Update the gun macros
This commit is contained in:
parent
9d4704897f
commit
9cee87b81e
6 changed files with 403 additions and 6 deletions
106
Axolotl-with-a-Gun/guns/glock/2-not-1.mjs
Normal file
106
Axolotl-with-a-Gun/guns/glock/2-not-1.mjs
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@ -0,0 +1,106 @@
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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: `glock-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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});
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const { statBase, extraDice } = answers;
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let rollMode = game.settings.get(`core`, `rollMode`);
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let diceCount = statBase;
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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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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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// Save dice stats if present
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WorldAPI?.saveRollValue?.(sidesOnDice, total);
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results.push(`<li class="${classes}">${total}</li>`);
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};
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if (successes === 0) {
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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: ${critsOnly}`;
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if (successes >= 8) {
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content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your hobby stat and gain 1 additional Momentum!`;
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}
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else if (successes === 0) {
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content += `<div style="${notifStyle} ${redNotif}">Pinned Down</div> Roll a d6, rescuing you becomes a new objective`;
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}
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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 chatData = ChatMessage.applyRollMode(
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{
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flavor: `(Gun: Glock)`,
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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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112
Axolotl-with-a-Gun/guns/gunsword/only-empty-half.mjs
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112
Axolotl-with-a-Gun/guns/gunsword/only-empty-half.mjs
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@ -0,0 +1,112 @@
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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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let comboCount = game.user.getFlag(`world`, `comboCount`) ?? 0;
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const answers = await DialogManager.ask({
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id: `gunsword-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: `comboCount`,
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inputType: `hidden`,
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label: `Combo`,
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details: `Your current C-C-C-Combo Meter is at: ${comboCount}`,
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},
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],
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});
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const { statBase, extraDice } = answers;
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let rollMode = game.settings.get(`core`, `rollMode`);
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let diceCount = statBase;
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diceCount += extraDice;
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let successes = 0;
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let critsOnly = 0;
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const results = [];
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for (let i = diceCount; i > 0; i--) {
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let r = new Roll(`1d${sidesOnDice}`);
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await r.evaluate();
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let classes = `roll die d${sidesOnDice}`;
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const total = r.total;
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if (total === statBase && critsOnly === 0) {
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successes += comboCount;
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critsOnly += 1;
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classes += ` success`;
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comboCount = Math.ceil(comboCount / 2);
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}
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else if (total <= statBase) {
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successes += 1;
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comboCount += 1;
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}
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else {
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classes += ` discarded`
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}
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// Save dice stats if present
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WorldAPI?.saveRollValue?.(sidesOnDice, total);
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results.push(`<li class="${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: ${comboCount}`;
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if (successes >= 8) {
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content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your hobby stat and gain 1 additional Momentum!`;
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}
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else if (successes === 0) {
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content += `<div style="${notifStyle} ${redNotif}">Pinned Down</div> Roll a d6, rescuing you becomes a new objective`;
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}
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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 chatData = ChatMessage.applyRollMode(
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{
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flavor: `(Gun: Gunsword)`,
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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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@ -36,12 +36,17 @@ async function main() {
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},
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],
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});
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const { statBase, extraDice } = answers;
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const { extraDice } = answers;
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let { statBase } = answers;
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let rollMode = game.settings.get(`core`, `rollMode`);
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let diceCount = statBase;
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diceCount += extraDice;
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if (statBase === 6) {
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diceCount += 6;
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};
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let statGain = 0;
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let gunLoss = 0;
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let successes = 0;
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let critsOnly = 0;
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@ -68,9 +73,16 @@ async function main() {
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classes += ` success`;
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}
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if (statBase === 6 && i <= 6) {
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if (i === 6) {
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statBase -= 1;
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};
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continue
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}
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if (succeeded) {
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try {
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const { holdTheTrigger } = await DialogManager.ask({
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const { holdTheTrigger, ventHeat } = await DialogManager.ask({
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id: `mini-gun-hold-the-trigger`,
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question: `Hold The Trigger?`,
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inputs: [
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@ -102,16 +114,17 @@ async function main() {
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heatMeter += (holdTheTrigger ? 1 : -1);
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if (holdTheTrigger) {
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diceCount += 1;
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}
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};
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if (heatMeter >= 6) {
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heatMeter = 0;
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gunLoss += 2;
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}
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statBase -= 2;
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};
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} catch {};
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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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WorldAPI?.saveRollValue?.(6, total);
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results.push(`<li class="${classes}">${total}</li>`);
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};
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166
Axolotl-with-a-Gun/guns/mini-gun/ventable.mjs
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166
Axolotl-with-a-Gun/guns/mini-gun/ventable.mjs
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@ -0,0 +1,166 @@
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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 main() {
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let heatMeter = game.user.getFlag(`world`, `heatMeter`) ?? 0;
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const answers = await DialogManager.ask({
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id: `mini-gun-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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});
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const { extraDice } = answers;
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let { statBase } = answers;
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let rollMode = game.settings.get(`core`, `rollMode`);
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let diceCount = statBase;
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diceCount += extraDice;
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if (statBase === 6) {
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diceCount += 6;
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};
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let statGain = 0;
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let gunLoss = 0;
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let successes = 0;
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let critsOnly = 0;
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let results = [];
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for (let i = 0; i < diceCount; i++) {
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let succeeded = false;
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let r = new Roll(`1d6`);
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await r.evaluate();
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let classes = `roll die d6`;
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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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succeeded = true;
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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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if (statBase === 6 && i <= 6) {
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if (i === 6) {
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statBase -= 1;
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};
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continue
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}
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if (succeeded) {
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try {
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const { holdTheTrigger, ventHeat } = await DialogManager.ask({
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id: `mini-gun-hold-the-trigger`,
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question: `Hold The Trigger?`,
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inputs: [
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{
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key: `_1`,
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inputType: `hidden`,
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label: `Success Count: ${successes}`,
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},
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{
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key: `_2`,
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inputType: `hidden`,
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label: `Total Dice Rolled: ${i + 1}/${diceCount}`,
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},
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{
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key: `_3`,
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inputType: `hidden`,
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label: `Current Heat: ${heatMeter}/6`,
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},
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{
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key: `holdTheTrigger`,
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inputType: `checkbox`,
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label: `Hold The Trigger?`,
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details: `If you hold the trigger, you roll an additional dice, and gain 1 heat. If you don't hold the trigger, you lose one heat. When you reach 6 heat, you lost all heat and lose 2 GUN.`,
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defaultValue: false,
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autofocus: true,
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}
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],
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});
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heatMeter += (holdTheTrigger ? 1 : -1);
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if (holdTheTrigger) {
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diceCount += 1;
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};
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if (heatMeter >= 6) {
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heatMeter = 0;
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gunLoss += 2;
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statBase -= 2;
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}
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} catch {};
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}
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// Save dice stats if present
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WorldAPI?.saveRollValue?.(6, total);
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results.push(`<li class="${classes}">${total}</li>`);
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};
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game.user.setFlag(`world`, `heatMeter`, heatMeter);
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WorldAPI?.saveRollValue?.(20, Math.min(diceCount, 20));
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WorldAPI?.saveRollValue?.(100, successes === 0 ? 100 : successes);
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let content = `Rolls:<div class="dice-tooltip"><ol class="dice-rolls">${results.join(`\n`)}</ol></div><hr>Gain 1 Momentum<br>Successes: ${successes}<br>Crits: ${critsOnly}<br>Final Heat: ${heatMeter}`;
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if (gunLoss > 0) {
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content += `<div style="${notifStyle} ${redNotif}">Lose ${gunLoss} GUN</div>`;
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}
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if (successes >= 8) {
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content += `<div style="${notifStyle} ${greenNotif}">POP OFF</div> Add one to your hobby stat and gain 1 additional Momentum!`;
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}
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else if (successes === 0) {
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content += `<div style="${notifStyle} ${redNotif}">Pinned Down</div> Roll a d6, rescuing you becomes a new objective`;
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}
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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 chatData = ChatMessage.applyRollMode(
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{
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flavor: `(Gun: Mini-Gun)`,
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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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main();
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