Update all of the macros to account for the new module to track stats with

This commit is contained in:
Oliver-Akins 2025-06-01 21:46:19 -06:00
parent 9cee87b81e
commit 992201262f
11 changed files with 315 additions and 244 deletions

View file

@ -53,6 +53,7 @@ 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${sidesOnDice}`);
await r.evaluate();
@ -72,23 +73,21 @@ async function rollDice() {
classes += ` success`;
}
// Save dice stats if present
WorldAPI?.saveRollValue?.(sidesOnDice, total);
resultValues.push(total);
results.push(`<li class="${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`;
}
successType = `Downed`;
};
if (rollMode === CONST.DICE_ROLL_MODES.BLIND) {
@ -96,6 +95,33 @@ async function rollDice() {
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: AK-47)`,

View file

@ -64,9 +64,7 @@ async function rollDice() {
classes += ` success`;
}
// Save dice stats if present
WorldAPI?.saveRollValue?.(sidesOnDice, total);
resultValues.push(total);
results.push(`<li class="${classes}">${total}</li>`);
};
@ -74,24 +72,50 @@ async function rollDice() {
successes = 2;
};
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} ${greenNotif}">POP OFF</div> Add one to your hobby stat and gain 1 additional Momentum!`;
content += `<div style="${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: Glock)`,

View file

@ -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${sidesOnDice}`);
await r.evaluate();
@ -64,32 +65,56 @@ async function rollDice() {
classes += ` success`;
}
// Save dice stats if present
WorldAPI?.saveRollValue?.(sidesOnDice, total);
resultValues.push(total);
results.push(`<li class="${classes}">${total}</li>`);
}
successes = Math.max(successes, 1);
WorldAPI?.saveRollValue?.(20, Math.min(diceCount, 20));
WorldAPI?.saveRollValue?.(100, successes === 0 ? 100 : successes);
let content = `Rolls:<div class="dice-tooltip"><ol class="dice-rolls">${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} ${greenNotif}">POP OFF</div> Add one to your hobby stat and gain 1 additional Momentum!`;
content += `<div style="${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: Glock)`,

View file

@ -53,6 +53,7 @@ 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${sidesOnDice}`);
await r.evaluate();
@ -74,30 +75,56 @@ async function rollDice() {
classes += ` discarded`
}
// Save dice stats if present
WorldAPI?.saveRollValue?.(sidesOnDice, total);
resultValues.push(total);
results.push(`<li class="${classes}">${total}</li>`);
}
game.user.setFlag(`world`, `comboCount`, comboCount);
WorldAPI?.saveRollValue?.(20, Math.min(diceCount, 20));
WorldAPI?.saveRollValue?.(100, successes === 0 ? 100 : successes);
let content = `Rolls:<div class="dice-tooltip"><ol class="dice-rolls">${results.join(`\n`)}</ol></div><hr>Gain 1 Momentum<br>Successes: ${successes}<br>Crits: ${critsOnly}<br>Combo Count After Roll: ${comboCount}`;
let successType = `Normal`;
if (successes >= 8) {
content += `<div style="${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: Gunsword)`,

View file

@ -53,6 +53,7 @@ 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${sidesOnDice}`);
await r.evaluate();
@ -74,30 +75,56 @@ async function rollDice() {
classes += ` discarded`
}
// Save dice stats if present
WorldAPI?.saveRollValue?.(sidesOnDice, total);
resultValues.push(total);
results.push(`<li class="${classes}">${total}</li>`);
}
game.user.setFlag(`world`, `comboCount`, comboCount);
WorldAPI?.saveRollValue?.(20, Math.min(diceCount, 20));
WorldAPI?.saveRollValue?.(100, successes === 0 ? 100 : successes);
let content = `Rolls:<div class="dice-tooltip"><ol class="dice-rolls">${results.join(`\n`)}</ol></div><hr>Gain 1 Momentum<br>Successes: ${successes}<br>Crits: ${critsOnly}<br>Combo Count After Roll: ${comboCount}`;
let successType = `Normal`;
if (successes >= 8) {
content += `<div style="${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: Gunsword)`,

View file

@ -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${sidesOnDice}x=${statBase}`);
await r.evaluate();
@ -64,30 +65,56 @@ async function rollDice() {
critsOnly += 1;
classes += ` success exploded`;
}
// 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} ${greenNotif}">POP OFF</div> Add one to your hobby stat and gain 1 additional Momentum!`;
content += `<div style="${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: Hand Cannon)`,

View file

@ -46,11 +46,11 @@ async function main() {
diceCount += 6;
};
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)`,

View file

@ -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();

View file

@ -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)`,