain);
on("change:level", calculateSaves);
on(effortAttributes.map(x => `change:${x}`).join(" "), calculateEffort);
on("change:armor_ac change:innate_ac", calculateAC);
on("change:strength", calculateGearReadiedStowedMax);
on("change:repeating_gear remove:repeating_gear change:armor_encumbrance change:repeating_weapons" +
" remove:repeating_weapons change:gear_readied change:gear_stowed", calculateGearReadiedStowed);
on("change:level change:setting_xp_scheme", calculateNextLevelXP);
on("change:setting_super_type", validateSuperTab);
/* Character chat macros */
on("change:homebrew_luck_save", buildSaveMenu);
on([
...skills.revised.map(x => `change:skill_${x}`),
...skills.first.map(x => `change:skill_${x}`),
"change:homebrew_skill_list",
"change:repeating_skills",
"remove:repeating_skills",
].join(" "), buildSkillMenu);
on([...skills.psionic.map(x => `change:skill_${x}`),
"change:setting_super_type change:repeating_techniques remove:repeating_techniques",
"change:repeating_psychic-skills remove:repeating_psychic-skills"
].join(" "), buildPsionicsMenu);
on("change:setting_super_type change:repeating_spells remove:repeating_spells " +
"change:repeating_magic-skills remove:repeating_magic-skills " +
"change:skill_magic change:skill_magic2_name change:skill_magic2", buildMagicMenu);
/* Ship sheet */
on(shipStatEvent, calculateShipStats);
on("change:repeating_ship-weapons:weapon_name change:repeating_ship-weapons:weapon_attack_bonus " +
"remove:repeating_ship-weapons", buildShipWeaponsMenu);
/* NPC sheet */
on("change:npc_stat_block", fillNPC);
on("change:npc_rolls_hidden", handleNPCRollHide);
on("change:repeating_npc-attacks:attack_name", addNPCAttackBonus);
on("change:npc_roll_full_attack change:repeating_npc-attacks:attack_number", setNPCMultiAttacks);
on("change:repeating_npc-abilities:ability_name remove:repeating_npc-abilities", buildAbilitiesMenu);
on("change:repeating_npc-attacks:attack_name change:repeating_npc-attacks:attack_ab " +
"change:repeating_npc-attacks:attack_number remove:repeating_npc-attacks", buildAttacksMenu);
on("change:npc change:npc_armor_type change:macro_npc_attacks change:macro_npc_abilities", buildStatblock);
})();