From e4e4bc8e82f1c2cd6a9295065d03ee7368ecca34 Mon Sep 17 00:00:00 2001 From: "Russell A. Sinclair" Date: Sat, 7 Oct 2023 15:54:33 -0500 Subject: [PATCH 1/2] Pathfinder 2e Guidance version 1.1 Also fixed a critical error that prevented 1.0 from working --- Pathfinder 2e Guidance/1.1.0/pf2_guidance.js | 1170 ++++++++++++++++++ Pathfinder 2e Guidance/README.md | 37 +- Pathfinder 2e Guidance/pf2_guidance.js | 461 +++++-- Pathfinder 2e Guidance/script.json | 6 +- 4 files changed, 1584 insertions(+), 90 deletions(-) create mode 100644 Pathfinder 2e Guidance/1.1.0/pf2_guidance.js diff --git a/Pathfinder 2e Guidance/1.1.0/pf2_guidance.js b/Pathfinder 2e Guidance/1.1.0/pf2_guidance.js new file mode 100644 index 000000000..b1a70ac8f --- /dev/null +++ b/Pathfinder 2e Guidance/1.1.0/pf2_guidance.js @@ -0,0 +1,1170 @@ +var Guidance = Guidance || function () { + "use strict"; + + const version = "v1.1"; + const guidanceWelcome = "Welcome to Guidance " + version + " for Pathfinder 2nd edition!

This tool assists Pathfinder 2e GMs in Roll20.

Guidance allows you to import stat blocks from Archive of Nethys and PFS Society Modules, into the NPC tab of thePathfinder 2 character sheet.

To use Guidance, Click on a token that has been linked to a character sheet and type the command.

Here are the commands currently available:

!pf_npc - When a token has been linked to a character sheet, it will read the statblock from the GM Notes sectionof the character sheet and populate the appropriate values in the NPC tab of the character sheet. It also configuresother details about the linked token: HP, AC, and Name. It will generate token macros for Initiative, Saves, and allparsed weapon attacks.

usage: Click the token that represents the NPC and type !pf_npc into chat

!pf_clean - This command will erase an entire character sheet. Note that you must type "CONFIRM" to allow it to delete.

usage: Click the token that represents the NPC and type !pf_clean CONFIRM into chat

!pf_token - This command configures the NPC token for GM use. It verifies the name and other details can only be seen bythe GM and will link AC and Hitpoints to the token's indicators.

usage: Click the token that represents the NPC and type !pf_token into chat

!pf_pcbuilder - BETA This command allows you to import a player character from PathBuilder. Generate the JSON as you would for Foundry, and then copy it and put it into the "Bio & Info" section of the character sheet (middle tab). Thenselect the token and run this command. I will import the character and do some basic configuration of the Token.

usage: Click the token that represents the NPC and type !pf_pcbuilder into chat

!pf_pctoken - BETA The command configures a token for a player character. When you select the token and run this command,it will fix a number of common problems with the token to make it usable in Roll20 by players. If the token is not linkedto a character sheet, it will put the RED X over the token to make it easy to identify.

usage: Click the token that represents the NPC and type pf_pctoken into chat

If you find any issues, feel free to reach out to me HERE.

"; + const guidanceGreeting = "Greetings, I am Guidance. I am here to assist you working with your game. To learn more, I created a welcome guide in the journal section."; + + let debugMode = false + + // commands + const prefix = "!pf_"; + const commandDebug = prefix + "debug"; + const commandHelp = prefix + "help"; + const commandToken = prefix + "token"; + const commandClean = prefix + "clean"; + const commandPopulate = prefix + "npc"; + const commandPathBuilder = prefix + "pcbuilder"; + const commandPCToken = prefix + "pctoken"; + const allTraits = "Aftermath,All Ancestries,Archetype,Attack,Aura,Cantrip,Charm,Class,Concentrate,Consecration,Contingency,Curse,Darkness,Death,Dedication,Detection,Deviant,Disease,Downtime,Emotion,Experiment,Exploration,Extradimensional,Fear,Flourish,Focus,Fortune,General,Healing,Incapacitation,Incarnate,Legacy,Light,Lineage,Linguistic,Magical,Manipulate,Mental,Metamagic,Mindshift,Minion,Misfortune,Morph,Move,Multiclass,Open,Polymorph,Possession,Prediction,Press,Radiation,Reckless,Revelation,Scrying,Secret,Skill,Sleep,Spellshape,Splash,Summoned,Tech,Telepathy,Teleportation,Varies,Virulent,Vocal,Chaotic,Evil,Good,Lawful,Aasimar,Anadi,Android,Aphorite,Ardande,Automaton,Azarketi,Beastkin,Catfolk,Changeling,Conrasu,Dhampir,Duskwalker,Dwarf,Elf,Fetchling,Fleshwarp,Ganzi,Geniekin,Ghoran,Gnoll,Gnome,Goblin,Goloma,Grippli,Half-Elf,Halfling,Half-Orc,Hobgoblin,Human,Ifrit,Kashrishi,Kitsune,Kobold,Leshy,Lizardfolk,Nagaji,Orc,Oread,Poppet,Ratfolk,Reflection,Shisk,Shoony,Skeleton,Sprite,Strix,Suli,Sylph,Talos,Tengu,Tiefling,Undine,Vanara,Vishkanya,Adjusted,Aquadynamic,Bulwark,Comfort,Flexible,Hindering,Inscribed,Laminar,Noisy,Ponderous,Alchemist,Barbarian,Bard,Champion,Cleric,Druid,Fighter,Gunslinger,Inventor,Investigator,Kineticist,Magus,Monk,Oracle,Psychic,Ranger,Rogue,Sorcerer,Summoner,Swashbuckler,Thaumaturge,Witch,Wizard,Additive,Amp,Composite,Composition,Cursebound,Eidolon,Esoterica,Evolution,Finisher,Hex,Impulse,Infused,Infusion,Litany,Modification,Oath,Overflow,Psyche,Rage,Social,Spellshot,Stance,Tandem,Unstable,Vigilante,Aberration,Animal,Astral,Beast,Celestial,Construct,Dragon,Dream,Elemental,Ethereal,Fey,Fiend,Fungus,Giant,Humanoid,Monitor,Negative,Ooze,Petitioner,Plant,Positive,Spirit,Time,Undead,Air,Earth,Fire,Metal,Water,Wood,Acid,Cold,Electricity,Force,Sonic,Vitality,Void,Adjustment,Alchemical,Apex,Artifact,Barding,Bomb,Bottled,Breath,Catalyst,Censer,Clockwork,Coda,Companion,Consumable,Contract,Cursed,Drug,Elixir,Entrench,Expandable,Figurehead,Focused,Fulu,Gadget,Grimoire,Intelligent,Invested,Lozenge,Mechanical,Missive,Mutagen,Oil,Potion,Precious,Processed,Relic,Saggorak,Scroll,Snare,Spellgun,Spellheart,Staff,Steam,Structure,Talisman,Tattoo,Trap,Wand,Complex,Environmental,Haunt,Weather,Aeon,Aesir,Agathion,Amphibious,Angel,Anugobu,Aquatic,Arcane,Archon,Asura,Azata,Boggard,Caligni,Charau-ka,Couatl,Daemon,Darvakka,Demon,Dero,Devil,Dinosaur,Div,Drow,Duergar,Formian,Genie,Ghost,Ghoul,Ghul,Golem,Gremlin,Grioth,Hag,Hantu,Herald,Ikeshti,Illusion,Incorporeal,Inevitable,Kaiju,Kami,Kovintus,Lilu,Locathah,Merfolk,Mindless,Morlock,Mortic,Mummy,Munavri,Mutant,Nymph,Oni,Paaridar,Phantom,Protean,Psychopomp,Qlippoth,Rakshasa,Ratajin,Sahkil,Samsaran,Sea Devil,Serpentfolk,Seugathi,Shabti,Shapechanger,Siktempora,Skelm,Skulk,Soulbound,Sporeborn,Spriggan,Stheno,Swarm,Tane,Tanggal,Titan,Troll,Troop,Urdefhan,Vampire,Velstrac,Wayang,Werecreature,Wight,Wild Hunt,Wraith,Wyrwood,Xulgath,Zombie,Erratic,Finite,Flowing,High Gravity,Immeasurable,Low Gravity,Metamorphic,Microgravity,Sentient,Shadow,Static,Strange Gravity,Subjective Gravity,Timeless,Unbounded,Contact,Ingested,Inhaled,Injury,Poison,Abjuration,Conjuration,Divination,Enchantment,Evocation,Necromancy,Transmutation,Auditory,Olfactory,Visual,Deflecting,Foldaway,Harnessed,Hefty,Integrated,Launching,Shield Throw,Divine,Occult,Primal,Agile,Attached,Backstabber,Backswing,Brace,Brutal,Capacity,Climbing,Cobbled,Combination,Concealable,Concussive,Critical Fusion,Deadly,Disarm,Double,Barrel,Fatal,Fatal Aim,Finesse,Forceful,Free-Hand,Grapple,Hampering,Injection,Jousting,Kickback,Modular,Mounted,Nonlethal,Parry,Portable,Propulsive,Range,Ranged Trip,Razing,Reach,Recovery,Reload,Repeating,Resonant,Scatter,Shove,Sweep,Tethered,Thrown,Training,Trip,Twin,Two-Hand,Unarmed,Vehicular,Versatile,Volley"; + + // + let getFirstMatchingElement = function (source, regex, ignoreEmpty) { + let match = getMatchingArray(source, regex, ignoreEmpty); + if (isEmpty(match[0])) { + if (isEmpty(ignoreEmpty)) { + return ""; + } + return source; + } + return match[0].trim(); + } + + let getMatchingArray = function (source, regex) { + let match = source.match(regex); + if (match == null || match.length === 0 || !Array.isArray(match)) { + debugLog("source=" + source + ", regex=" + regex + " didn't return an array"); + return []; + } + return match; + } + + let isEmpty = function (valueToCheck) { + if (valueToCheck === null || valueToCheck === undefined || valueToCheck === "") { + debugLog(valueToCheck === null ? "null" : "undefined"); + debugLog(new Error().stack); + return true; + } + return false; + } + let getSubstringStartingFrom = function (source, delimit) { + let index = source.toLowerCase().indexOf(delimit.toLowerCase()); + if (index === -1) { + return ""; + } + return source.substr(index + delimit.length).trim(); + } + + /// Class that represents a NPC/Starship that is being worked on. + class NPC { + constructor(characterId, token, characterSheet) { + this.characterId = characterId; + this.npcToken = token; + this.characterSheet = characterSheet; + } + } + + // Based on code from https://app.roll20.net/users/104025/the-aaron + let generateUUID = (function () { + let lastTimestamp = 0; + let randomValues = []; + let i = 0; + return function () { + let currentTimestamp = (new Date()).getTime(); + let duplicateTimestamp = currentTimestamp === lastTimestamp; + lastTimestamp = currentTimestamp; + + let uuidArray = new Array(8); + for (i = 7; i >= 0; i--) { + uuidArray[i] = "-0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_abcdefghijklmnopqrstuvwxyz".charAt(currentTimestamp % 64); + currentTimestamp = Math.floor(currentTimestamp / 64); + } + + let uuid = uuidArray.join(""); + + if (duplicateTimestamp) { + for (i = 11; i >= 0 && randomValues[i] === 63; i--) { + randomValues[i] = 0; + } + randomValues[i]++; + } else { + for (i = 0; i < 12; i++) { + randomValues[i] = Math.floor(64 * Math.random()); + } + } + + for (i = 0; i < 12; i++) { + uuid += "-0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_abcdefghijklmnopqrstuvwxyz".charAt(randomValues[i]); + } + + return uuid; + }; + })(); + + let generateRowID = function () { + return generateUUID().replace(/_/g, "Z"); + }; + + let debugLog = function (text) { + if (debugMode) { + let timestamp = new Date().toUTCString(); + let stackTrace = new Error().stack.split("\n"); + log(`${timestamp} ${stackTrace[2].trim()} ${text}`); + } + }; + + let getAttribute = function (characterId, attributeName) { + return findObjs({ + _characterid: characterId, + _type: "attribute", + name: attributeName + })[0]; + }; + + let debugCharacterDetails = function (character) { + let attributes = findObjs({ + _characterid: character.characterId, + _type: "attribute", + }); + for (const att of attributes) { + log("{\"name\":" + att.get("name") + "\"," + + "\"current\":\"" + att.get("current") + "\"," + + "\"max\":\"" + att.get("max") + "\"}"); + } + + let abilities = findObjs({ + _characterid: character.characterId, + _type: "ability", + }); + for (const ab of abilities) { + debugLog(ab.get("name")); + } + }; + + // borrowed from https://app.roll20.net/users/901082/invincible-spleen in the forums + let setAttribute = function (characterId, attributeName, newValue, operator) { + if (!attributeName || !newValue) { + return; + } + + let foundAttribute = getAttribute(characterId, attributeName); + let mod_newValue = { + "+": function (num) { + return num; + }, + "-": function (num) { + return -num; + } + }; + + try { + if (!foundAttribute) { + if (typeof operator !== "undefined" && !isNaN(newValue)) { + newValue = mod_newValue[operator](newValue); + } + + if (attributeName.includes("show")) { + return; + } + + if (newValue === undefined || newValue === "" || newValue === 0) { + return; + } + + createObj("attribute", { + name: attributeName, + current: newValue, + max: newValue, + _characterid: characterId + }); + debugLog("DefaultAttributes: Initializing " + attributeName + " on character ID " + characterId + " with a value of " + newValue + "."); + } else { + if (typeof operator !== "undefined" && !isNaN(newValue) && !isNaN(foundAttribute.get("current"))) { + newValue = parseFloat(foundAttribute.get("current")) + parseFloat(mod_newValue[operator](newValue)); + } + + foundAttribute.set("current", newValue); + foundAttribute.set("max", newValue); + debugLog("DefaultAttributes: Setting " + attributeName + " on character ID " + characterId + " to a value of " + newValue + "."); + } + } catch (err) { + log(err.message); + log(err.stack); + } + }; + + let getSelectedNPCs = function (selected) { + let npcs = []; + for (const t of selected) { + debugLog(t + "adding"); + let token = findObjs(t)[0]; + let cid = token.get("represents"); + npcs.push(new NPC(cid, token, findObjs({_id: cid, _type: "character"})[0])); + } + return npcs; + }; + + let speakAsGuidanceToGM = function (text) { + text = "/w gm &{template:default} {{name=Guidance}} {{" + text + "}}"; + sendChat("Guidance", text); + }; + + let speakAsGuidanceToAll = function (text) { + text = "&{template:default} {{name=Guidance}} {{" + text + "}}"; + sendChat("Guidance", text); + }; + let toTitleCase = function (str) { + str = str.toLowerCase().split(' '); + for (let i = 0; i < str.length; i++) { + str[i] = str[i].charAt(0).toUpperCase() + str[i].slice(1); + } + return str.join(' '); + } + + let cleanText = function (textToClean) { + return textToClean + .replaceAll(/", "~") + .replaceAll("]+)>)/gi, " ") + .replace(/ |&/gi, " ") + .replace(/\s+/g, " "); + }; + + let eraseCharacter = function (c) { + for (const attribute of findObjs({_characterid: c.characterId, _type: "attribute"})) { + attribute.remove(); + } + for (const ability of findObjs({_characterid: c.characterId, _type: "ability"})) { + ability.remove(); + } + for (let i = 1; i < 4; i++) { + c.npcToken.set("bar" + i + "_value", ""); + c.npcToken.set("bar" + i + "_max", ""); + } + + speakAsGuidanceToGM("Removed all properties for " + c.characterSheet.get("name")); + c.characterSheet.set("name", "Erased Character"); + } + + function populateStat(characterId, statBlock, regex, ...stats) { + debugLog("Starting with = " + statBlock); + debugLog("Starting with = " + stats[0]); + let current = getFirstMatchingElement(statBlock, regex); + statBlock = getSubstringStartingFrom(statBlock, current); + statBlock = removeStartingDelimiters(statBlock); + debugLog("returning = " + statBlock); + + if (current === "") { + return statBlock; + } + current = current.replaceAll("~", "").trim(); + + if (Array.isArray(stats)) { + stats.forEach(stat => { + setAttribute(characterId, stat, current); + }); + } else { + setAttribute(characterId, stats, current); + } + return statBlock; + } + + let removeStartingDelimiters = function (statBlock) { + statBlock = statBlock.trim(); + while (statBlock.startsWith(";") || statBlock.startsWith("~")) { + if (statBlock.startsWith(";")) { + statBlock = getSubstringStartingFrom(statBlock, ";"); + } + if (statBlock.startsWith("~")) { + statBlock = getSubstringStartingFrom(statBlock, "~"); + } + } + return statBlock; + } + + // + + // + on("ready", function () { + speakAsGuidanceToGM(guidanceGreeting); + let handoutName = "Welcome To Guidance"; + let objs = findObjs({name: handoutName, _type: "handout"}); + let userGuide; + if (objs.length < 1) { + debugLog("Handout not found - recreating"); + userGuide = createObj("handout", { + name: handoutName + }); + } else { + userGuide = objs[0]; + } + debugLog("Updating handout"); + userGuide.set("notes", guidanceWelcome); + userGuide.get("gmnotes", function (gmNotes) { + if (gmNotes.includes("debug")) { + debugMode = true; + speakAsGuidanceToGM("Debug Mode has been enabled"); + } + }); + }); + // + + on("chat:message", function (chatMessage) { + if (chatMessage.type !== "api" || !playerIsGM(chatMessage.playerid)) { + return; + } + + let chatAPICommand = chatMessage.content.toLowerCase(); + + if (chatMessage.selected === undefined) { + speakAsGuidanceToGM("Please select a token representing a character for me to work with"); + return; + } + + let selectedNPCs = getSelectedNPCs(chatMessage.selected); + + try { + // + if (chatAPICommand.startsWith(commandPathBuilder)) { + selectedNPCs.forEach(function (c) { + speakAsGuidanceToGM("Importing - just a moment..."); + c.characterSheet.get("bio", function (notes) { + if (!notes.includes("will") + && !notes.includes("fort") + && !notes.includes("ref")) { + return; + } + if (debugMode) { + eraseCharacter(c); + } + parsePathBuilder(notes, c); + fixPlayerToken(c); + }); + }); + return; + } + // + + // + if (chatAPICommand.startsWith(commandPCToken)) { + selectedNPCs.forEach(function (c) { + fixPlayerToken(c); + }); + return; + } + // + + // + if (chatAPICommand.startsWith(commandHelp)) { + speakAsGuidanceToGM(guidanceWelcome); + return; + } + // + + // + if (chatAPICommand.startsWith(commandClean)) { + if (selectedNPCs.length > 1) { + speakAsGuidanceToGM("Please do not select more than 1 NPC at a time. This command is potentially dangerous."); + return; + } + let selectedNPC = selectedNPCs[0]; + if (chatAPICommand.includes("confirm")) { + eraseCharacter(selectedNPC); + } else { + speakAsGuidanceToGM("Check usage for " + commandClean); + } + return; + } + // + + // + if (chatAPICommand.startsWith(commandDebug)) { + selectedNPCs.forEach(debugCharacterDetails); + + let macros = findObjs({ + _type: "macro", + }); + for (const ab of macros) { + debugLog(ab.get("name")); + debugLog(ab.get("action")); + } + return; + } + // + + // + if (chatAPICommand.startsWith(commandToken)) { + selectedNPCs.forEach(configureToken); + return; + } + // + + // + if (chatAPICommand.startsWith(commandPopulate)) { + selectedNPCs.forEach(function (c) { + c.characterSheet.get("gmnotes", function (gmNotes) { + if (!gmNotes.includes("Will") + && !gmNotes.includes("Fort") + && !gmNotes.includes("Ref")) { + speakAsGuidanceToGM("This does not appear to be a character statblock"); + return; + } + eraseCharacter(c); + populateCharacterSheet(gmNotes, c); + configureToken(c); + }); + }); + return; + } + // + + } catch (err) { + speakAsGuidanceToGM("I have encountered an error with your command " + chatAPICommand); + log(err.message); + log(err.stack); + } + }); + + // + let configureToken = function (selectedNPC) { + try { + let characterId = selectedNPC.characterId; + let npcToken = selectedNPC.npcToken; + let characterSheet = selectedNPC.characterSheet; + let hitPoints = getAttribute(characterId, "hit_points"); + let armorClass = getAttribute(characterId, "armor_class"); + + debugLog("Configuring token for " + characterId + " - " + characterSheet.get("name")); + npcToken.set("showname", true); + npcToken.set("bar3_value", "AC " + armorClass.get("current")); + npcToken.set("bar3_max", "-0"); + npcToken.set("bar1_value", "" + hitPoints.get("current")); + npcToken.set("bar1_max", "" + hitPoints.get("current")); + npcToken.set("bar1_link", hitPoints.id); + } catch (err) { + speakAsGuidanceToGM("There is a Token Configuration Error - Check to make sure the tokens are linked to the selected NPCs."); + log(err.message); + log(err.stack); + } + }; + // + + //////////////////////////////////////////////////////////////////////////////////////////////// + let parsePathBuilder = function (notes, character) { + let workingNotes = notes.replace(/(<([^>]+)>)/gi, "").trim(); + debugLog(workingNotes); + let cObj = JSON.parse(workingNotes).build; + const characterId = character.characterId; + const npcToken = character.npcToken; + const characterSheet = character.characterSheet; + + try { + characterSheet.set("name", cObj.name); + npcToken.set("name", cObj.name); + setAttribute(characterId, "ancestry_heritage", cObj.ancestry + " / " + cObj.heritage); + setAttribute(characterId, "class", cObj.class); + setAttribute(characterId, "background", cObj.background); + setAttribute(characterId, "size", cObj.sizeName); + setAttribute(characterId, "alignment", cObj.alignment); + setAttribute(characterId, "deity", cObj.deity); + setAttribute(characterId, "age", cObj.age); + setAttribute(characterId, "gender_pronouns", cObj.gender); + setAttribute(characterId, "level", cObj.level); + setPlayerAttribute(characterId, "strength", cObj.abilities.str); + setPlayerAttribute(characterId, "dexterity", cObj.abilities.dex); + setPlayerAttribute(characterId, "constitution", cObj.abilities.con); + setPlayerAttribute(characterId, "intelligence", cObj.abilities.int); + setPlayerAttribute(characterId, "wisdom", cObj.abilities.wis); + setPlayerAttribute(characterId, "charisma", cObj.abilities.cha); + setAttribute(characterId, "speed", cObj.attributes.speed); + setAttribute(characterId, "speed_bonus_total", cObj.attributes.ancestryhp); + let hp = parseInt(cObj.attributes.classhp) + parseInt(cObj.attributes.bonushpPerLevel); + setAttribute(characterId, "hit_points_class", hp); + setAttribute(characterId, "hit_points_ancestry", cObj.attributes.ancestryhp); + setAttribute(characterId, "acrobatics_rank", cObj.proficiencies.acrobatics); + setAttribute(characterId, "arcana_rank", cObj.proficiencies.arcana); + setAttribute(characterId, "athletics_rank", cObj.proficiencies.athletics); + setAttribute(characterId, "crafting_rank", cObj.proficiencies.crafting); + setAttribute(characterId, "deception_rank", cObj.proficiencies.deception); + setAttribute(characterId, "diplomacy_rank", cObj.proficiencies.diplomacy); + setAttribute(characterId, "intimidation_rank", cObj.proficiencies.intimidation); + setAttribute(characterId, "medicine_rank", cObj.proficiencies.medicine); + setAttribute(characterId, "nature_rank", cObj.proficiencies.nature); + setAttribute(characterId, "occultism_rank", cObj.proficiencies.occultism); + setAttribute(characterId, "performance_rank", cObj.proficiencies.performance); + setAttribute(characterId, "religion_rank", cObj.proficiencies.religion); + setAttribute(characterId, "society_rank", cObj.proficiencies.society); + setAttribute(characterId, "stealth_rank", cObj.proficiencies.stealth); + setAttribute(characterId, "survival_rank", cObj.proficiencies.survival); + setAttribute(characterId, "thievery_rank", cObj.proficiencies.thievery); + setAttribute(characterId, "perception_rank", cObj.proficiencies.perception); + setAttribute(characterId, "saving_throws_fortitude_rank", cObj.proficiencies.fortitude); + setAttribute(characterId, "saving_throws_reflex_rank", cObj.proficiencies.reflex); + setAttribute(characterId, "saving_throws_will_rank", cObj.proficiencies.will); + setAttribute(characterId, "class_dc_rank", cObj.proficiencies.classDC); + let keyability = fullAttributeName(cObj.keyability); + setAttribute(characterId, "class_dc_key_ability_select", "@{" + keyability + "_modifier}"); + setAttribute(characterId, "cp", cObj.money.cp); + setAttribute(characterId, "sp", cObj.money.sp); + setAttribute(characterId, "gp", cObj.money.gp); + setAttribute(characterId, "pp", cObj.money.pp); + setAttribute(characterId, "focus_points", cObj.focusPoints); + + for (const element of cObj.feats) { + let guid = generateRowID(); + let featType = ""; + if (element[2].includes("Archetype")) { + featType = "archetype"; + } else if (element[2].includes("General")) { + featType = "general"; + } else if (element[2].includes("Skill")) { + featType = "skill"; + } else if (element[2].includes("Ancestry")) { + featType = "ancestry"; + } else { + featType = "class"; + } + setAttribute(characterId, "repeating_feat-" + featType + "_" + guid + "_feat_" + featType, element[0]); + setAttribute(characterId, "repeating_feat-" + featType + "_" + guid + "_feat_" + featType + "_level", element[3]); + setAttribute(characterId, "repeating_feat-" + featType + "_" + guid + "_feat_" + featType + "_type", element[2]); + setAttribute(characterId, "repeating_feat-" + featType + "_" + guid + "_toggles", "display,"); + } + for (const element of cObj.specials) { + let guid = generateRowID(); + setAttribute(characterId, "repeating_feat-ancestry_-" + guid + "_feat_ancestry", element); + setAttribute(characterId, "repeating_feat-ancestry_-" + guid + "_feat_ancestry_type", "Special Ability"); + setAttribute(characterId, "repeating_feat-ancestry_-" + guid + "_toggles", "display,"); + } + + if (cObj.armor.length > 0) { + let name = cObj.armor[0].display; + if (isEmpty(name)) { + name = cObj.armor[0].name; + } + setAttribute(characterId, "armor_class_armor_name", name); + setAttribute(characterId, "armor_class_item", cObj.acTotal.acItemBonus); + if (cObj.armor.length > 1) { + name = cObj.armor[1].display; + if (isEmpty(name)) { + name = cObj.armor[1].name; + } + setAttribute(characterId, "armor_class_shield_name", name); + setAttribute(characterId, "armor_class_shield_ac_bonus", cObj.acTotal.shieldBonus); + + } + } + + for (const element of cObj.lores) { + let guid = generateRowID(); + setAttribute(characterId, "repeating_lore_" + guid + "_lore_name", element[0]); + setAttribute(characterId, "repeating_lore_" + guid + "_lore_rank", element[2]); + setAttribute(characterId, "repeating_lore_" + guid + "_toggles", "display,"); + } + + let weapon = false; + for (const element of cObj.weapons) { + let guid = generateRowID(); + weapon = true; + setAttribute(characterId, "repeating_melee-strikes_" + guid + "_weapon", element.display); + setAttribute(characterId, "repeating_melee-strikes_" + guid + "_toggles", "display,"); + setAttribute(characterId, "repeating_melee-strikes_" + guid + "_weapon_category", element.prof); + setAttribute(characterId, "repeating_melee-strikes_" + guid + "_damage_dice", element.die); + setAttribute(characterId, "repeating_melee-strikes_" + guid + "_damage_dice_size", element.die); + //setAttribute(characterId, "repeating_melee-strikes_" + guid + "_damage" + element.damageType.toLowerCase(), 1); + setAttribute(characterId, "repeating_melee-strikes_" + guid + "_damage_other", element.damageBonus); + } + if (weapon) { + speakAsGuidanceToAll("I have detected a weapon. I don't have Range/Reload information, so I'm logging it as a Melee weapon. " + + "Regardless of category, it will still function for gaming. Check the compendium or Archives of Nethys for missing information."); + } + + for (const element of cObj.formula[0].known) { + let guid = generateRowID(); + if (element.includes("Mutagen") || element.includes("Tonic") || element.includes("Elixir")) { + let formulaName = getFirstMatchingElement(element, /.*?(?=\()/); + setAttribute(characterId, "repeating_elixirs_" + guid + "_name", formulaName); + let formulaType = getFirstMatchingElement(element, /(?<=\().*?(?=\))/); + setAttribute(characterId, "repeating_elixirs_" + guid + "_formula_type", formulaType); + setAttribute(characterId, "repeating_elixirs_" + guid + "_toggles", "display,"); + } + } + + let focusSpells = getFocusStuff(cObj.focus, "Cantrips"); + for (const element of focusSpells) { + let guid = generateRowID(); + setAttribute(characterId, "repeating_spellfocus_" + guid + "_name", element); + setAttribute(characterId, "repeating_spellfocus_" + guid + "_spelllevel", "0"); + setAttribute(characterId, "repeating_spellfocus_" + guid + "_toggles", "display,"); + } + + focusSpells = getFocusStuff(cObj.focus, "Spells"); + for (const element of focusSpells) { + let guid = generateRowID(); + setAttribute(characterId, "repeating_spellfocus_" + guid + "_name", element); + setAttribute(characterId, "repeating_spellfocus_" + guid + "_toggles", "display,"); + } + + for (const element of cObj.spellCasters) { + setAttribute(characterId, "magic_tradition_" + element.magicTradition + "_rank", element.proficiency); + let spellType = ""; + if (element.innate) { + spellType = "spellinnate"; + } else { + spellType = "normalspells"; + } + + + if (element.perDay.length > 0) { + setAttribute(characterId, "cantrips_per_day", element.perDay[0]); + for (let i = 1; i < element.perDay.length; i++) { + setAttribute(characterId, "level_" + i + "_per_day", element.perDay[i]); + } + } + for (const element2 of element.spells) { + let reference = ""; + if (element2.spellLevel === 0 && spellType.startsWith("normalspells")) { + reference = "repeating_cantrip_"; + } else { + reference = "repeating_" + spellType + "_"; + } + for (const spellName in element2.list) { + reference = reference + generateRowID(); + setAttribute(characterId, reference + "_name", spellName); + setAttribute(characterId, reference + "_spelllevel", element2.spellLevel); + setAttribute(characterId, reference + "_toggles", "display,"); + } + + } + } + + for (const element of cObj.equipment) { + let guid = generateRowID(); + setAttribute(characterId, "repeating_items-other_" + guid + "_other-items", element[0]); + setAttribute(characterId, "repeating_items-other_" + guid + "_other_quantity", element[1]); + setAttribute(characterId, "repeating_items-other_" + guid + "_toggles", "display,"); + } + let maxHP = getAttribute(characterId, "hit_points").get("max"); + setAttribute(characterId, "hit_points", maxHP); + + speakAsGuidanceToAll(cObj.name + " has been imported."); + } catch (err) { + speakAsGuidanceToGM("I have encountered an error importing this character."); + log(err.message); + log(err.stack); + } + } + + let getFocusStuff = function (obj, type) { + let tradition = Object.keys(obj); + let attribute = Object.keys(obj[tradition]); + return obj[tradition][attribute]["focus" + toTitleCase(type)]; + } + + let fullAttributeName = function (x) { + if (x.toLowerCase().startsWith("str")) { + return "strength"; + } else if (x.toLowerCase().startsWith("dex")) { + return "dexterity"; + } else if (x.toLowerCase().startsWith("con")) { + return "constitution"; + } else if (x.toLowerCase().startsWith("int")) { + return "intelligence"; + } else if (x.toLowerCase().startsWith("wis")) { + return "wisdom"; + } + return "charisma"; + } + + let fixPlayerToken = function (c) { + let r = c.npcToken.get("represents"); + if (isEmpty(r)) { + c.npcToken.set({statusmarkers: "dead"}); + speakAsGuidanceToGM("I've marked unlinked tokens with a red X"); + speakAsGuidanceToGM("Go into the settings for these tokens and set 'Represents Character' to the correct PC and rerun this command"); + } else { + c.npcToken.set({ + has_bright_light_vision: true, + showname: true, + showplayers_name: true, + playersedit_name: true, + controlledby: "all", + light_otherplayers: true, + width: 70, + height: 70 + }); + c.npcToken.set("dead", false); + log("Token Represents = " + c.npcToken.get("represents")); + log("Characterid = " + c.characterId); + log("SheetID = " + c.characterSheet.get("_id")); + setDefaultTokenForCharacter(c.characterSheet, c.npcToken); + speakAsGuidanceToGM("I've configured the token for " + c.characterSheet.get("name") + "'s player"); + } + } + + let setPlayerAttribute = function (characterId, attribute, score) { + setAttribute(characterId, attribute, score); + setAttribute(characterId, attribute + "_score", score); + let modifier = Math.floor((parseInt(score) - 10) / 2); + setAttribute(characterId, attribute + "_modifier", modifier); + setAttribute(characterId, attribute + "_modifier_half", Math.floor(modifier / 2)); + } + + let populateCharacterSheet = function (gmNotes, selectedNPC) { + const characterId = selectedNPC.characterId; + const npcToken = selectedNPC.npcToken; + const characterSheet = selectedNPC.characterSheet; + let statBlock = cleanText(gmNotes).replaceAll("Damage", "DAMAGE"); + try { + if (debugMode) { + npcToken.set("gmnotes", statBlock); + } + setAttribute(characterId, "npc_type", "Creature"); + setAttribute(characterId, "sheet_type", "npc"); + + let npcName = toTitleCase(getFirstMatchingElement(statBlock, /.*?(?=(Creature|Level).*\d+)/im)); + characterSheet.set("name", npcName); + npcToken.set("name", npcName); + + statBlock = populateStat(characterId, statBlock, /(?<=(Creature|Level)\s+)\d+?(?=~|\s+)/si, "level"); + statBlock = populateStat(characterId, statBlock, /(?<=.*)(LG|NG|CG|LN|N|CN|LE|NE|CE)(?=~|\s+)/s, "alignment"); + statBlock = populateStat(characterId, statBlock, /(?<=.*)(Fine|Diminutive|Tiny|Small|Medium|Large|Huge|Gargantuan|Colossal)(?=~|\s+)/si, "size"); + statBlock = populateStat(characterId, statBlock, /.*?(?=Source|Perception)/s, "traits"); + statBlock = populateStat(characterId, statBlock, /.*?(?=~|Perception)/s, "source"); + statBlock = populateStat(characterId, statBlock, /(?<=.*Perception).*?(?=[~;])/s, "npc_perception", "perception"); + statBlock = populateStat(characterId, statBlock, /.*?(?=~|Skills|Languages)/s, "senses"); + statBlock = populateStat(characterId, statBlock, /(?<=Languages).*?(?=Skills|~)/s, "languages"); + statBlock = getSubstringStartingFrom(statBlock, "Skills"); + + ["Acrobatics", "Arcana", "Athletics", "Crafting", "Deception", "Diplomacy", "Intimidation", "Lore", + "Medicine", "Nature", "Occultism", "Performance", "Religion", "Society", "Stealth", "Survival", + "Thievery"].forEach(skill => { + let re = new RegExp(`(?<=${skill}\\s).*?(?=\\s*[,~])`, 'gi'); + let skillDetail = getFirstMatchingElement(statBlock, re); + + skill = skill.toLowerCase(); + if (skillDetail.includes("(")) { + populateStat(characterId, skillDetail, /(?<=\().*?(?=\))/, skill + "_notes"); + skillDetail = getFirstMatchingElement(skillDetail, /.+?(?=(\(|\,|$))/); + } + [skill, "npc_" + skill].forEach(stats => setAttribute(characterId, stats, skillDetail)); + }); + + ["Strength", "Dexterity", "Constitution", "Intelligence", "Wisdom", "Charisma"].forEach(stat => { + let s = stat.substring(0, 3); + let re = new RegExp(`(?<=${s}\\s).*?(?=[,~])`, 'gi'); + statBlock = populateStat(characterId, statBlock, re, stat.toLowerCase() + "_modifier"); + }); + + let senseAbilities = getFirstMatchingElement(statBlock, /^.*?(?=(AC\s|Items))/); + senseAbilities = massageTheDataForAbilityParsing(senseAbilities); + if (senseAbilities.length > 0) { + let newRegex = new RegExp(/((([A-Z][a-z]+(\s|\-))+[\[\(])|([A-Z][a-z]+\s){2,}).*?(?=(~\s*[A-Z][a-z]*\s+)|$)/, "g"); + abilityHandler(characterId, senseAbilities, newRegex, parseInteractionAbility); + } + + let hasItems = getFirstMatchingElement(statBlock, /.*?(?=AC\s+\d+)/).trim(); + if (hasItems.includes("Items")) { + let items = getFirstMatchingElement(hasItems, /(?<=Items\W*).*?(?=(AC|$))/s, true).trim(); + let itemsArray = items.split(","); + + itemsArray.forEach(item => { + let attributeName = "repeating_items-worn_-" + generateRowID() + "_"; + setAttribute(characterId, attributeName + "worn_item", item.trim()); + setAttribute(characterId, attributeName + "worn_misc", item.trim()); + setAttribute(characterId, attributeName + "toggles", "display,"); + }); + } + + statBlock = populateStat(characterId, statBlock, /(?<=\s*AC).*?(?=;)/, "ac", "armor_class", "npc_armor_class"); + statBlock = populateStat(characterId, statBlock, /(?<=Fort).*?(?=,)/, "npc_saving_throws_fortitude", "saving_throws_fortitude"); + statBlock = populateStat(characterId, statBlock, /(?<=Ref).*?(?=,)/, "npc_saving_throws_reflex", "saving_throws_reflex"); + let matchExtraSave = new RegExp(/(?<=Will\s[+\-]\d;).*?(?=(HP|;|~))/); + if (matchExtraSave.test(statBlock)) { + let saveDetails = getFirstMatchingElement(statBlock, matchExtraSave); + setAttribute(characterId, "saving_throws_notes", saveDetails); + } + statBlock = populateStat(characterId, statBlock, /(?<=Will).*?(?=(HP|;|~))/, "npc_saving_throws_will", "saving_throws_will"); + + let hitPointInformation = getFirstMatchingElement(statBlock, /(?<=HP).*?(?=[~;])/); + if (hitPointInformation.includes(",")) { + populateStat(characterId, hitPointInformation, /(?<=\,).*?(?=[~;])/, "hit_points_notes"); + hitPointInformation = getFirstMatchingElement(hitPointInformation, /\d+(?=\,)/); + } + ["npc_hit_points", "hit_points"].forEach(stats => + setAttribute(characterId, stats, hitPointInformation)); + + populateStat(characterId, statBlock, /(?<=Immunities).*?(?=[~;])/, "immunities"); + populateStat(characterId, statBlock, /(?<=Weaknesses).*?(?=[~;])/, "weaknesses"); + populateStat(characterId, statBlock, /(?<=Resistances).*?(?=[~;])/, "resistances"); + + // Defensive Abilities + let defenseAbilities = getFirstMatchingElement(statBlock, /(?<=HP\s\d+).*?(?=Speed)/); + defenseAbilities = massageTheDataForAbilityParsing(defenseAbilities); + if (defenseAbilities.length > 0) { + let newRegex = new RegExp(/((([A-Z][a-z]+\W)+([\[(]))|([A-Z][a-z]+\W){2,}).*?(?=(~\s*[A-Z][a-z]*\s+)|$)/, "gm"); + abilityHandler(characterId, defenseAbilities, newRegex, parseAutomaticAbility); + } + + statBlock = populateStat(characterId, statBlock, /(?<=Speed).*?(?=~)/, "speed", "speed_base", "speed_notes"); + statBlock = massageTheDataForAbilityParsing(statBlock); + statBlock = statBlock.replaceAll("EFFECT", "effect"); + + statBlock = removeStartingDelimiters(statBlock); + if (statBlock.startsWith("Melee")) { + let newRegex = new RegExp(/Melee.*?(?=(~\s*[A-Z][a-z]+\s+)|Melee|Ranged|$)/, "g"); + statBlock = abilityHandler(characterId, statBlock, newRegex, parseAttackAbility); + } + + statBlock = removeStartingDelimiters(statBlock); + if (statBlock.startsWith("Ranged")) { + let newRegex = new RegExp(/Ranged.*?(?=(~\s*[A-Z][a-z]+\s+)|Melee|Ranged|$)/, "g"); + statBlock = abilityHandler(characterId, statBlock, newRegex, parseAttackAbility); + } + + statBlock = removeStartingDelimiters(statBlock); + if (statBlock.includes("Spells") || statBlock.includes("Rituals")) { + let newRegex = new RegExp(/(([A-Z][a-z]+\s(\w+\s)*)+(Spells|Rituals)).*?(?=(~\s*[A-Z][a-z]+\s+)|Melee|Ranged|$)/, "g"); + statBlock = statBlock.replaceAll("Constant", "CONSTANT"); + setAttribute(characterId, "toggles", "color:default.npcspellcasters"); + statBlock = abilityHandler(characterId, statBlock, newRegex, parseSpells); + speakAsGuidanceToGM("WARNING! Spell placeholders are created, but details cannot be automatically populated. HOWEVER, Roll20 allows you to drag and drop spells from the compendium on to the appropriate spell section of the character sheet."); + } + + statBlock = removeStartingDelimiters(statBlock); + let newRegex = new RegExp(/(([A-Z][a-z]+\s){2,}|(([A-Z][a-z]+\s+)+[\[(])).*?(?=(~\s*[A-Z][a-z]+\s+)|Melee|Ranged|$)/, "g"); + statBlock = statBlock.replaceAll("Requirement", "REQUIREMENT"); + statBlock = abilityHandler(characterId, statBlock, newRegex, parseSpecialAbility); + + speakAsGuidanceToGM(npcName + " has been imported."); + } catch (err) { + speakAsGuidanceToGM("I have encountered an error importing this character. The error was around this area -> " + massageTheDataForAbilityParsing(statBlock.substr(0, 20))); + log(err.message); + log(err.stack); + } + } + + // I hate this method, I wish I had better delimiters + let massageTheDataForAbilityParsing = function (data) { + data = data.replaceAll("Grab", "grab") + .replaceAll("Hit Points", "hit points") + .replaceAll("Saving Throw", "saving throw") + .replaceAll("Cantrip", "cantrip") + .replaceAll("Focus Point", "focus point") + .replaceAll("Effect", "EFFECT") + .replaceAll("Trigger", "TRIGGER") + .replace(/~\s*Critical\sSuccess/g, " CRITICAL SUCCESS") + .replace(/~\s*Success/g, " SUCCESS") + .replace(/~\s*Failure/g, " FAILURE") + .replace(/~\s*Critical\sFailure/g, " CRITICAL FAILURE") + .replace(/(?<=[a-z])\'s/g, "s") + .trim(); + data = data.replace(/(?<=[A-Z][a-z]+\s)at?(?=\s)/, "At") + .replace(/(?<=[A-Z][a-z]+\s)of?(?=\s)/, "Of") + .replace(/(?<=[A-Z][a-z]+\s)on?(?=\s)/, "On") + .replace(/(?<=[A-Z][a-z]+\s)to?(?=\s)/, "To") + .replace(/(?<=[A-Z][a-z]+\s)and?(?=\s)/, "And") + .replace(/(?<=[A-Z][a-z]+\s)the?(?=\s)/, "The"); + + // edge case. + data = data.replace(/(?<=EFFECT\s*)~\s*[A-Z]/g, function (match) { + match = match.replace("~", ""); + return match.toLowerCase(); + }); + return data; + } + + let abilityHandler = function (characterId, source, regex, processor) { + debugLog("Regex: " + regex.source); + debugLog("Source: " + source); + + let ability = getFirstMatchingElement(source, regex); + if (ability.includes("@")) { + ability = getFirstMatchingElement(ability, /.*?@/); + ability = ability.replaceAll("@", ""); + } + + let temp; + if (ability.startsWith("Melee")) { + temp = "Melee"; + } else if (ability.startsWith("Ranged")) { + temp = "Ranged"; + } + + // Roll20 complains about infinite loops. + let safety = 0; + while (ability !== "" && safety++ < 100) { + debugLog("Ability: " + ability); + processor(characterId, ability.replaceAll("~", ""), temp); + source = source.replaceAll(ability.trim(), "").trim(); + ability = getFirstMatchingElement(source, regex); + if (ability.includes("@")) { + ability = getFirstMatchingElement(ability, /.*?@/); + ability = ability.replaceAll("@", ""); + } + } + return source.trim(); + } + + let getAbilityName = function (ability) { + if (ability.includes(".")) { + return getFirstMatchingElement(ability, /([A-Z][a-z]*(\s|\-))+(?=([\(\[])|([A-Z][a-z]*))/).trim(); + } + return getFirstMatchingElement(ability, /([A-Z][a-z]*(\s|\-))+/).trim(); + } + + let parseAutomaticAbility = function (characterId, ability) { + debugLog("parseAutomaticAbility: " + ability); + let attributeName = "repeating_free-actions-reactions_" + generateRowID() + "_"; + let abilityName = getAbilityName(ability); + + if (/\[\s*free.action\s*\]/.test(ability)) { + setAttribute(characterId, attributeName + "free_action", "free action"); + ability = ability.replace(/\[\s*free\W*action\s*\]/, ""); + } + if (/\[\s*reaction\s*\]/.test(ability)) { + setAttribute(characterId, attributeName + "reaction", "reaction"); + ability = ability.replace(/\[\s*reaction\s*\]/, ""); + } + + enterOtherAbility(characterId, attributeName, abilityName, ability); + } + + let parseInteractionAbility = function (characterId, ability) { + debugLog("parseInteractionAbility = " + ability); + let abilityName = getAbilityName(ability); + let attributeName = "repeating_interaction-abilities_" + generateRowID() + "_"; + + enterOtherAbility(characterId, attributeName, abilityName, ability); + } + + let parseAttackAbility = function (characterId, ability, attackType) { + if (ability.startsWith("Melee")) { + ability = ability.replaceAll("Melee", "").trim(); + } else { + ability = ability.replaceAll("Ranged", "").trim(); + } + const weaponName = getFirstMatchingElement(ability, /(?<=\[.*\]\s).*?(?=\s[+\-])/g); + const attackBonusMatch = getFirstMatchingElement(ability, /[+\-](\d+)/); + let repTraits = getTraits(ability); + ability = ability.replace(repTraits, ""); + + const attributeName = "repeating_" + attackType.toLowerCase() + "-strikes_" + generateRowID() + "_"; + if (repTraits.includes("agile")) { + setAttribute(characterId, attributeName + "weapon_agile", "1"); + } + setAttribute(characterId, attributeName + "weapon", weaponName.trim()); + setAttribute(characterId, attributeName + "weapon_traits", repTraits); + setAttribute(characterId, attributeName + "npc_weapon_strike", attackBonusMatch.trim()); + setAttribute(characterId, attributeName + "weapon_strike", attackBonusMatch.replace("+", "")); + setAttribute(characterId, attributeName + "weapon_map2", "@{strikes_map2}"); + setAttribute(characterId, attributeName + "weapon_map3", "@{strikes_map3}"); + setAttribute(characterId, attributeName + "npc_weapon_notes", ability); + setAttribute(characterId, attributeName + "weapon_notes", ability); + + debugLog("parseAttackAbility = " + ability); + let damage = getFirstMatchingElement(ability, /(?<=DAMAGE\s+)\d+d\d+(\+\d+)*/); + + debugLog("damage = " + damage); + let damageType = getFirstMatchingElement(ability, /(?<=DAMAGE\s+\d+d\d+(\+\d+)*\s)(\w+\s*)+/); + + debugLog("damageType = " + damageType); + setAttribute(characterId, attributeName + "npc_weapon_strike_damage", damage); + setAttribute(characterId, attributeName + "weapon_strike_damage", damage); + setAttribute(characterId, attributeName + "weapon_strike_damage_type", damageType); + + let extra = getFirstMatchingElement(ability, /(?<=DAMAGE\s\[+\d+d\d+(\+\d+)*?\]+\s\w+\s).+/); + setAttribute(characterId, attributeName + "weapon_strike_damage_additional", extra); + setAttribute(characterId, attributeName + "toggles", "display,"); + } + + let parseSpells = function (characterId, ability) { + debugLog("parseSpells = " + ability); + const attributeName = "repeating_actions-activities_" + generateRowID() + "_"; + const spells = getFirstMatchingElement(ability, /.*(Spells|Rituals)/); + if (spells.toLowerCase().includes("prepared")) { + setAttribute(characterId, "spellcaster_prepared", "prepared"); + } + if (spells.toLowerCase().includes("spontaneous")) { + setAttribute(characterId, "spellcaster_spontaneous", "spontaneous"); + } + + let tradition; + if (spells.toLowerCase().includes("occult")) { + tradition = "occult"; + } else if (spells.toLowerCase().includes("arcane")) { + tradition = "arcane"; + } else if (spells.toLowerCase().includes("divine")) { + tradition = "divine"; + } else if (spells.toLowerCase().includes("primal")) { + tradition = "primal"; + } + + let theRest = getFirstMatchingElement(ability, /(?<=(Spells|Rituals)\s+).*/); + const matchSpellDC = new RegExp(/(?<=DC\s)\d+/); + const matchAttack = new RegExp(/(?<=,\sattack\s)([+\-])\d+?(?=;)/); + setAttribute(characterId, attributeName + "name", spells); + setAttribute(characterId, attributeName + "npc_description", theRest); + setAttribute(characterId, attributeName + "description", theRest); + setAttribute(characterId, attributeName + "toggles", "display,"); + ability = formatDamageDiceIfPresent(ability); + + let spellDC = ""; + let attackBonus = ""; + + if (matchSpellDC.test(theRest)) { + spellDC = getFirstMatchingElement(theRest, matchSpellDC); + setAttribute(characterId, "spell_dc", spellDC); + setAttribute(characterId, "npc_spell_dc", spellDC); + } + + if (matchAttack.test(theRest)) { + attackBonus = getFirstMatchingElement(theRest, matchAttack); + setAttribute(characterId, "spell_attack", attackBonus); + setAttribute(characterId, "npc_spell_attack", attackBonus); + } + + ["10th", "9th", "8th", "7th", "6th", "5th", "4th", "3rd", "2nd", "1st", "cantrips"].forEach(spellsInLevel => { + let re = new RegExp(`(?<=${spellsInLevel}).*?(?=(;|$))`) + let levelArray = getMatchingArray(ability, re); + + if (levelArray.length > 0) { + let level = levelArray[0]; + let slots, spellLevel; + if (!spellsInLevel.includes("cantrip")) { + spellLevel = getFirstMatchingElement(spellsInLevel, /(^\d+)/); + + if (/\(\d+\sslots\)/.test(level)) { + slots = getFirstMatchingElement(level, /(?<=\()\d+?(?=\sslots\))/); + level = level.replace(/\(\d+\sslots\)/, ""); + } + setAttribute(characterId, "level_" + spellLevel.trim() + "_per_day", slots); + } else { + spellLevel = "0"; + let cantripLevel = getFirstMatchingElement(ability, /(?<=cantrips\W*\()\d+?(?=[A-Za-z]*\))/, "gm"); + setAttribute(characterId, "cantrips_per_day", cantripLevel); + } + + let spellList = level.split(","); + for (let i = 0; i < spellList.length; i++) { + if (spellList[i].includes(")") && !spellList[i].includes("(")) { + spellList[i - 1] = spellList[i - 1] + ", " + spellList[i]; + spellList[i] = ""; + } + } + + spellList = spellList.filter(n => n); + + spellList.forEach(spellName => { + let attributeName; + let spellType; + + if (spells.toLowerCase().includes("innate")) { + spellType = "spellinnate"; + setAttribute(characterId, "toggle_innate", "innate"); + } else if (spellLevel === 0 || spellLevel.trim() === "0") { + spellType = "cantrip"; + setAttribute(characterId, "toggle_cantrips", "cantrips"); + } else if (ability.toLowerCase().includes("focus point")) { + spellType = "spellfocus"; + setAttribute(characterId, "toggle_focus", "focus"); + let focusPoints = getFirstMatchingElement(ability, /(?<=Spells\s)\d+/) + setAttribute(characterId, "focus_points", focusPoints); + } else { + spellType = "normalspells"; + setAttribute(characterId, "toggle_normalspells", "spells"); + } + + attributeName = "repeating_" + spellType + "_" + generateRowID() + "_"; + setAttribute(characterId, attributeName + "spelllevel", spellLevel); + setAttribute(characterId, attributeName + "current_level", spellLevel); + setAttribute(characterId, attributeName + "toggles", "display,"); + spellName = spellName.replace(/\(\d+\w+\)/, ""); + + let extraDetails = ""; + if (spellName.toLowerCase().includes("at will")) { + setAttribute(characterId, attributeName + "frequency", "at-will"); + spellName = spellName.replaceAll("(at will)", ""); + } else if (spellName.toLowerCase().includes("constant")) { + setAttribute(characterId, attributeName + "frequency", "constant"); + spellName = spellName.replaceAll("(constant)", ""); + } else if (spellName.includes("(") && spellName.toLowerCase().includes(")")) { + extraDetails = getFirstMatchingElement(spellName, /\(.*\)/); + spellName = spellName.replaceAll(extraDetails, ""); + extraDetails = ": " + extraDetails; + } + + setAttribute(characterId, attributeName + "name", spellName.trim()); + setAttribute(characterId, attributeName + "description", "Unable to populate due to Roll20 limitations" + extraDetails); + setAttribute(characterId, attributeName + "cast_actions", "other"); + setAttribute(characterId, attributeName + "magic_tradition", tradition); + setAttribute(characterId, attributeName + "spell_dc", spellDC); + setAttribute(characterId, attributeName + "spellattack", attackBonus); + setAttribute(characterId, attributeName + "spellattack_final", attackBonus); + }); + } + }); + } + + let parseSpecialAbility = function (characterId, ability) { + debugLog("parseSpecialAbility = " + ability); + const attributeName = "repeating_actions-activities_" + generateRowID() + "_"; + let abilityName = getAbilityName(ability); + let actions = getFirstMatchingElement(ability, /(?<=\[\s*).*action.*?(?=\])/); + enterOtherAbility(characterId, attributeName, abilityName, ability, actions); + } + + let formatDamageDiceIfPresent = function (ability) { + getMatchingArray(ability, /[^\[]\d+d\d+(\+\d+)*/gm) + .forEach(n => ability = ability.replaceAll(n, " [[" + n.trim() + "]]")); + return ability; + } + + let getTraits = function (ability) { + let cleaned = ability.replaceAll("~", "").trim(); + let candidates = getMatchingArray(cleaned, /\(.*\)/); + let regex = new RegExp(allTraits, "i"); + let returnValue = candidates.find(candidate => { + let found = true; + let words = candidate.split(","); + // false is equivalent to break - stop checking + words.every(word => { + if (!regex.test(word.trim())) { + found = false; + return false; + } + return true; + }); + if (found) { + return candidate; + } + }); + if (returnValue === undefined) { + return ""; + } + return returnValue.trim(); + } + + let enterOtherAbility = function (characterId, attributeName, abilityName, ability, actions) { + let repTraits = getTraits(ability); + ability = ability.replace(repTraits, ""); + + if (ability.includes("TRIGGER") && ability.includes("EFFECT")) { + let trigger = getFirstMatchingElement(ability, /(?<=TRIGGER\s).*?(?=(EFFECT\s|$))/); + ability = ability.replace(/TRIGGER\s.*?(?=(EFFECT\s|$))/, ""); + setAttribute(characterId, attributeName + "trigger", trigger); + } + + ability = ability.replace(abilityName, ""); + ability = formatDamageDiceIfPresent(ability); + + setAttribute(characterId, attributeName + "name", abilityName); + setAttribute(characterId, attributeName + "npc_description", ability); + setAttribute(characterId, attributeName + "description", ability); + setAttribute(characterId, attributeName + "rep_traits", repTraits); + setAttribute(characterId, attributeName + "npc_weapon_notes", ability); + setAttribute(characterId, attributeName + "actions", actions); + setAttribute(characterId, attributeName + "toggles", "display,"); + } +} +(); diff --git a/Pathfinder 2e Guidance/README.md b/Pathfinder 2e Guidance/README.md index d88bc6903..1c50e27ff 100644 --- a/Pathfinder 2e Guidance/README.md +++ b/Pathfinder 2e Guidance/README.md @@ -1,24 +1,45 @@ # Guidance -API for Roll20 and Pathfinder 2e Grab it and try it! +API for Roll20 and Pathfinder 2e This is a tool to support the Pathfinder GMs in Roll20. Guidance allows you to import stat blocks from Archive of Nethys and PFS Society Modules, into the NPC tab of the Pathfinder 2 character sheet. -Guidance provides 2 primary functions. Click on a token that has been linked to a character sheet. +To use Guidance, Click on a token that has been linked to a character sheet and type the command. -!sf_populate - When a token has been linked to a character sheet, it will read the statblock from the *GM Notes* section +### Here are the commands currently available: + +**!pf_npc** - When a token has been linked to a character sheet, it will read the statblock from the *GM Notes* section of the *character sheet* and populate the appropriate values in the NPC tab of the character sheet. It also configures other details about the linked token: HP, AC, and Name. It will generate token macros for Initiative, Saves, and all parsed weapon attacks. -**usage**: `!sf_populate` +**usage**: Click the token that represents the NPC and type `!pf_npc` into chat + +**!pf_clean** - This command will erase an entire character sheet. Note that you must type "CONFIRM" to allow it to +delete. + +**usage**: Click the token that represents the NPC and type `!pf_clean CONFIRM` into chat + +**!pf_token** - This command configures the NPC token for GM use. It verifies the name and other details can only be +seen by the GM and will link AC and Hitpoints to the token's indicators. + +**usage**: Click the token that represents the NPC and type `!pf_token` into chat + +**!pf_pcbuilder** - ***BETA*** This command allows you to import a player character from PathBuilder. Generate the JSON +as you would for Foundry, and then copy it and put it into the "Bio & Info" section of the character sheet (middle tab). +Then select the token and run this command. I will import the character and do some basic configuration of the Token. + +**usage**: Click the token that represents the NPC and type `!pf_pcbuilder` into chat + +**!pf_pctoken** - ***BETA*** The command configures a token for a player character. When you select the token and run +this command, it will fix a number of common problems with the token to make it usable in Roll20 by players. If the +token is not linked to a character sheet, it will put the RED X over the token to make it easy to identify. + +**usage**: Click the token that represents the NPC and type `pf_pctoken` into chat -!sf_clean - This command will erase an entire character sheet. Note that you must type "CONFIRM" to allow it to delete. -The parameter "ABILITIES" will clear out all abiltiies on the character sheet including token macros. +If you find any issues, feel free to reach out to me at russell@theresdev.com. -**usage**: `!sf_clean CONFIRM` -If you find any issues, feel free to reach out to me at russell@theresdev.com. \ No newline at end of file diff --git a/Pathfinder 2e Guidance/pf2_guidance.js b/Pathfinder 2e Guidance/pf2_guidance.js index fe4e16b17..b1a70ac8f 100644 --- a/Pathfinder 2e Guidance/pf2_guidance.js +++ b/Pathfinder 2e Guidance/pf2_guidance.js @@ -1,11 +1,11 @@ var Guidance = Guidance || function () { "use strict"; - const guidanceWelcome = "

Welcome to Guidance! This tool assists Pathfinder 2e GMs in Roll20. It has the ability to read a stat block from the GMNotes section of a selected character and fill out the NPC section of the character sheet. Stat blocks from Archives of Nethys and PDFs are supported.

 

THE MAIN COMMANDS

 

!pf_npc

This imports a stat block from the GM Notes section of a character sheet and will out the NPC section of the Pathfinder character sheet. Furthermore, it configures the token's hit points and give AC indicators.

How to:

  1. Select and copy a stat block and paste it into the \"GM Notes\" section of a Character sheet. (Don't worry about removing any formatting)
  2. Click Save.
  3. Select the token that you have linked to the character sheet.
  4. Type !pf_npc. The script attempts to use the stat block to fill out the NPC section of the Starfinder (Simple) character sheet.

The script supports character stat blocks from the Archives of Nethys and Society PDFs. Double check the results after importing a stat block. From time to time, abilities of various types MAY include text from another ability. IF THIS HAPPENS, you can add the @ to enforce separating abilities. Alternatively, if an ability is parsed such that part of the text is placed in a separate ability, usually this can be resolved by making sure there is no line break in the ability text.

 

!pf_clean

I've included this for completeness, but be warned - this command will PERMANENTLY ERASE things from the character sheet so use with caution. As above, this command requires selecting a token that has been linked to the character sheet.

How to:

!pf_clean CONFIRM - This will erase ALL stats from the character sheet AND remove ALL formatting from the token. It will not touch the GM Notes section of the character sheet so it can be reimported using !pf_npc.

 

Feel free to reach out to me if you find any bug or have any suggestions HERE.

"; - const guidanceGreeting = "Greetings, I am Guidance. I am here to assist you working with your game. " + - "To learn more, I created a welcome guide in the journal section."; + const version = "v1.1"; + const guidanceWelcome = "Welcome to Guidance " + version + " for Pathfinder 2nd edition!

This tool assists Pathfinder 2e GMs in Roll20.

Guidance allows you to import stat blocks from Archive of Nethys and PFS Society Modules, into the NPC tab of thePathfinder 2 character sheet.

To use Guidance, Click on a token that has been linked to a character sheet and type the command.

Here are the commands currently available:

!pf_npc - When a token has been linked to a character sheet, it will read the statblock from the GM Notes sectionof the character sheet and populate the appropriate values in the NPC tab of the character sheet. It also configuresother details about the linked token: HP, AC, and Name. It will generate token macros for Initiative, Saves, and allparsed weapon attacks.

usage: Click the token that represents the NPC and type !pf_npc into chat

!pf_clean - This command will erase an entire character sheet. Note that you must type "CONFIRM" to allow it to delete.

usage: Click the token that represents the NPC and type !pf_clean CONFIRM into chat

!pf_token - This command configures the NPC token for GM use. It verifies the name and other details can only be seen bythe GM and will link AC and Hitpoints to the token's indicators.

usage: Click the token that represents the NPC and type !pf_token into chat

!pf_pcbuilder - BETA This command allows you to import a player character from PathBuilder. Generate the JSON as you would for Foundry, and then copy it and put it into the "Bio & Info" section of the character sheet (middle tab). Thenselect the token and run this command. I will import the character and do some basic configuration of the Token.

usage: Click the token that represents the NPC and type !pf_pcbuilder into chat

!pf_pctoken - BETA The command configures a token for a player character. When you select the token and run this command,it will fix a number of common problems with the token to make it usable in Roll20 by players. If the token is not linkedto a character sheet, it will put the RED X over the token to make it easy to identify.

usage: Click the token that represents the NPC and type pf_pctoken into chat

If you find any issues, feel free to reach out to me HERE.

"; + const guidanceGreeting = "Greetings, I am Guidance. I am here to assist you working with your game. To learn more, I created a welcome guide in the journal section."; - let debugMode = false; + let debugMode = false // commands const prefix = "!pf_"; @@ -14,13 +14,15 @@ var Guidance = Guidance || function () { const commandToken = prefix + "token"; const commandClean = prefix + "clean"; const commandPopulate = prefix + "npc"; + const commandPathBuilder = prefix + "pcbuilder"; + const commandPCToken = prefix + "pctoken"; const allTraits = "Aftermath,All Ancestries,Archetype,Attack,Aura,Cantrip,Charm,Class,Concentrate,Consecration,Contingency,Curse,Darkness,Death,Dedication,Detection,Deviant,Disease,Downtime,Emotion,Experiment,Exploration,Extradimensional,Fear,Flourish,Focus,Fortune,General,Healing,Incapacitation,Incarnate,Legacy,Light,Lineage,Linguistic,Magical,Manipulate,Mental,Metamagic,Mindshift,Minion,Misfortune,Morph,Move,Multiclass,Open,Polymorph,Possession,Prediction,Press,Radiation,Reckless,Revelation,Scrying,Secret,Skill,Sleep,Spellshape,Splash,Summoned,Tech,Telepathy,Teleportation,Varies,Virulent,Vocal,Chaotic,Evil,Good,Lawful,Aasimar,Anadi,Android,Aphorite,Ardande,Automaton,Azarketi,Beastkin,Catfolk,Changeling,Conrasu,Dhampir,Duskwalker,Dwarf,Elf,Fetchling,Fleshwarp,Ganzi,Geniekin,Ghoran,Gnoll,Gnome,Goblin,Goloma,Grippli,Half-Elf,Halfling,Half-Orc,Hobgoblin,Human,Ifrit,Kashrishi,Kitsune,Kobold,Leshy,Lizardfolk,Nagaji,Orc,Oread,Poppet,Ratfolk,Reflection,Shisk,Shoony,Skeleton,Sprite,Strix,Suli,Sylph,Talos,Tengu,Tiefling,Undine,Vanara,Vishkanya,Adjusted,Aquadynamic,Bulwark,Comfort,Flexible,Hindering,Inscribed,Laminar,Noisy,Ponderous,Alchemist,Barbarian,Bard,Champion,Cleric,Druid,Fighter,Gunslinger,Inventor,Investigator,Kineticist,Magus,Monk,Oracle,Psychic,Ranger,Rogue,Sorcerer,Summoner,Swashbuckler,Thaumaturge,Witch,Wizard,Additive,Amp,Composite,Composition,Cursebound,Eidolon,Esoterica,Evolution,Finisher,Hex,Impulse,Infused,Infusion,Litany,Modification,Oath,Overflow,Psyche,Rage,Social,Spellshot,Stance,Tandem,Unstable,Vigilante,Aberration,Animal,Astral,Beast,Celestial,Construct,Dragon,Dream,Elemental,Ethereal,Fey,Fiend,Fungus,Giant,Humanoid,Monitor,Negative,Ooze,Petitioner,Plant,Positive,Spirit,Time,Undead,Air,Earth,Fire,Metal,Water,Wood,Acid,Cold,Electricity,Force,Sonic,Vitality,Void,Adjustment,Alchemical,Apex,Artifact,Barding,Bomb,Bottled,Breath,Catalyst,Censer,Clockwork,Coda,Companion,Consumable,Contract,Cursed,Drug,Elixir,Entrench,Expandable,Figurehead,Focused,Fulu,Gadget,Grimoire,Intelligent,Invested,Lozenge,Mechanical,Missive,Mutagen,Oil,Potion,Precious,Processed,Relic,Saggorak,Scroll,Snare,Spellgun,Spellheart,Staff,Steam,Structure,Talisman,Tattoo,Trap,Wand,Complex,Environmental,Haunt,Weather,Aeon,Aesir,Agathion,Amphibious,Angel,Anugobu,Aquatic,Arcane,Archon,Asura,Azata,Boggard,Caligni,Charau-ka,Couatl,Daemon,Darvakka,Demon,Dero,Devil,Dinosaur,Div,Drow,Duergar,Formian,Genie,Ghost,Ghoul,Ghul,Golem,Gremlin,Grioth,Hag,Hantu,Herald,Ikeshti,Illusion,Incorporeal,Inevitable,Kaiju,Kami,Kovintus,Lilu,Locathah,Merfolk,Mindless,Morlock,Mortic,Mummy,Munavri,Mutant,Nymph,Oni,Paaridar,Phantom,Protean,Psychopomp,Qlippoth,Rakshasa,Ratajin,Sahkil,Samsaran,Sea Devil,Serpentfolk,Seugathi,Shabti,Shapechanger,Siktempora,Skelm,Skulk,Soulbound,Sporeborn,Spriggan,Stheno,Swarm,Tane,Tanggal,Titan,Troll,Troop,Urdefhan,Vampire,Velstrac,Wayang,Werecreature,Wight,Wild Hunt,Wraith,Wyrwood,Xulgath,Zombie,Erratic,Finite,Flowing,High Gravity,Immeasurable,Low Gravity,Metamorphic,Microgravity,Sentient,Shadow,Static,Strange Gravity,Subjective Gravity,Timeless,Unbounded,Contact,Ingested,Inhaled,Injury,Poison,Abjuration,Conjuration,Divination,Enchantment,Evocation,Necromancy,Transmutation,Auditory,Olfactory,Visual,Deflecting,Foldaway,Harnessed,Hefty,Integrated,Launching,Shield Throw,Divine,Occult,Primal,Agile,Attached,Backstabber,Backswing,Brace,Brutal,Capacity,Climbing,Cobbled,Combination,Concealable,Concussive,Critical Fusion,Deadly,Disarm,Double,Barrel,Fatal,Fatal Aim,Finesse,Forceful,Free-Hand,Grapple,Hampering,Injection,Jousting,Kickback,Modular,Mounted,Nonlethal,Parry,Portable,Propulsive,Range,Ranged Trip,Razing,Reach,Recovery,Reload,Repeating,Resonant,Scatter,Shove,Sweep,Tethered,Thrown,Training,Trip,Twin,Two-Hand,Unarmed,Vehicular,Versatile,Volley"; - // + // let getFirstMatchingElement = function (source, regex, ignoreEmpty) { let match = getMatchingArray(source, regex, ignoreEmpty); - if (match[0] == null) { - if (ignoreEmpty == undefined) { + if (isEmpty(match[0])) { + if (isEmpty(ignoreEmpty)) { return ""; } return source; @@ -37,6 +39,14 @@ var Guidance = Guidance || function () { return match; } + let isEmpty = function (valueToCheck) { + if (valueToCheck === null || valueToCheck === undefined || valueToCheck === "") { + debugLog(valueToCheck === null ? "null" : "undefined"); + debugLog(new Error().stack); + return true; + } + return false; + } let getSubstringStartingFrom = function (source, delimit) { let index = source.toLowerCase().indexOf(delimit.toLowerCase()); if (index === -1) { @@ -58,14 +68,14 @@ var Guidance = Guidance || function () { let generateUUID = (function () { let lastTimestamp = 0; let randomValues = []; - + let i = 0; return function () { let currentTimestamp = (new Date()).getTime(); let duplicateTimestamp = currentTimestamp === lastTimestamp; lastTimestamp = currentTimestamp; let uuidArray = new Array(8); - for (let i = 7; i >= 0; i--) { + for (i = 7; i >= 0; i--) { uuidArray[i] = "-0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_abcdefghijklmnopqrstuvwxyz".charAt(currentTimestamp % 64); currentTimestamp = Math.floor(currentTimestamp / 64); } @@ -73,17 +83,17 @@ var Guidance = Guidance || function () { let uuid = uuidArray.join(""); if (duplicateTimestamp) { - for (let i = 11; i >= 0 && randomValues[i] === 63; i--) { + for (i = 11; i >= 0 && randomValues[i] === 63; i--) { randomValues[i] = 0; } randomValues[i]++; } else { - for (let i = 0; i < 12; i++) { + for (i = 0; i < 12; i++) { randomValues[i] = Math.floor(64 * Math.random()); } } - for (let i = 0; i < 12; i++) { + for (i = 0; i < 12; i++) { uuid += "-0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_abcdefghijklmnopqrstuvwxyz".charAt(randomValues[i]); } @@ -167,7 +177,7 @@ var Guidance = Guidance || function () { max: newValue, _characterid: characterId }); - // debugLog("DefaultAttributes: Initializing " + attributeName + " on character ID " + characterId + " with a value of " + newValue + "."); + debugLog("DefaultAttributes: Initializing " + attributeName + " on character ID " + characterId + " with a value of " + newValue + "."); } else { if (typeof operator !== "undefined" && !isNaN(newValue) && !isNaN(foundAttribute.get("current"))) { newValue = parseFloat(foundAttribute.get("current")) + parseFloat(mod_newValue[operator](newValue)); @@ -175,11 +185,11 @@ var Guidance = Guidance || function () { foundAttribute.set("current", newValue); foundAttribute.set("max", newValue); - // debugLog("DefaultAttributes: Setting " + attributeName + " on character ID " + characterId + " to a value of " + newValue + "."); + debugLog("DefaultAttributes: Setting " + attributeName + " on character ID " + characterId + " to a value of " + newValue + "."); } } catch (err) { - log(err); - log(new Error().stack); + log(err.message); + log(err.stack); } }; @@ -199,6 +209,10 @@ var Guidance = Guidance || function () { sendChat("Guidance", text); }; + let speakAsGuidanceToAll = function (text) { + text = "&{template:default} {{name=Guidance}} {{" + text + "}}"; + sendChat("Guidance", text); + }; let toTitleCase = function (str) { str = str.toLowerCase().split(' '); for (let i = 0; i < str.length; i++) { @@ -216,23 +230,77 @@ var Guidance = Guidance || function () { .replace(/ |&/gi, " ") .replace(/\s+/g, " "); }; + + let eraseCharacter = function (c) { + for (const attribute of findObjs({_characterid: c.characterId, _type: "attribute"})) { + attribute.remove(); + } + for (const ability of findObjs({_characterid: c.characterId, _type: "ability"})) { + ability.remove(); + } + for (let i = 1; i < 4; i++) { + c.npcToken.set("bar" + i + "_value", ""); + c.npcToken.set("bar" + i + "_max", ""); + } + + speakAsGuidanceToGM("Removed all properties for " + c.characterSheet.get("name")); + c.characterSheet.set("name", "Erased Character"); + } + + function populateStat(characterId, statBlock, regex, ...stats) { + debugLog("Starting with = " + statBlock); + debugLog("Starting with = " + stats[0]); + let current = getFirstMatchingElement(statBlock, regex); + statBlock = getSubstringStartingFrom(statBlock, current); + statBlock = removeStartingDelimiters(statBlock); + debugLog("returning = " + statBlock); + + if (current === "") { + return statBlock; + } + current = current.replaceAll("~", "").trim(); + + if (Array.isArray(stats)) { + stats.forEach(stat => { + setAttribute(characterId, stat, current); + }); + } else { + setAttribute(characterId, stats, current); + } + return statBlock; + } + + let removeStartingDelimiters = function (statBlock) { + statBlock = statBlock.trim(); + while (statBlock.startsWith(";") || statBlock.startsWith("~")) { + if (statBlock.startsWith(";")) { + statBlock = getSubstringStartingFrom(statBlock, ";"); + } + if (statBlock.startsWith("~")) { + statBlock = getSubstringStartingFrom(statBlock, "~"); + } + } + return statBlock; + } + // - // + // on("ready", function () { speakAsGuidanceToGM(guidanceGreeting); - let handoutName = "Welcome To Guidance"; let objs = findObjs({name: handoutName, _type: "handout"}); let userGuide; if (objs.length < 1) { + debugLog("Handout not found - recreating"); userGuide = createObj("handout", { name: handoutName }); - userGuide.set("notes", guidanceWelcome); } else { userGuide = objs[0]; } + debugLog("Updating handout"); + userGuide.set("notes", guidanceWelcome); userGuide.get("gmnotes", function (gmNotes) { if (gmNotes.includes("debug")) { debugMode = true; @@ -247,7 +315,7 @@ var Guidance = Guidance || function () { return; } - let chatAPICommand = chatMessage.content; + let chatAPICommand = chatMessage.content.toLowerCase(); if (chatMessage.selected === undefined) { speakAsGuidanceToGM("Please select a token representing a character for me to work with"); @@ -257,6 +325,36 @@ var Guidance = Guidance || function () { let selectedNPCs = getSelectedNPCs(chatMessage.selected); try { + // + if (chatAPICommand.startsWith(commandPathBuilder)) { + selectedNPCs.forEach(function (c) { + speakAsGuidanceToGM("Importing - just a moment..."); + c.characterSheet.get("bio", function (notes) { + if (!notes.includes("will") + && !notes.includes("fort") + && !notes.includes("ref")) { + return; + } + if (debugMode) { + eraseCharacter(c); + } + parsePathBuilder(notes, c); + fixPlayerToken(c); + }); + }); + return; + } + // + + // + if (chatAPICommand.startsWith(commandPCToken)) { + selectedNPCs.forEach(function (c) { + fixPlayerToken(c); + }); + return; + } + // + // if (chatAPICommand.startsWith(commandHelp)) { speakAsGuidanceToGM(guidanceWelcome); @@ -271,10 +369,10 @@ var Guidance = Guidance || function () { return; } let selectedNPC = selectedNPCs[0]; - if (chatAPICommand.includes("CONFIRM")) { + if (chatAPICommand.includes("confirm")) { eraseCharacter(selectedNPC); } else { - speakAsGuidanceToGM("Check usage for !sf_clean"); + speakAsGuidanceToGM("Check usage for " + commandClean); } return; } @@ -295,7 +393,7 @@ var Guidance = Guidance || function () { } // - // + // if (chatAPICommand.startsWith(commandToken)) { selectedNPCs.forEach(configureToken); return; @@ -323,47 +421,11 @@ var Guidance = Guidance || function () { } catch (err) { speakAsGuidanceToGM("I have encountered an error with your command " + chatAPICommand); - log(err); - log(new Error().stack); + log(err.message); + log(err.stack); } }); - function populateStat(characterId, statBlock, regex, ...stats) { - debugLog("Starting with = " + statBlock); - debugLog("Starting with = " + stats[0]); - let current = getFirstMatchingElement(statBlock, regex); - statBlock = getSubstringStartingFrom(statBlock, current); - statBlock = removeStartingDelimiters(statBlock); - debugLog("returning = " + statBlock); - - if (current === "") { - return statBlock; - } - current = current.replaceAll("~", "").trim(); - - if (Array.isArray(stats)) { - stats.forEach(stat => { - setAttribute(characterId, stat, current); - }); - } else { - setAttribute(characterId, stats, current); - } - return statBlock; - } - - let removeStartingDelimiters = function (statBlock) { - statBlock = statBlock.trim(); - while (statBlock.startsWith(";") || statBlock.startsWith("~")) { - if (statBlock.startsWith(";")) { - statBlock = getSubstringStartingFrom(statBlock, ";"); - } - if (statBlock.startsWith("~")) { - statBlock = getSubstringStartingFrom(statBlock, "~"); - } - } - return statBlock; - } - // let configureToken = function (selectedNPC) { try { @@ -382,31 +444,272 @@ var Guidance = Guidance || function () { npcToken.set("bar1_link", hitPoints.id); } catch (err) { speakAsGuidanceToGM("There is a Token Configuration Error - Check to make sure the tokens are linked to the selected NPCs."); - log(err); - log(new Error().stack); + log(err.message); + log(err.stack); } }; // - // - let eraseCharacter = function (c) { - for (const attribute of findObjs({_characterid: c.characterId, _type: "attribute"})) { - attribute.remove(); + //////////////////////////////////////////////////////////////////////////////////////////////// + let parsePathBuilder = function (notes, character) { + let workingNotes = notes.replace(/(<([^>]+)>)/gi, "").trim(); + debugLog(workingNotes); + let cObj = JSON.parse(workingNotes).build; + const characterId = character.characterId; + const npcToken = character.npcToken; + const characterSheet = character.characterSheet; + + try { + characterSheet.set("name", cObj.name); + npcToken.set("name", cObj.name); + setAttribute(characterId, "ancestry_heritage", cObj.ancestry + " / " + cObj.heritage); + setAttribute(characterId, "class", cObj.class); + setAttribute(characterId, "background", cObj.background); + setAttribute(characterId, "size", cObj.sizeName); + setAttribute(characterId, "alignment", cObj.alignment); + setAttribute(characterId, "deity", cObj.deity); + setAttribute(characterId, "age", cObj.age); + setAttribute(characterId, "gender_pronouns", cObj.gender); + setAttribute(characterId, "level", cObj.level); + setPlayerAttribute(characterId, "strength", cObj.abilities.str); + setPlayerAttribute(characterId, "dexterity", cObj.abilities.dex); + setPlayerAttribute(characterId, "constitution", cObj.abilities.con); + setPlayerAttribute(characterId, "intelligence", cObj.abilities.int); + setPlayerAttribute(characterId, "wisdom", cObj.abilities.wis); + setPlayerAttribute(characterId, "charisma", cObj.abilities.cha); + setAttribute(characterId, "speed", cObj.attributes.speed); + setAttribute(characterId, "speed_bonus_total", cObj.attributes.ancestryhp); + let hp = parseInt(cObj.attributes.classhp) + parseInt(cObj.attributes.bonushpPerLevel); + setAttribute(characterId, "hit_points_class", hp); + setAttribute(characterId, "hit_points_ancestry", cObj.attributes.ancestryhp); + setAttribute(characterId, "acrobatics_rank", cObj.proficiencies.acrobatics); + setAttribute(characterId, "arcana_rank", cObj.proficiencies.arcana); + setAttribute(characterId, "athletics_rank", cObj.proficiencies.athletics); + setAttribute(characterId, "crafting_rank", cObj.proficiencies.crafting); + setAttribute(characterId, "deception_rank", cObj.proficiencies.deception); + setAttribute(characterId, "diplomacy_rank", cObj.proficiencies.diplomacy); + setAttribute(characterId, "intimidation_rank", cObj.proficiencies.intimidation); + setAttribute(characterId, "medicine_rank", cObj.proficiencies.medicine); + setAttribute(characterId, "nature_rank", cObj.proficiencies.nature); + setAttribute(characterId, "occultism_rank", cObj.proficiencies.occultism); + setAttribute(characterId, "performance_rank", cObj.proficiencies.performance); + setAttribute(characterId, "religion_rank", cObj.proficiencies.religion); + setAttribute(characterId, "society_rank", cObj.proficiencies.society); + setAttribute(characterId, "stealth_rank", cObj.proficiencies.stealth); + setAttribute(characterId, "survival_rank", cObj.proficiencies.survival); + setAttribute(characterId, "thievery_rank", cObj.proficiencies.thievery); + setAttribute(characterId, "perception_rank", cObj.proficiencies.perception); + setAttribute(characterId, "saving_throws_fortitude_rank", cObj.proficiencies.fortitude); + setAttribute(characterId, "saving_throws_reflex_rank", cObj.proficiencies.reflex); + setAttribute(characterId, "saving_throws_will_rank", cObj.proficiencies.will); + setAttribute(characterId, "class_dc_rank", cObj.proficiencies.classDC); + let keyability = fullAttributeName(cObj.keyability); + setAttribute(characterId, "class_dc_key_ability_select", "@{" + keyability + "_modifier}"); + setAttribute(characterId, "cp", cObj.money.cp); + setAttribute(characterId, "sp", cObj.money.sp); + setAttribute(characterId, "gp", cObj.money.gp); + setAttribute(characterId, "pp", cObj.money.pp); + setAttribute(characterId, "focus_points", cObj.focusPoints); + + for (const element of cObj.feats) { + let guid = generateRowID(); + let featType = ""; + if (element[2].includes("Archetype")) { + featType = "archetype"; + } else if (element[2].includes("General")) { + featType = "general"; + } else if (element[2].includes("Skill")) { + featType = "skill"; + } else if (element[2].includes("Ancestry")) { + featType = "ancestry"; + } else { + featType = "class"; + } + setAttribute(characterId, "repeating_feat-" + featType + "_" + guid + "_feat_" + featType, element[0]); + setAttribute(characterId, "repeating_feat-" + featType + "_" + guid + "_feat_" + featType + "_level", element[3]); + setAttribute(characterId, "repeating_feat-" + featType + "_" + guid + "_feat_" + featType + "_type", element[2]); + setAttribute(characterId, "repeating_feat-" + featType + "_" + guid + "_toggles", "display,"); + } + for (const element of cObj.specials) { + let guid = generateRowID(); + setAttribute(characterId, "repeating_feat-ancestry_-" + guid + "_feat_ancestry", element); + setAttribute(characterId, "repeating_feat-ancestry_-" + guid + "_feat_ancestry_type", "Special Ability"); + setAttribute(characterId, "repeating_feat-ancestry_-" + guid + "_toggles", "display,"); + } + + if (cObj.armor.length > 0) { + let name = cObj.armor[0].display; + if (isEmpty(name)) { + name = cObj.armor[0].name; + } + setAttribute(characterId, "armor_class_armor_name", name); + setAttribute(characterId, "armor_class_item", cObj.acTotal.acItemBonus); + if (cObj.armor.length > 1) { + name = cObj.armor[1].display; + if (isEmpty(name)) { + name = cObj.armor[1].name; + } + setAttribute(characterId, "armor_class_shield_name", name); + setAttribute(characterId, "armor_class_shield_ac_bonus", cObj.acTotal.shieldBonus); + + } + } + + for (const element of cObj.lores) { + let guid = generateRowID(); + setAttribute(characterId, "repeating_lore_" + guid + "_lore_name", element[0]); + setAttribute(characterId, "repeating_lore_" + guid + "_lore_rank", element[2]); + setAttribute(characterId, "repeating_lore_" + guid + "_toggles", "display,"); + } + + let weapon = false; + for (const element of cObj.weapons) { + let guid = generateRowID(); + weapon = true; + setAttribute(characterId, "repeating_melee-strikes_" + guid + "_weapon", element.display); + setAttribute(characterId, "repeating_melee-strikes_" + guid + "_toggles", "display,"); + setAttribute(characterId, "repeating_melee-strikes_" + guid + "_weapon_category", element.prof); + setAttribute(characterId, "repeating_melee-strikes_" + guid + "_damage_dice", element.die); + setAttribute(characterId, "repeating_melee-strikes_" + guid + "_damage_dice_size", element.die); + //setAttribute(characterId, "repeating_melee-strikes_" + guid + "_damage" + element.damageType.toLowerCase(), 1); + setAttribute(characterId, "repeating_melee-strikes_" + guid + "_damage_other", element.damageBonus); + } + if (weapon) { + speakAsGuidanceToAll("I have detected a weapon. I don't have Range/Reload information, so I'm logging it as a Melee weapon. " + + "Regardless of category, it will still function for gaming. Check the compendium or Archives of Nethys for missing information."); + } + + for (const element of cObj.formula[0].known) { + let guid = generateRowID(); + if (element.includes("Mutagen") || element.includes("Tonic") || element.includes("Elixir")) { + let formulaName = getFirstMatchingElement(element, /.*?(?=\()/); + setAttribute(characterId, "repeating_elixirs_" + guid + "_name", formulaName); + let formulaType = getFirstMatchingElement(element, /(?<=\().*?(?=\))/); + setAttribute(characterId, "repeating_elixirs_" + guid + "_formula_type", formulaType); + setAttribute(characterId, "repeating_elixirs_" + guid + "_toggles", "display,"); + } + } + + let focusSpells = getFocusStuff(cObj.focus, "Cantrips"); + for (const element of focusSpells) { + let guid = generateRowID(); + setAttribute(characterId, "repeating_spellfocus_" + guid + "_name", element); + setAttribute(characterId, "repeating_spellfocus_" + guid + "_spelllevel", "0"); + setAttribute(characterId, "repeating_spellfocus_" + guid + "_toggles", "display,"); + } + + focusSpells = getFocusStuff(cObj.focus, "Spells"); + for (const element of focusSpells) { + let guid = generateRowID(); + setAttribute(characterId, "repeating_spellfocus_" + guid + "_name", element); + setAttribute(characterId, "repeating_spellfocus_" + guid + "_toggles", "display,"); + } + + for (const element of cObj.spellCasters) { + setAttribute(characterId, "magic_tradition_" + element.magicTradition + "_rank", element.proficiency); + let spellType = ""; + if (element.innate) { + spellType = "spellinnate"; + } else { + spellType = "normalspells"; + } + + + if (element.perDay.length > 0) { + setAttribute(characterId, "cantrips_per_day", element.perDay[0]); + for (let i = 1; i < element.perDay.length; i++) { + setAttribute(characterId, "level_" + i + "_per_day", element.perDay[i]); + } + } + for (const element2 of element.spells) { + let reference = ""; + if (element2.spellLevel === 0 && spellType.startsWith("normalspells")) { + reference = "repeating_cantrip_"; + } else { + reference = "repeating_" + spellType + "_"; + } + for (const spellName in element2.list) { + reference = reference + generateRowID(); + setAttribute(characterId, reference + "_name", spellName); + setAttribute(characterId, reference + "_spelllevel", element2.spellLevel); + setAttribute(characterId, reference + "_toggles", "display,"); + } + + } + } + + for (const element of cObj.equipment) { + let guid = generateRowID(); + setAttribute(characterId, "repeating_items-other_" + guid + "_other-items", element[0]); + setAttribute(characterId, "repeating_items-other_" + guid + "_other_quantity", element[1]); + setAttribute(characterId, "repeating_items-other_" + guid + "_toggles", "display,"); + } + let maxHP = getAttribute(characterId, "hit_points").get("max"); + setAttribute(characterId, "hit_points", maxHP); + + speakAsGuidanceToAll(cObj.name + " has been imported."); + } catch (err) { + speakAsGuidanceToGM("I have encountered an error importing this character."); + log(err.message); + log(err.stack); } - for (const ability of findObjs({_characterid: c.characterId, _type: "ability"})) { - ability.remove(); + } + + let getFocusStuff = function (obj, type) { + let tradition = Object.keys(obj); + let attribute = Object.keys(obj[tradition]); + return obj[tradition][attribute]["focus" + toTitleCase(type)]; + } + + let fullAttributeName = function (x) { + if (x.toLowerCase().startsWith("str")) { + return "strength"; + } else if (x.toLowerCase().startsWith("dex")) { + return "dexterity"; + } else if (x.toLowerCase().startsWith("con")) { + return "constitution"; + } else if (x.toLowerCase().startsWith("int")) { + return "intelligence"; + } else if (x.toLowerCase().startsWith("wis")) { + return "wisdom"; } - for (let i = 1; i < 4; i++) { - c.npcToken.set("bar" + i + "_value", ""); - c.npcToken.set("bar" + i + "_max", ""); + return "charisma"; + } + + let fixPlayerToken = function (c) { + let r = c.npcToken.get("represents"); + if (isEmpty(r)) { + c.npcToken.set({statusmarkers: "dead"}); + speakAsGuidanceToGM("I've marked unlinked tokens with a red X"); + speakAsGuidanceToGM("Go into the settings for these tokens and set 'Represents Character' to the correct PC and rerun this command"); + } else { + c.npcToken.set({ + has_bright_light_vision: true, + showname: true, + showplayers_name: true, + playersedit_name: true, + controlledby: "all", + light_otherplayers: true, + width: 70, + height: 70 + }); + c.npcToken.set("dead", false); + log("Token Represents = " + c.npcToken.get("represents")); + log("Characterid = " + c.characterId); + log("SheetID = " + c.characterSheet.get("_id")); + setDefaultTokenForCharacter(c.characterSheet, c.npcToken); + speakAsGuidanceToGM("I've configured the token for " + c.characterSheet.get("name") + "'s player"); } + } - speakAsGuidanceToGM("Removed all properties for " + c.characterSheet.get("name")); - c.characterSheet.set("name", "Erased Character"); + let setPlayerAttribute = function (characterId, attribute, score) { + setAttribute(characterId, attribute, score); + setAttribute(characterId, attribute + "_score", score); + let modifier = Math.floor((parseInt(score) - 10) / 2); + setAttribute(characterId, attribute + "_modifier", modifier); + setAttribute(characterId, attribute + "_modifier_half", Math.floor(modifier / 2)); } - // - //////////////////////////////////////////////////////////////////////////////////////////////// let populateCharacterSheet = function (gmNotes, selectedNPC) { const characterId = selectedNPC.characterId; const npcToken = selectedNPC.npcToken; @@ -536,8 +839,8 @@ var Guidance = Guidance || function () { speakAsGuidanceToGM(npcName + " has been imported."); } catch (err) { speakAsGuidanceToGM("I have encountered an error importing this character. The error was around this area -> " + massageTheDataForAbilityParsing(statBlock.substr(0, 20))); - log(err) - log(new Error().stack); + log(err.message); + log(err.stack); } } @@ -864,4 +1167,4 @@ var Guidance = Guidance || function () { setAttribute(characterId, attributeName + "toggles", "display,"); } } -(); \ No newline at end of file +(); diff --git a/Pathfinder 2e Guidance/script.json b/Pathfinder 2e Guidance/script.json index 9a4b49fb0..d5dd7497b 100644 --- a/Pathfinder 2e Guidance/script.json +++ b/Pathfinder 2e Guidance/script.json @@ -1,8 +1,8 @@ { "name": "Guidance: Pathfinder 2e Tools", - "script": "guidance.js", - "version": "1.0.0", - "description": "API for Roll20 and Pathfinder 2\n\nVersion 1.0.0\n\nThis is a tool to support Pathfinder 2e GMs in Roll20.\nIt has the ability to read a statblock from the GMNotes section of a selected character and fill out the NPC section of the character sheet. Statblocks from Archives of Nethys and PFS Society scenarios are supported.\n\nFeel free to reach out to me if you find any bug or have any suggestions [HERE](https://app.roll20.net/users/927625/kahn265).", + "script": "pf2_guidance.js", + "version": "1.1", + "description": "API for Roll20 and Pathfinder 2\n\nVersion 1.1\n\nThis is a tool to support Pathfinder 2e GMs in Roll20.\nIt has the ability to read a statblock from the GMNotes section of a selected character and fill out the NPC section of the character sheet. Statblocks from Archives of Nethys and PFS Society scenarios are supported.\n\nFeel free to reach out to me if you find any bug or have any suggestions [HERE](https://app.roll20.net/users/927625/kahn265).", "authors": "Russell A. Sinclair,", "roll20userid": "927625", "dependencies": [], From 4814c9301edf56c0abd56240137b07216ae6316f Mon Sep 17 00:00:00 2001 From: Alice Date: Mon, 9 Oct 2023 11:40:09 -0400 Subject: [PATCH 2/2] Update script.json to include previous version --- Pathfinder 2e Guidance/script.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Pathfinder 2e Guidance/script.json b/Pathfinder 2e Guidance/script.json index d5dd7497b..597e4d5d9 100644 --- a/Pathfinder 2e Guidance/script.json +++ b/Pathfinder 2e Guidance/script.json @@ -20,5 +20,5 @@ "attributes": "write", "abilities": "write" }, - "previousversions": [] + "previousversions": ["1.0.0"] }