Update all of the macros to account for the new module to track stats with
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11 changed files with 315 additions and 244 deletions
136
Axolotl-with-a-Gun/guns/AK-47/base.mjs
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136
Axolotl-with-a-Gun/guns/AK-47/base.mjs
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const notifStyle = `
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font-size: 1.5rem;
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margin: 0.5rem 0;
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padding: 6px 8px;
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box-shadow: 0 0 10px var(--color-shadow-dark);
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color: var(--color-text-light-1);
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border-radius: 5px;
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text-align: center;`;
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const greenNotif = `
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background: var(--color-level-success-bg);
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border: 1px solid var(--color-level-success-border);`;
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const redNotif = `
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background: var(--color-level-error-bg);
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border: 1px solid var(--color-level-error);`;
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async function rollDice() {
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const sidesOnDice = 6;
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const answers = await DialogManager.ask({
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id: `ak47-dice-pool`,
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question: `Set up your dice pool:`,
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inputs: [
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{
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key: `statBase`,
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inputType: `number`,
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label: `Stat Base`,
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autofocus: true,
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},
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{
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key: `extraDice`,
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inputType: `number`,
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label: `Extra Dice`,
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defaultValue: 0,
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},
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{
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key: `bonusThreshold`,
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defaultValue: 2,
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label: `Bonus Threshold (when stat base <= bonus threshold, gain 3 dice)`,
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}
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],
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});
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const { statBase, bonusThreshold, extraDice, } = answers;
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let rollMode = game.settings.get(`core`, `rollMode`);
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let diceCount = statBase;
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if (statBase <= bonusThreshold) {
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diceCount += 3;
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};
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diceCount += extraDice;
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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${sidesOnDice}`);
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await r.evaluate();
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let classes = `roll die d${sidesOnDice}`;
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const total = r.total;
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if (total <= statBase) {
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successes += 1;
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}
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else {
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classes += ` discarded`
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}
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if (total === statBase) {
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successes += 1;
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critsOnly += 1;
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classes += ` success`;
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}
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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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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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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: AK-47)`,
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content,
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},
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rollMode,
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);
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await ChatMessage.implementation.create(chatData);
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}
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rollDice();
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