Update all of the macros to account for the new module to track stats with
This commit is contained in:
parent
9cee87b81e
commit
992201262f
11 changed files with 315 additions and 244 deletions
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@ -53,6 +53,7 @@ async function rollDice() {
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let successes = 0;
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let critsOnly = 0;
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const results = [];
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const resultValues = [];
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for (let i = diceCount; i > 0; i--) {
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let r = new Roll(`1d${sidesOnDice}`);
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await r.evaluate();
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@ -72,23 +73,21 @@ async function rollDice() {
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classes += ` success`;
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}
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// Save dice stats if present
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WorldAPI?.saveRollValue?.(sidesOnDice, total);
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resultValues.push(total);
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results.push(`<li class="${classes}">${total}</li>`);
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}
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WorldAPI?.saveRollValue?.(20, Math.min(diceCount, 20));
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WorldAPI?.saveRollValue?.(100, successes === 0 ? 100 : successes);
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let content = `Rolls:<div class="dice-tooltip"><ol class="dice-rolls">${results.join(`\n`)}</ol></div><hr>Gain 1 Momentum<br>Successes: ${successes}<br>Crits: ${critsOnly}`;
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let successType = `Normal`;
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if (successes >= 8) {
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content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your hobby stat and gain 1 additional Momentum!`;
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successType = `Popped Off`;
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}
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else if (successes === 0) {
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content += `<div style="${notifStyle} ${redNotif}">Pinned Down</div> Roll a d6, rescuing you becomes a new objective`;
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}
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successType = `Downed`;
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};
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if (rollMode === CONST.DICE_ROLL_MODES.BLIND) {
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@ -96,6 +95,33 @@ async function rollDice() {
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rollMode = CONST.DICE_ROLL_MODES.PRIVATE;
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};
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const privacy = stats.utils.determinePrivacyFromRollMode(rollMode);
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await CONFIG.stats.db.createRows(
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`Dice/d6`,
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game.user.id,
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resultValues.map(value => ({ value, privacy })),
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Type of Success`,
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game.user.id,
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{ value: successType, privacy },
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Count of Successes`,
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game.user.id,
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{ value: successes, privacy },
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Amount of Dice Rolled`,
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game.user.id,
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{ value: diceCount, privacy },
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{ rerender: false },
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);
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CONFIG.stats.db.render();
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const chatData = ChatMessage.applyRollMode(
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{
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flavor: `(Gun: AK-47)`,
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@ -64,9 +64,7 @@ async function rollDice() {
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classes += ` success`;
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}
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// Save dice stats if present
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WorldAPI?.saveRollValue?.(sidesOnDice, total);
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resultValues.push(total);
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results.push(`<li class="${classes}">${total}</li>`);
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};
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@ -74,24 +72,50 @@ async function rollDice() {
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successes = 2;
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};
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WorldAPI?.saveRollValue?.(20, Math.min(diceCount, 20));
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WorldAPI?.saveRollValue?.(100, successes === 0 ? 100 : successes);
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let content = `Rolls:<div class="dice-tooltip"><ol class="dice-rolls">${results.join(`\n`)}</ol></div><hr>Gain 1 Momentum<br>Successes: ${successes}<br>Crits: ${critsOnly}`;
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let successType = `Normal`;
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if (successes >= 8) {
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content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your hobby stat and gain 1 additional Momentum!`;
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content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your gun stat and gain 1 additional Momentum!`;
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successType = `Popped Off`;
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}
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else if (successes === 0) {
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content += `<div style="${notifStyle} ${redNotif}">Pinned Down</div> Roll a d6, rescuing you becomes a new objective`;
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}
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successType = `Downed`;
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};
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if (rollMode === CONST.DICE_ROLL_MODES.BLIND) {
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ui.notifications.info(`Cannot make a blind roll from the macro, rolling with mode "Private GM Roll" instead`);
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rollMode = CONST.DICE_ROLL_MODES.PRIVATE;
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};
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const privacy = stats.utils.determinePrivacyFromRollMode(rollMode);
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await CONFIG.stats.db.createRows(
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`Dice/d6`,
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game.user.id,
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resultValues.map(value => ({ value, privacy })),
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Type of Success`,
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game.user.id,
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{ value: successType, privacy },
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Count of Successes`,
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game.user.id,
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{ value: successes, privacy },
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Amount of Dice Rolled`,
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game.user.id,
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{ value: diceCount, privacy },
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{ rerender: false },
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);
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CONFIG.stats.db.render();
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const chatData = ChatMessage.applyRollMode(
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{
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flavor: `(Gun: Glock)`,
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@ -45,6 +45,7 @@ async function rollDice() {
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let successes = 0;
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let critsOnly = 0;
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const results = [];
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const resultValues = [];
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for (let i = diceCount; i > 0; i--) {
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let r = new Roll(`1d${sidesOnDice}`);
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await r.evaluate();
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@ -64,32 +65,56 @@ async function rollDice() {
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classes += ` success`;
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}
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// Save dice stats if present
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WorldAPI?.saveRollValue?.(sidesOnDice, total);
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resultValues.push(total);
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results.push(`<li class="${classes}">${total}</li>`);
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}
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successes = Math.max(successes, 1);
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WorldAPI?.saveRollValue?.(20, Math.min(diceCount, 20));
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WorldAPI?.saveRollValue?.(100, successes === 0 ? 100 : successes);
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let content = `Rolls:<div class="dice-tooltip"><ol class="dice-rolls">${results.join(`\n`)}</ol></div><hr>Gain 1 Momentum<br>Successes: ${successes}<br>Crits: ${critsOnly}`;
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let successType = `Normal`;
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if (successes >= 8) {
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content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your hobby stat and gain 1 additional Momentum!`;
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content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your gun stat and gain 1 additional Momentum!`;
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successType = `Popped Off`;
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}
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else if (successes === 0) {
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content += `<div style="${notifStyle} ${redNotif}">Pinned Down</div> Roll a d6, rescuing you becomes a new objective`;
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}
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successType = `Downed`;
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};
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if (rollMode === CONST.DICE_ROLL_MODES.BLIND) {
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ui.notifications.info(`Cannot make a blind roll from the macro, rolling with mode "Private GM Roll" instead`);
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rollMode = CONST.DICE_ROLL_MODES.PRIVATE;
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};
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const privacy = stats.utils.determinePrivacyFromRollMode(rollMode);
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await CONFIG.stats.db.createRows(
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`Dice/d6`,
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game.user.id,
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resultValues.map(value => ({ value, privacy })),
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Type of Success`,
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game.user.id,
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{ value: successType, privacy },
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Count of Successes`,
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game.user.id,
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{ value: successes, privacy },
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Amount of Dice Rolled`,
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game.user.id,
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{ value: diceCount, privacy },
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{ rerender: false },
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);
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CONFIG.stats.db.render();
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const chatData = ChatMessage.applyRollMode(
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{
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flavor: `(Gun: Glock)`,
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@ -53,6 +53,7 @@ async function rollDice() {
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let successes = 0;
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let critsOnly = 0;
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const results = [];
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const resultValues = [];
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for (let i = diceCount; i > 0; i--) {
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let r = new Roll(`1d${sidesOnDice}`);
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await r.evaluate();
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@ -74,30 +75,56 @@ async function rollDice() {
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classes += ` discarded`
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}
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// Save dice stats if present
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WorldAPI?.saveRollValue?.(sidesOnDice, total);
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resultValues.push(total);
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results.push(`<li class="${classes}">${total}</li>`);
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}
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game.user.setFlag(`world`, `comboCount`, comboCount);
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WorldAPI?.saveRollValue?.(20, Math.min(diceCount, 20));
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WorldAPI?.saveRollValue?.(100, successes === 0 ? 100 : successes);
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let content = `Rolls:<div class="dice-tooltip"><ol class="dice-rolls">${results.join(`\n`)}</ol></div><hr>Gain 1 Momentum<br>Successes: ${successes}<br>Crits: ${critsOnly}<br>Combo Count After Roll: ${comboCount}`;
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let successType = `Normal`;
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if (successes >= 8) {
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content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your hobby stat and gain 1 additional Momentum!`;
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content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your gun stat and gain 1 additional Momentum!`;
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successType = `Popped Off`;
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}
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else if (successes === 0) {
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content += `<div style="${notifStyle} ${redNotif}">Pinned Down</div> Roll a d6, rescuing you becomes a new objective`;
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}
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successType = `Downed`;
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};
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if (rollMode === CONST.DICE_ROLL_MODES.BLIND) {
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ui.notifications.info(`Cannot make a blind roll from the macro, rolling with mode "Private GM Roll" instead`);
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rollMode = CONST.DICE_ROLL_MODES.PRIVATE;
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};
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const privacy = stats.utils.determinePrivacyFromRollMode(rollMode);
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await CONFIG.stats.db.createRows(
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`Dice/d6`,
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game.user.id,
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resultValues.map(value => ({ value, privacy })),
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Type of Success`,
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game.user.id,
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{ value: successType, privacy },
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Count of Successes`,
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game.user.id,
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{ value: successes, privacy },
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Amount of Dice Rolled`,
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game.user.id,
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{ value: diceCount, privacy },
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{ rerender: false },
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);
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CONFIG.stats.db.render();
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const chatData = ChatMessage.applyRollMode(
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{
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flavor: `(Gun: Gunsword)`,
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@ -53,6 +53,7 @@ async function rollDice() {
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let successes = 0;
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let critsOnly = 0;
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const results = [];
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const resultValues = [];
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for (let i = diceCount; i > 0; i--) {
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let r = new Roll(`1d${sidesOnDice}`);
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await r.evaluate();
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@ -74,30 +75,56 @@ async function rollDice() {
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classes += ` discarded`
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}
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// Save dice stats if present
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WorldAPI?.saveRollValue?.(sidesOnDice, total);
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resultValues.push(total);
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results.push(`<li class="${classes}">${total}</li>`);
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}
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game.user.setFlag(`world`, `comboCount`, comboCount);
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WorldAPI?.saveRollValue?.(20, Math.min(diceCount, 20));
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WorldAPI?.saveRollValue?.(100, successes === 0 ? 100 : successes);
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let content = `Rolls:<div class="dice-tooltip"><ol class="dice-rolls">${results.join(`\n`)}</ol></div><hr>Gain 1 Momentum<br>Successes: ${successes}<br>Crits: ${critsOnly}<br>Combo Count After Roll: ${comboCount}`;
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let successType = `Normal`;
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if (successes >= 8) {
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content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your hobby stat and gain 1 additional Momentum!`;
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content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your gun stat and gain 1 additional Momentum!`;
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successType = `Popped Off`;
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}
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else if (successes === 0) {
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content += `<div style="${notifStyle} ${redNotif}">Pinned Down</div> Roll a d6, rescuing you becomes a new objective`;
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}
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successType = `Downed`;
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};
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if (rollMode === CONST.DICE_ROLL_MODES.BLIND) {
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ui.notifications.info(`Cannot make a blind roll from the macro, rolling with mode "Private GM Roll" instead`);
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rollMode = CONST.DICE_ROLL_MODES.PRIVATE;
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};
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const privacy = stats.utils.determinePrivacyFromRollMode(rollMode);
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await CONFIG.stats.db.createRows(
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`Dice/d6`,
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game.user.id,
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resultValues.map(value => ({ value, privacy })),
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Type of Success`,
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game.user.id,
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{ value: successType, privacy },
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Count of Successes`,
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game.user.id,
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{ value: successes, privacy },
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Amount of Dice Rolled`,
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game.user.id,
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{ value: diceCount, privacy },
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{ rerender: false },
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);
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CONFIG.stats.db.render();
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const chatData = ChatMessage.applyRollMode(
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{
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flavor: `(Gun: Gunsword)`,
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@ -45,6 +45,7 @@ async function rollDice() {
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let successes = 0;
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let critsOnly = 0;
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const results = [];
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const resultValues = [];
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for (let i = diceCount; i > 0; i--) {
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let r = new Roll(`1d${sidesOnDice}x=${statBase}`);
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await r.evaluate();
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@ -64,30 +65,56 @@ async function rollDice() {
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critsOnly += 1;
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classes += ` success exploded`;
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}
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// Save dice stats if present
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WorldAPI?.saveRollValue?.(sidesOnDice, total);
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resultValues.push(total);
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results.push(`<li class="${classes}">${total}</li>`);
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}
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}
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WorldAPI?.saveRollValue?.(20, Math.min(diceCount, 20));
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WorldAPI?.saveRollValue?.(100, successes === 0 ? 100 : successes);
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};
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let content = `Rolls:<div class="dice-tooltip"><ol class="dice-rolls">${results.join(`\n`)}</ol></div><hr>Gain 1 Momentum<br>Successes: ${successes}<br>Crits: ${critsOnly}`;
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let successType = `Normal`;
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if (successes >= 8) {
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content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your hobby stat and gain 1 additional Momentum!`;
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content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your gun stat and gain 1 additional Momentum!`;
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successType = `Popped Off`;
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}
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else if (successes === 0) {
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content += `<div style="${notifStyle} ${redNotif}">Pinned Down</div> Roll a d6, rescuing you becomes a new objective`;
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}
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successType = `Downed`;
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};
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if (rollMode === CONST.DICE_ROLL_MODES.BLIND) {
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ui.notifications.info(`Cannot make a blind roll from the macro, rolling with mode "Private GM Roll" instead`);
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rollMode = CONST.DICE_ROLL_MODES.PRIVATE;
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};
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const privacy = stats.utils.determinePrivacyFromRollMode(rollMode);
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await CONFIG.stats.db.createRows(
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`Dice/d6`,
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game.user.id,
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resultValues.map(value => ({ value, privacy })),
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Type of Success`,
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game.user.id,
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{ value: successType, privacy },
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Count of Successes`,
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game.user.id,
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{ value: successes, privacy },
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{ rerender: false },
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);
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await CONFIG.stats.db.createRow(
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`AwaG/Amount of Dice Rolled`,
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game.user.id,
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{ value: diceCount, privacy },
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{ rerender: false },
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);
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CONFIG.stats.db.render();
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const chatData = ChatMessage.applyRollMode(
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{
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flavor: `(Gun: Hand Cannon)`,
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|
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@ -46,11 +46,11 @@ async function main() {
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diceCount += 6;
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};
|
||||
|
||||
let statGain = 0;
|
||||
let gunLoss = 0;
|
||||
let successes = 0;
|
||||
let critsOnly = 0;
|
||||
let results = [];
|
||||
const results = [];
|
||||
const resultValues = [];
|
||||
for (let i = 0; i < diceCount; i++) {
|
||||
let succeeded = false;
|
||||
|
||||
|
|
@ -123,9 +123,7 @@ async function main() {
|
|||
} catch {};
|
||||
}
|
||||
|
||||
// Save dice stats if present
|
||||
WorldAPI?.saveRollValue?.(6, total);
|
||||
|
||||
resultValues.push(total);
|
||||
results.push(`<li class="${classes}">${total}</li>`);
|
||||
};
|
||||
|
||||
|
|
@ -137,21 +135,50 @@ async function main() {
|
|||
|
||||
if (gunLoss > 0) {
|
||||
content += `<div style="${notifStyle} ${redNotif}">Lose ${gunLoss} GUN</div>`;
|
||||
}
|
||||
};
|
||||
|
||||
let successType = `Normal`;
|
||||
if (successes >= 8) {
|
||||
content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your hobby stat and gain 1 additional Momentum!`;
|
||||
content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your gun stat and gain 1 additional Momentum!`;
|
||||
successType = `Popped Off`;
|
||||
}
|
||||
else if (successes === 0) {
|
||||
content += `<div style="${notifStyle} ${redNotif}">Pinned Down</div> Roll a d6, rescuing you becomes a new objective`;
|
||||
}
|
||||
|
||||
successType = `Downed`;
|
||||
};
|
||||
|
||||
if (rollMode === CONST.DICE_ROLL_MODES.BLIND) {
|
||||
ui.notifications.info(`Cannot make a blind roll from the macro, rolling with mode "Private GM Roll" instead`);
|
||||
rollMode = CONST.DICE_ROLL_MODES.PRIVATE;
|
||||
};
|
||||
|
||||
const privacy = stats.utils.determinePrivacyFromRollMode(rollMode);
|
||||
await CONFIG.stats.db.createRows(
|
||||
`Dice/d6`,
|
||||
game.user.id,
|
||||
resultValues.map(value => ({ value, privacy })),
|
||||
{ rerender: false },
|
||||
);
|
||||
await CONFIG.stats.db.createRow(
|
||||
`AwaG/Type of Success`,
|
||||
game.user.id,
|
||||
{ value: successType, privacy },
|
||||
{ rerender: false },
|
||||
);
|
||||
await CONFIG.stats.db.createRow(
|
||||
`AwaG/Count of Successes`,
|
||||
game.user.id,
|
||||
{ value: successes, privacy },
|
||||
{ rerender: false },
|
||||
);
|
||||
await CONFIG.stats.db.createRow(
|
||||
`AwaG/Amount of Dice Rolled`,
|
||||
game.user.id,
|
||||
{ value: diceCount, privacy },
|
||||
{ rerender: false },
|
||||
);
|
||||
CONFIG.stats.db.render();
|
||||
|
||||
const chatData = ChatMessage.applyRollMode(
|
||||
{
|
||||
flavor: `(Gun: Mini-Gun)`,
|
||||
|
|
|
|||
|
|
@ -1,166 +0,0 @@
|
|||
const notifStyle = `
|
||||
font-size: 1.5rem;
|
||||
margin: 0.5rem 0;
|
||||
padding: 6px 8px;
|
||||
box-shadow: 0 0 10px var(--color-shadow-dark);
|
||||
color: var(--color-text-light-1);
|
||||
border-radius: 5px;
|
||||
text-align: center;`;
|
||||
|
||||
const greenNotif = `
|
||||
background: var(--color-level-success-bg);
|
||||
border: 1px solid var(--color-level-success-border);`;
|
||||
|
||||
const redNotif = `
|
||||
background: var(--color-level-error-bg);
|
||||
border: 1px solid var(--color-level-error);`;
|
||||
|
||||
async function main() {
|
||||
let heatMeter = game.user.getFlag(`world`, `heatMeter`) ?? 0;
|
||||
|
||||
const answers = await DialogManager.ask({
|
||||
id: `mini-gun-dice-pool`,
|
||||
question: `Set up your dice pool:`,
|
||||
inputs: [
|
||||
{
|
||||
key: `statBase`,
|
||||
inputType: `number`,
|
||||
label: `Stat Base`,
|
||||
autofocus: true,
|
||||
},
|
||||
{
|
||||
key: `extraDice`,
|
||||
inputType: `number`,
|
||||
label: `Extra Dice`,
|
||||
defaultValue: 0,
|
||||
},
|
||||
],
|
||||
});
|
||||
const { extraDice } = answers;
|
||||
let { statBase } = answers;
|
||||
let rollMode = game.settings.get(`core`, `rollMode`);
|
||||
|
||||
let diceCount = statBase;
|
||||
diceCount += extraDice;
|
||||
if (statBase === 6) {
|
||||
diceCount += 6;
|
||||
};
|
||||
|
||||
let statGain = 0;
|
||||
let gunLoss = 0;
|
||||
let successes = 0;
|
||||
let critsOnly = 0;
|
||||
let results = [];
|
||||
for (let i = 0; i < diceCount; i++) {
|
||||
let succeeded = false;
|
||||
|
||||
let r = new Roll(`1d6`);
|
||||
await r.evaluate();
|
||||
let classes = `roll die d6`;
|
||||
|
||||
const total = r.total;
|
||||
|
||||
if (total <= statBase) {
|
||||
successes += 1;
|
||||
succeeded = true;
|
||||
}
|
||||
else {
|
||||
classes += ` discarded`
|
||||
}
|
||||
if (total === statBase) {
|
||||
successes += 1;
|
||||
critsOnly += 1;
|
||||
classes += ` success`;
|
||||
}
|
||||
|
||||
if (statBase === 6 && i <= 6) {
|
||||
if (i === 6) {
|
||||
statBase -= 1;
|
||||
};
|
||||
continue
|
||||
}
|
||||
|
||||
if (succeeded) {
|
||||
try {
|
||||
const { holdTheTrigger, ventHeat } = await DialogManager.ask({
|
||||
id: `mini-gun-hold-the-trigger`,
|
||||
question: `Hold The Trigger?`,
|
||||
inputs: [
|
||||
{
|
||||
key: `_1`,
|
||||
inputType: `hidden`,
|
||||
label: `Success Count: ${successes}`,
|
||||
},
|
||||
{
|
||||
key: `_2`,
|
||||
inputType: `hidden`,
|
||||
label: `Total Dice Rolled: ${i + 1}/${diceCount}`,
|
||||
},
|
||||
{
|
||||
key: `_3`,
|
||||
inputType: `hidden`,
|
||||
label: `Current Heat: ${heatMeter}/6`,
|
||||
},
|
||||
{
|
||||
key: `holdTheTrigger`,
|
||||
inputType: `checkbox`,
|
||||
label: `Hold The Trigger?`,
|
||||
details: `If you hold the trigger, you roll an additional dice, and gain 1 heat. If you don't hold the trigger, you lose one heat. When you reach 6 heat, you lost all heat and lose 2 GUN.`,
|
||||
defaultValue: false,
|
||||
autofocus: true,
|
||||
}
|
||||
],
|
||||
});
|
||||
heatMeter += (holdTheTrigger ? 1 : -1);
|
||||
if (holdTheTrigger) {
|
||||
diceCount += 1;
|
||||
};
|
||||
if (heatMeter >= 6) {
|
||||
heatMeter = 0;
|
||||
gunLoss += 2;
|
||||
statBase -= 2;
|
||||
}
|
||||
} catch {};
|
||||
}
|
||||
|
||||
// Save dice stats if present
|
||||
WorldAPI?.saveRollValue?.(6, total);
|
||||
|
||||
results.push(`<li class="${classes}">${total}</li>`);
|
||||
};
|
||||
|
||||
game.user.setFlag(`world`, `heatMeter`, heatMeter);
|
||||
WorldAPI?.saveRollValue?.(20, Math.min(diceCount, 20));
|
||||
WorldAPI?.saveRollValue?.(100, successes === 0 ? 100 : successes);
|
||||
|
||||
let content = `Rolls:<div class="dice-tooltip"><ol class="dice-rolls">${results.join(`\n`)}</ol></div><hr>Gain 1 Momentum<br>Successes: ${successes}<br>Crits: ${critsOnly}<br>Final Heat: ${heatMeter}`;
|
||||
|
||||
if (gunLoss > 0) {
|
||||
content += `<div style="${notifStyle} ${redNotif}">Lose ${gunLoss} GUN</div>`;
|
||||
}
|
||||
|
||||
if (successes >= 8) {
|
||||
content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your hobby stat and gain 1 additional Momentum!`;
|
||||
}
|
||||
else if (successes === 0) {
|
||||
content += `<div style="${notifStyle} ${redNotif}">Pinned Down</div> Roll a d6, rescuing you becomes a new objective`;
|
||||
}
|
||||
|
||||
|
||||
if (rollMode === CONST.DICE_ROLL_MODES.BLIND) {
|
||||
ui.notifications.info(`Cannot make a blind roll from the macro, rolling with mode "Private GM Roll" instead`);
|
||||
rollMode = CONST.DICE_ROLL_MODES.PRIVATE;
|
||||
};
|
||||
|
||||
const chatData = ChatMessage.applyRollMode(
|
||||
{
|
||||
flavor: `(Gun: Mini-Gun)`,
|
||||
content,
|
||||
},
|
||||
rollMode,
|
||||
);
|
||||
|
||||
await ChatMessage.implementation.create(chatData);
|
||||
}
|
||||
|
||||
main();
|
||||
|
|
@ -45,6 +45,7 @@ async function rollDice() {
|
|||
let successes = 0;
|
||||
let critsOnly = 0;
|
||||
const results = [];
|
||||
const resultValues = []
|
||||
for (let i = diceCount; i > 0; i--) {
|
||||
let r = new Roll(`1d${sidesOnDice}`);
|
||||
await r.evaluate();
|
||||
|
|
@ -59,30 +60,54 @@ async function rollDice() {
|
|||
classes += ` discarded`;
|
||||
}
|
||||
|
||||
// Save dice stats if present
|
||||
WorldAPI?.saveRollValue?.(sidesOnDice, total);
|
||||
|
||||
resultValues.push(total);
|
||||
results.push(`<li class="${classes}">${total}</li>`);
|
||||
}
|
||||
|
||||
WorldAPI?.saveRollValue?.(20, Math.min(diceCount, 20));
|
||||
WorldAPI?.saveRollValue?.(100, successes === 0 ? 100 : successes);
|
||||
};
|
||||
|
||||
let content = `Rolls:<div class="dice-tooltip"><ol class="dice-rolls">${results.join(`\n`)}</ol></div><hr>Gain 1 Momentum<br>Successes: ${successes}<br>Crits: ${critsOnly}`;
|
||||
|
||||
let successType = `Normal`;
|
||||
if (successes >= 8) {
|
||||
content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your hobby stat and gain 1 additional Momentum!`;
|
||||
successType = `Popped Off`;
|
||||
}
|
||||
else if (successes === 0) {
|
||||
content += `<div style="${notifStyle} ${redNotif}">Pinned Down</div> Roll a d6, rescuing you becomes a new objective`;
|
||||
}
|
||||
|
||||
content += `<div style="${notifStyle} ${redNotif}">Pinned Down</div> Roll a d6, rescuing; you becomes a new objective`;
|
||||
successType = `Downed`;
|
||||
};
|
||||
|
||||
if (rollMode === CONST.DICE_ROLL_MODES.BLIND) {
|
||||
ui.notifications.info(`Cannot make a blind roll from the macro, rolling with mode "Private GM Roll" instead`);
|
||||
rollMode = CONST.DICE_ROLL_MODES.PRIVATE;
|
||||
};
|
||||
|
||||
const privacy = stats.utils.determinePrivacyFromRollMode(rollMode);
|
||||
await CONFIG.stats.db.createRows(
|
||||
`Dice/d6`,
|
||||
game.user.id,
|
||||
resultValues.map(value => ({ value, privacy })),
|
||||
{ rerender: false },
|
||||
);
|
||||
await CONFIG.stats.db.createRow(
|
||||
`AwaG/Type of Success`,
|
||||
game.user.id,
|
||||
{ value: successType, privacy },
|
||||
{ rerender: false },
|
||||
);
|
||||
await CONFIG.stats.db.createRow(
|
||||
`AwaG/Count of Successes`,
|
||||
game.user.id,
|
||||
{ value: successes, privacy },
|
||||
{ rerender: false },
|
||||
);
|
||||
await CONFIG.stats.db.createRow(
|
||||
`AwaG/Amount of Dice Rolled`,
|
||||
game.user.id,
|
||||
{ value: diceCount, privacy },
|
||||
{ rerender: false },
|
||||
);
|
||||
CONFIG.stats.db.render();
|
||||
|
||||
const chatData = ChatMessage.applyRollMode(
|
||||
{
|
||||
flavor: `(Gun: Rocket Launcher)`,
|
||||
Loading…
Add table
Add a link
Reference in a new issue