RnK : Reroll add a extra step in RnK dialog
GmBx: Changed new BTs to "Sleep" & "Scene end" actions (more used)
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@@ -132,7 +132,7 @@ export class GmToolsDialog extends FormApplication {
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game.settings.set("l5r5e", "initiative.difficulty.value", this.object.difficulty).then(() => this.submit());
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});
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// Halve max void points & Clear conflict
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// Scene End & Sleep
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html.find(`.gm_actor_updates`).on("click", (event) => {
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event.preventDefault();
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event.stopPropagation();
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@@ -172,20 +172,31 @@ export class GmToolsDialog extends FormApplication {
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game.actors.entities.forEach((actor) => {
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switch (type) {
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case "starting_void_point":
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// Starting void points : Max Void point / 2 rounded up for all actors
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actor.data.data.void_points.value = Math.ceil(actor.data.data.void_points.max / 2);
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case "sleep":
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// Remove 'water x2' fatigue points
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actor.data.data.fatigue.value = Math.max(
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0,
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actor.data.data.fatigue.value - Math.ceil(actor.data.data.rings.water * 2)
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);
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break;
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case "clear_conflict":
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// Clear all actor conflict
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actor.data.data.strife.value = 0;
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case "scene_end":
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// If more than half the value => roundup half conflit & fatigue
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actor.data.data.fatigue.value = Math.min(
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actor.data.data.fatigue.value,
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Math.ceil(actor.data.data.fatigue.max / 2)
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);
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actor.data.data.strife.value = Math.min(
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actor.data.data.strife.value,
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Math.ceil(actor.data.data.strife.max / 2)
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);
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break;
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}
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actor.update({
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data: {
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void_points: {
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value: actor.data.data.void_points.value,
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fatigue: {
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value: actor.data.data.fatigue.value,
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},
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strife: {
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value: actor.data.data.strife.value,
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