mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
synced 2026-08-31 04:02:29 +00:00
78 lines
3.3 KiB
TypeScript
78 lines
3.3 KiB
TypeScript
/* global getAttrs, setAttrs, getSectionIDs, generateRowID, on, removeRepeatingRow, _, getTranslationByKey */
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/**
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* Validations
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*/
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const validateTab = () => {
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getAttrs(["tab", "npc"], v => {
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if (v.tab === "character" && v.npc === "1") setAttrs({
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tab: "npc"
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});
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if (v.tab === "npc" && v.npc === "0") setAttrs({
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tab: "character"
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});
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});
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};
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const validateSuperTab = () => {
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getAttrs(["setting_super_type", "tab_super"], v => {
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const setting: {[key: string]: string} = {};
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if (v.setting_super_type === "magic") setting.tab_super = "magic";
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if (v.setting_super_type === "psionics") setting.tab_super = "psionics";
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mySetAttrs(setting, v);
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});
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};
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// const validateStrain = () => {
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// getAttrs(["strain", "strain_permanent", "strain_max"], v => {
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// const currentStrain = parseInt(v.strain) || 0,
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// permanentStrain = parseInt(v.strain_permanent) || 0,
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// strain = Math.min(parseInt(v.strain_max), Math.max(currentStrain, permanentStrain)) || 0;
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//
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// if (strain !== currentStrain) setAttrs({
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// strain
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// });
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// });
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// };
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const validateWeaponSkills = (ids?: [string]) => {
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// Makes sure that the select for the weapon skill is never in an invalid state.
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const prefixes = (ids && ids.map(id => `repeating_weapons_${id}`)) || ["repeating_weapons"];
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getAttrs(["homebrew_skill_list", ...prefixes.map(p => `${p}_weapon_skill_bonus`)], v => {
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const revisedList = ["@{skill_exert}", "@{skill_punch}", "@{skill_shoot}", "@{skill_stab}",
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"@{skill_telekinesis}", "0"
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],
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firstList = ["@{skill_combat_energy}", "@{skill_combat_gunnery}", "@{skill_combat_primitive}", "@{skill_combat_projectile}",
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"@{skill_combat_psitech}", "@{skill_combat_unarmed}", "@{skill_telekinesis}", "0"
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],
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type = v.homebrew_skill_list,
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setting: {[key: string]: string} = {};
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prefixes.forEach(prefix => {
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if (type === "revised" && !revisedList.includes(v[`${prefix}_weapon_skill_bonus`]))
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setting[`${prefix}_weapon_skill_bonus`] = "@{skill_shoot}";
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if (type === "first" && !firstList.includes(v[`${prefix}_weapon_skill_bonus`]))
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setting[`${prefix}_weapon_skill_bonus`] = "@{skill_combat_energy}";
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});
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setAttrs(setting);
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});
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};
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const validateShells = (e: EventInfo) => {
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//Unchecks every shell 'active' toggle except the one toggle now.
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// console.log(e.sourceAttribute);
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// console.log(e.sourceAttribute.slice(17, -13));
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// console.log(e.sourceAttribute.slice(-6));
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// console.log(e.sourceAttribute.slice(-15, -7));
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if (e.sourceAttribute.slice(-6) === "active" && e.sourceAttribute.slice(-15, -7) !== "affinity") {
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console.log("Changing");
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getSectionIDs("repeating_shells", idArray => {
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idArray = idArray.filter(item => item !== e.sourceAttribute.slice(17, -13))
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const setting: {[key: string]: string} = {}
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idArray.forEach(id => setting[`repeating_shells_${id}_shell_active`] = "0");
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setAttrs(setting, {}, () => {
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calculateShellAttrs();
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})
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})
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} else {
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console.log("No change needed");
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calculateShellAttrs();
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}
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}
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