mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
synced 2026-08-30 03:40:32 +00:00
Version 4.60. Cleaned up updater.
This commit is contained in:
@@ -15984,7 +15984,7 @@
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<div class="item-version-information">
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<!-- Update version before release. -->
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<input type="text" value="4.54" name="attr_version" title="@{version}" readonly tabindex="-1"/>
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<input type="text" value="4.60" name="attr_version" title="@{version}" readonly tabindex="-1"/>
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</div>
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</div>
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@@ -24785,7 +24785,7 @@
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// Character upgrades and portrait assignment
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on("sheet:opened", async function() {
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let attributes = {sheetTab:"characteristics"};
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// Fetch just what is needed to determine the version
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let values = await _getAttrs(["version", "totalCharacterCost", "validateMay23", "character_name", "character_avatar"]);
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let name = values.character_name;
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@@ -24840,38 +24840,15 @@
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theNumberOfD3 = 1;
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}
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var hiddenDamage = theNumberOfD6.concat("d6+",theNumberOfD3.toString(),"d3");
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attributes.hiddenBasicDamage = hiddenDamage;
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attributes.hiddenBasicDamage = theNumberOfD6.concat("d6+",theNumberOfD3.toString(),"d3");
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// Update martial maneuver text CVs to integers.
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attributes.martialManeuverOCV01 = parseInt(values.martialManeuverOCV01)||0;
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attributes.martialManeuverDCV01 = parseInt(values.martialManeuverDCV01)||0;
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attributes.martialManeuverOCV02 = parseInt(values.martialManeuverOCV02)||0;
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attributes.martialManeuverDCV02 = parseInt(values.martialManeuverDCV02)||0;
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attributes.martialManeuverOCV03 = parseInt(values.martialManeuverOCV03)||0;
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attributes.martialManeuverDCV03 = parseInt(values.martialManeuverDCV03)||0;
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attributes.martialManeuverOCV04 = parseInt(values.martialManeuverOCV04)||0;
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attributes.martialManeuverDCV04 = parseInt(values.martialManeuverDCV04)||0;
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attributes.martialManeuverOCV05 = parseInt(values.martialManeuverOCV05)||0;
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attributes.martialManeuverDCV05 = parseInt(values.martialManeuverDCV05)||0;
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attributes.martialManeuverOCV06 = parseInt(values.martialManeuverOCV06)||0;
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attributes.martialManeuverDCV06 = parseInt(values.martialManeuverDCV06)||0;
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attributes.martialManeuverOCV07 = parseInt(values.martialManeuverOCV07)||0;
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attributes.martialManeuverDCV07 = parseInt(values.martialManeuverDCV07)||0;
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attributes.martialManeuverOCV08 = parseInt(values.martialManeuverOCV08)||0;
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attributes.martialManeuverDCV08 = parseInt(values.martialManeuverDCV08)||0;
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attributes.martialManeuverOCV09 = parseInt(values.martialManeuverOCV09)||0;
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attributes.martialManeuverDCV09 = parseInt(values.martialManeuverDCV09)||0;
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attributes.martialManeuverDamage09 = hiddenDamage;
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for (let i=1; i<=9; i++) {
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ID = String(i).padStart(2,'0');
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attributes["martialManeuverOCV"+ID] = parseInt(values["martialManeuverOCV"+ID])||0;
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attributes["martialManeuverDCV"+ID] = parseInt(values["martialManeuverDCV"+ID])||0;
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}
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// Update perception roll chances.
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statValue = parseInt(values.intelligence)||10;
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@@ -24966,24 +24943,21 @@
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// Update martial maneuver selections and starting weapon states.
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values = await _getAttrs(["martialManeuverBlock01", "martialManeuverBlock02", "martialManeuverBlock03", "martialManeuverBlock04", "martialManeuverBlock05", "martialManeuverBlock06", "martialManeuverBlock07", "martialManeuverBlock08", "martialManeuverBlock09", "martialManeuverBlock10", "weaponNormalDamage01", "weaponNormalDamage02", "weaponNormalDamage03", "weaponNormalDamage04", "weaponNormalDamage05", "weaponNormalDamage06"]);
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let maneuverId;
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let states = "DDDDDDOOOOOO";
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for (let i=1; i<=maxManeuverNum; i++) {
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maneuverId = String(i).padStart(2,'0');
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if (values["martialManeuverBlock"+maneuverId] === "on") {
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attributes["martialManeuverType"+maneuverId] = "block";
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ID = String(i).padStart(2,'0');
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if (values["martialManeuverBlock"+ID] === "on") {
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attributes["martialManeuverType"+ID] = "block";
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} else {
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attributes["martialManeuverType"+maneuverId] = "attack";
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attributes["martialManeuverType"+ID] = "attack";
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}
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}
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attributes.weaponType01 = "defense";
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attributes.weaponType02 = "defense";
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attributes.weaponType03 = "defense";
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attributes.weaponType04 = "defense";
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attributes.weaponType05 = "defense";
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attributes.weaponType06 = "defense";
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for (let i=1; i<=6; i++) {
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ID = String(i).padStart(2,'0');
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attributes["weaponType"+ID] = "defense";
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}
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attributes.gearSlideSelection = "gearTreasures";
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attributes.maneuverSelection = "block";
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@@ -25014,7 +24988,7 @@
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let newId;
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let oldId;
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for (let i=31; i<= 37; i++) {
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for (let i=31; i<=37; i++) {
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oldId = String(i).padStart(2,'0');
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newId = String(i+30).padStart(2,'0');
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@@ -25064,25 +25038,22 @@
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if (version < 4.10) {
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values = await _getAttrs(["weaponNormalDamage01", "weaponNormalDamage02", "weaponNormalDamage03", "weaponNormalDamage04", "weaponNormalDamage05", "weaponNormalDamage06", "weaponNormalDamage11", "weaponNormalDamage12", "weaponNormalDamage13", "weaponNormalDamage14", "weaponNormalDamage15", "weaponNormalDamage16"]);
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let weaponId = "";
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// Update weapons and the shield.
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for (let i=1; i<=6; i++) {
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weaponId = String(i).padStart(2,'0');
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attributes["weaponDamageType"+weaponId] = (values["weaponNormalDamage"+weaponId] === "on") ? "normal" : "killing";
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ID = String(i).padStart(2,'0');
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attributes["weaponDamageType"+ID] = (values["weaponNormalDamage"+ID] === "on") ? "normal" : "killing";
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}
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for (let i=11; i<=15; i++) {
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weaponId = String(i).padStart(2,'0');
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attributes["weaponDamageType"+weaponId] = (values["weaponNormalDamage"+weaponId] === "on") ? "normal" : "killing";
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ID = String(i).padStart(2,'0');
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attributes["weaponDamageType"+ID] = (values["weaponNormalDamage"+ID] === "on") ? "normal" : "killing";
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}
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version = 4.10;
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}
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if (version < 4.53) {
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if (version < 4.60) {
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let powerID = "";
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let isEmpty;
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let isFramework;
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let isAttack;
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@@ -25090,36 +25061,30 @@
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let usesEND;
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for (let i=1; i<=20; i++) {
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powerId = String(i).padStart(2,'0');
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ID = String(i).padStart(2,'0');
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values = await _getAttrs(["powerEffect"+powerId, "powerType"+powerId, "powerAttack"+powerId, "powerActivate"+powerId, "powerReducedEND"+powerId]);
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values = await _getAttrs(["powerEffect"+ID, "powerType"+ID, "powerAttack"+ID, "powerActivate"+ID, "powerReducedEND"+ID]);
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isEmpty = ( (values["powerEffect"+powerId]).toLowerCase().replace(/\s/g, '') !== '') ? false : true;
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isFramework = ( (values["powerType"+powerId] === "multipower") || (values["powerType"+powerId] === "powerPool") || (values["powerType"+powerId] === "powerControl") ) ? true : false;
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isAttack = (values["powerAttack"+powerId] === "on") ? true : false;
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hasActivation = (values["powerActivate"+powerId] === "on") ? true : false;
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usesEND = ( (values["powerReducedEND"+powerId] === "noEND") || (values["powerReducedEND"+powerId] === "zeroEND") || (values["powerReducedEND"+powerId] === "zeroENDAF") ) ? false : true;
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isEmpty = ( (values["powerEffect"+ID]).toLowerCase().replace(/\s/g, '') !== '') ? false : true;
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isFramework = ( (values["powerType"+ID] === "multipower") || (values["powerType"+ID] === "powerPool") || (values["powerType"+ID] === "powerControl") ) ? true : false;
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isAttack = (values["powerAttack"+ID] === "on") ? true : false;
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hasActivation = (values["powerActivate"+ID] === "on") ? true : false;
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usesEND = ( (values["powerReducedEND"+ID] === "noEND") || (values["powerReducedEND"+ID] === "zeroEND") || (values["powerReducedEND"+ID] === "zeroENDAF") ) ? false : true;
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if (isEmpty || isFramework) {
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attributes["powerAction"+powerId] = "none";
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attributes["powerAction"+ID] = "none";
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} else if ( (isAttack || hasActivation ) && usesEND) {
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attributes["powerAction"+powerId] = "all";
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attributes["powerAction"+ID] = "all";
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} else if (isAttack || hasActivation) {
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attributes["powerAction"+powerId] = "roll";
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attributes["powerAction"+ID] = "roll";
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} else if (usesEND) {
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attributes["powerAction"+powerId] = "end";
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attributes["powerAction"+ID] = "end";
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} else {
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attributes["powerAction"+powerId] = "none";
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attributes["powerAction"+ID] = "none";
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}
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}
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version = 4.53;
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}
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if (version < 4.54) {
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version = 4.54;
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version = 4.60;
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}
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if (version != origVersion) {
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