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Matt's Door script error ("ERROR: Please use the 'thumb' size for imgsrc properties.")

The title pretty much says it all...  Matt's door script calls for a rollable table to change the door token from an open to a closed graphic (and vice versa). But when i run the door link script the token becomes blank. and i get this error in the API output "ERROR: Please use the 'thumb' size for imgsrc properties." I've deleted the rollable table, and re-uploaded the door graphics after double checking the dimensions in photoshop... Any suggestions? P.S. I left Roll20 for awhile (last year) and recently came back. Before I left the script worked great.
OK after some tinkering i've realized the Token is not going blank it's just being placed UNDER my main map image.... BUT its still not cycling thru the rollable table images.
1449611017
The Aaron
Pro
API Scripter
I'm on my phone and don't have the script in front of me, but what is happening is the API can only create thumb URL images in a user library. You can use this function to fix a URL:&nbsp; <a href="https://wiki.roll20.net/API:Cookbook#getCleanImgsr" rel="nofollow">https://wiki.roll20.net/API:Cookbook#getCleanImgsr</a>... It would require a fix to the script which I will try to get fit you later tonight. PM me if I forget. :)
Thanks for the reply Aaron, I did some digging and found your Clean img code, but I have no Idea how to use it lol. I tried adding it like a new API script and nothing happened.&nbsp;
1449621278
The Aaron
Pro
API Scripter
Ok, give this a try... I didn't test it, but I think it should be right. &nbsp;Matt's code assumed .png files (which is probably reasonable for doors), but I bet your images are jpg or gif, so his replace for 'med.png' would fail. &nbsp;This should work regardless of image format. //========== name spacing ========== state.DoorControls = state.DoorControls || {} var statusDoors = {}; //========== user customization ========== statusDoors.interactRange = 2; //max range in map units statusDoors.detectionRange = 2; //max range in map units statusDoors.DoorPathColor = "#FFFF00"; statusDoors.attribFindHidden = "FindHiddenDoors"; statusDoors.attribOpenLocks = "PickLocks"; statusDoors.attribFindTraps = "FindTraps"; statusDoors.attribRemoveTraps = "RemoveTraps"; statusDoors.hFlipOnOpen = true; &nbsp;// flip switch control horizontally when opened statusDoors.vFlipOnOpen = true; &nbsp;// flip switch control vetically when opened // usePercentageChecks determines how checks against skills are rolled // when true: &nbsp;attribute score + door modifier &gt;= d100 equals success // when false: &nbsp;d20 + attribute score &gt;= door modifier equals success statusDoors.usePercentageChecks = true; statusDoors.detectHiddenDC = 10; // ========== script constants - do not modify ========== statusDoors.lockStatus = "bar1_value"; statusDoors.lockQualityAdj = "bar1_max"; statusDoors.isUnlocked = "0"; statusDoors.isLocked = "1"; statusDoors.trapStatus = "bar2_value"; statusDoors.trapQualityAdj = "bar2_max"; statusDoors.trapNone = "0"; statusDoors.trapActive = "1"; statusDoors.trapResets = "2"; statusDoors.trapTriggered = "3"; statusDoors.trapDisabled = "4"; statusDoors.sideDoorOpen = "bar3_value"; statusDoors.sideDoorClosed = "bar3_max"; statusDoors.doorType = "aura1_radius"; statusDoors.doorTypeVisible = "0"; statusDoors.doorTypeHidden = "1"; statusDoors.doorTypeRevealed = "2"; statusDoors.doorSideActive = "aura2_radius"; statusDoors.doorSideBoth = "0"; statusDoors.doorSideNorth = "1"; statusDoors.doorSideSouth = "2"; // Clean image source: &nbsp;<a href="https://wiki.roll20.net/API:Cookbook#getCleanImgsrc" rel="nofollow">https://wiki.roll20.net/API:Cookbook#getCleanImgsrc</a> var getCleanImgsrc = function (imgsrc) { &nbsp; &nbsp;var parts = imgsrc.match(/(.*\/images\/.*)(thumb|max)(.*)$/); &nbsp; &nbsp;if(parts) { &nbsp; &nbsp; &nbsp; return parts[1]+'thumb'+parts[3]; &nbsp; &nbsp;} &nbsp; &nbsp;return; }; //========== constructors ========== //define a door object function DungeonDoorControl() { &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; var thisSwitch; &nbsp; &nbsp; var thisDoor; &nbsp; &nbsp; var thisWall; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Load = function (SwitchID) { &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch = getObj("graphic", SwitchID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (thisSwitch == undefined) throw "Error loading Switch from id: " + SwitchID; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisDoor = getObj("graphic", state.DoorControls[SwitchID].DoorID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (thisDoor == undefined) throw "Error loading Door from id: " + SwitchID; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisWall = getObj("path", state.DoorControls[SwitchID].PathID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (thisWall == undefined) throw "Error loading Wall from id: " + SwitchID; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return true; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log(err); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return false;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; var SetMultiSide = function (side) { &nbsp; &nbsp; &nbsp; &nbsp; thisDoor.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; currentSide: side, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //imgsrc: decodeURIComponent(thisDoor.get("sides").split("|")[side]).replace(/med\.png/g, "thumb.png"), &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; imgsrc: getCleanImgsrc(decodeURIComponent(thisDoor.get("sides").split("|")[side]))), &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Open = function (pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if door already open &nbsp; &nbsp; &nbsp; &nbsp; if (!this.IsClosed()) return; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //trigger trap if armed and not GM &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.IsGM() && SameSide(pc) &&( thisSwitch.get(statusDoors.trapStatus) == statusDoors.trapActive || thisSwitch.get(statusDoors.trapStatus) == statusDoors.trapResets)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var trapNotes = decodeURIComponent(thisSwitch.get("gmnotes")).replace(/PC/g, pc.CharacterSheet().get("name")); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("","/desc TRAP! &nbsp;" + trapNotes); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //record the trap was found &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].TrapFound = true; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //flag trap as triggered if not resetting &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (thisSwitch.get(statusDoors.trapStatus) == statusDoors.trapActive) thisSwitch.set(statusDoors.trapStatus, statusDoors.trapTriggered); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do not open if locked and not GM &nbsp; &nbsp; &nbsp; &nbsp; if(!pc.IsGM() && SameSide(pc) && thisSwitch.get(statusDoors.lockStatus) == statusDoors.isLocked) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //sendChat("","/desc This door appears to be locked."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("cannot open the door because it is locked."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //set the door controls for open state &nbsp; &nbsp; &nbsp; &nbsp; thisWall.set("layer","gmlayer"); &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; fliph: statusDoors.hFlipOnOpen, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; flipv: statusDoors.vFlipOnOpen, &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; SetMultiSide(thisSwitch.get(statusDoors.sideDoorOpen)); &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.IsGM()) pc.Announce("opens the door."); &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Close = function (pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if door already closed &nbsp; &nbsp; &nbsp; &nbsp; if (this.IsClosed()) return; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //set the door controls for closed state &nbsp; &nbsp; &nbsp; &nbsp; thisWall.set("layer", "walls"); &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; fliph: false, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; flipv: false, &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; SetMultiSide(thisSwitch.get(statusDoors.sideDoorClosed)); &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.IsGM()) pc.Announce("closes the door."); &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.PickLock = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if door is open or is GM &nbsp; &nbsp; &nbsp; &nbsp; if (!this.IsClosed() || pc.IsGM()) return; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if door is not locked &nbsp; &nbsp; &nbsp; &nbsp; if (thisSwitch.get(statusDoors.lockStatus) != statusDoors.isLocked || !SameSide(pc)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper(null, "The door does not appear to be locked."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if character can't pick locks &nbsp; &nbsp; &nbsp; &nbsp; if(!pc.HasSkill(statusDoors.attribOpenLocks)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("does not possess the skill to unlock this door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //check if character has attempted to unlock this lock before &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var prevAttempt = state.DoorControls[thisSwitch.get("_id")].UnlockAttempts[pc.CharacterSheet().get("_id")]; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt == undefined) throw "character has not seen this lock before"; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //respond based on first attempt &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is familiar with this lock, and quickly unlocks it again."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set(statusDoors.lockStatus, statusDoors.isUnlocked); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("continues to fail at picking this lock"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //roll the dice &nbsp; &nbsp; &nbsp; &nbsp; var charSkill = pc.SkillLevel(); &nbsp; &nbsp; &nbsp; &nbsp; var lockAdjust = (isNaN(thisSwitch.get(statusDoors.lockQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusDoors.lockQualityAdj)); &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (statusDoors.usePercentageChecks) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult = randomInteger(100); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var actionSuccess = (Math.min(charSkill + lockAdjust, 95) &gt;= rollResult) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM PICK LOCK: " + charSkill + "% chance with " + lockAdjust + "% lock modifier versus a roll of " + rollResult + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult = randomInteger(20); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var actionSuccess = (rollResult + charSkill &gt;= lockAdjust) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM PICK LOCK: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + lockAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //record the results &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].UnlockAttempts[pc.CharacterSheet().get("_id")] = actionSuccess; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //announce the results to the party &nbsp; &nbsp; &nbsp; &nbsp; if (actionSuccess) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("has successfully unlocked the door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set(statusDoors.lockStatus, statusDoors.isUnlocked); &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("does not possess the skill to unlock this door."); &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.FindTraps = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if GM &nbsp; &nbsp; &nbsp; &nbsp; if (pc.IsGM()) return; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if character can't find traps, there is no trap, or on the wrong side &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.HasSkill(statusDoors.attribFindTraps) || thisSwitch.get(statusDoors.trapStatus) == statusDoors.trapNone || !SameSide(pc)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is confident there are no active traps on this side of the door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //no need to check if trap has already been found &nbsp; &nbsp; &nbsp; &nbsp; if (state.DoorControls[thisSwitch.get("_id")].TrapFound == true) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes a trap has already been found."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //check if this character as attempted to find traps before on this door &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var prevAttempt = state.DoorControls[thisSwitch.get("_id")].TrapFinding[pc.CharacterSheet().get("_id")]; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt == undefined) throw "character has not seen this trap before" &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //respond based on previous search &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is familiar with this trap, and quickly identifies it."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is confident there are no active traps on this side of the door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //roll the dice &nbsp; &nbsp; &nbsp; &nbsp; var charSkill = pc.SkillLevel(); &nbsp; &nbsp; &nbsp; &nbsp; var trapAdjust = (isNaN(thisSwitch.get(statusDoors.trapQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusDoors.trapQualityAdj)); &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (statusDoors.usePercentageChecks) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult = randomInteger(100); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var actionSuccess = (Math.min(charSkill + trapAdjust, 95) &gt;= rollResult) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM FIND TRAPS: " + charSkill + "% chance with " + trapAdjust + "% trap modifier versus a roll of " + rollResult + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult = randomInteger(20); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var actionSuccess = (rollResult + charSkill &gt;= trapAdjust) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM FIND TRAPS: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + trapAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //record the character's results &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].TrapFinding[pc.CharacterSheet().get("_id")] = actionSuccess; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //announce the results to the party &nbsp; &nbsp; &nbsp; &nbsp; if (actionSuccess) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes there is a trap on this door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].TrapFound = true; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is confident there are no active traps on this side of the door."); &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.RemoveTrap = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if GM &nbsp; &nbsp; &nbsp; &nbsp; if (pc.IsGM()) return; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //verify trap has been found &nbsp; &nbsp; &nbsp; &nbsp; if (state.DoorControls[thisSwitch.get("_id")].TrapFound != true) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper(null, "No one has found a trap to remove."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (!SameSide(pc)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper(null, "I am on the wrong side of the door to disarm this trap."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if character can't remove traps &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.HasSkill(statusDoors.attribRemoveTraps)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is confident there are no active traps on this door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //check if this character as attempted to remove trap before on this door &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var prevAttempt = state.DoorControls[thisSwitch.get("_id")].TrapDisarming[pc.CharacterSheet().get("_id")]; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt == undefined) throw "character has not tried removing this trap before" &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //respond based on previous search &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; switch(thisSwitch.get(statusDoors.trapStatus)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case statusDoors.trapDisabled: &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes this trap has already been disarmed."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case statusDoors.trapTriggered: &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes this trap has already been triggered."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; default: &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is familiar with this trap, and disarms it without a problem."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set(statusDoors.trapStatus, statusDoors.trapDisabled); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //always fail if first attempt was failed &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes any trap present has been disabled."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do not count as an attempt if trap is not active &nbsp; &nbsp; &nbsp; &nbsp; if (thisSwitch.get(statusDoors.trapStatus) != statusDoors.trapActive && thisSwitch.get(statusDoors.trapStatus) != statusDoors.trapResets) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes any trap present has been disabled."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //roll the dice &nbsp; &nbsp; &nbsp; &nbsp; var charSkill = pc.SkillLevel(); &nbsp; &nbsp; &nbsp; &nbsp; var trapAdjust = (isNaN(thisSwitch.get(statusDoors.trapQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusDoors.trapQualityAdj)); &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (statusDoors.usePercentageChecks) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult = randomInteger(100); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var actionSuccess = (Math.min(charSkill + trapAdjust, 95) &gt;= rollResult) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM REMOVE TRAP: " + charSkill + "% chance with " + trapAdjust + "% trap modifier versus a roll of " + rollResult + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult = randomInteger(20); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var actionSuccess = (rollResult + charSkill &gt;= trapAdjust) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM REMOVE TRAP: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + trapAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //record the character's results &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].TrapDisarming[pc.CharacterSheet().get("_id")] = actionSuccess; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //disarm trap if attempt was successful &nbsp; &nbsp; &nbsp; &nbsp; if (actionSuccess) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set(statusDoors.trapStatus, statusDoors.trapDisabled); &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //announce pseudo-results to the party &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes any trap present has been disabled."); &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; var SameSide = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //true if set to both sides &nbsp; &nbsp; &nbsp; &nbsp; if (thisSwitch.get(statusDoors.doorSideActive) == statusDoors.doorSideBoth) return true; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //determine angle to door based on rotation &nbsp; &nbsp; &nbsp; &nbsp; var a = (Math.atan2(pc.MapToken().get("top") - thisDoor.get("top"), thisDoor.get("left") - pc.MapToken().get("left")) * 180 / Math.PI + 180 + thisDoor.get("rotation")) % 360; &nbsp; &nbsp; &nbsp; &nbsp; var isNorth = (a &gt;= 0 && a &lt;=180) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //return true if same side &nbsp; &nbsp; &nbsp; &nbsp; if (isNorth && thisSwitch.get(statusDoors.doorSideActive) == statusDoors.doorSideNorth) return true; &nbsp; &nbsp; &nbsp; &nbsp; if (!isNorth && thisSwitch.get(statusDoors.doorSideActive) == statusDoors.doorSideSouth) return true; &nbsp; &nbsp; &nbsp; &nbsp; return false; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.DetectSecret = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (IsPathInRange(pc)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //roll the dice &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var charSkill = pc.SkillLevel(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (statusDoors.usePercentageChecks) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult = randomInteger(100); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var actionSuccess = (charSkill &gt;= rollResult) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM DETECTION (" + pc.CharacterSheet().get("name") + "): " + charSkill + "% chance vs roll of " + rollResult + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult = randomInteger(20); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var actionSuccess = (rollResult + charSkill &gt;= statusDoors.detectHiddenDC) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM DETECTION: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + statusDoors.detectHiddenDC + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //reveal door if detected &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (actionSuccess) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; layer: "objects", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aura1_radius: statusDoors.doorTypeRevealed, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("has discovered a hidden door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendPing(thisDoor.get("left"), thisDoor.get("top"), thisDoor.get("_pageid"), null, false); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; var IsPathInRange = function (pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //split lastmove into array &nbsp; &nbsp; &nbsp; &nbsp; var lastmove = pc.MapToken().get("lastmove").split(","); &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var P1 = {X: pc.MapToken().get("left"), Y: pc.MapToken().get("top")}; &nbsp; &nbsp; &nbsp; &nbsp; var P2 = {X: 0, Y: 0}; &nbsp; &nbsp; &nbsp; &nbsp; var P3 = {X: thisDoor.get("left"), Y: thisDoor.get("top")}; &nbsp; &nbsp; &nbsp; &nbsp; var dX = 0; &nbsp; &nbsp; &nbsp; &nbsp; var dY = 0; &nbsp; &nbsp; &nbsp; &nbsp; var u = 0; &nbsp; &nbsp; &nbsp; &nbsp; var d = 0; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //loop for each move segment, stop if ever true &nbsp; &nbsp; &nbsp; &nbsp; for (var i = lastmove.length; i &gt; 0; i -=2) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //read the next point &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; P2 = {X: parseInt(lastmove[i-2]), Y: parseInt(lastmove[i-1])}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log("Segment (" + P1.X + "," + P1.Y + ") and (" + P2.X + "," + P2.Y + ") to point (" + P3.X + "," + P3.Y + ")"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //set up delta values &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; dX = P2.X - P1.X; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; dY = P2.Y - P1.Y; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; u = ((P3.X - P1.X) * dX + (P3.Y - P1.Y) * dY) / (Math.pow(dX, 2) + Math.pow(dY, 2)); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //limit resuts to the move segment &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; u = ( u &gt; 1) ? 1 : (u &lt; 0) ? 0 : u; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log( " &nbsp;u factor: " + u.toFixed(2)); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //calculate distance between segment and point &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; d = Math.sqrt(Math.pow(((P1.X + u * dX) - P3.X),2) + Math.pow(((P1.Y + u * dY) - P3.Y),2)); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log(" &nbsp;distance: " + d.toFixed(2)); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ( d &lt;= statusDoors.detectionRange * 70) return true; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //move P2 to P1 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; P1 = {X: P2.X, Y: P2.Y};&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return false; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.IsClosed = function() { &nbsp; &nbsp; &nbsp; &nbsp; return (thisWall.get("layer") == "walls") ? true : false; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.OnPage = function() { &nbsp; &nbsp; &nbsp; &nbsp; try { return thisSwitch.get("_pageid") } catch (err) { return undefined; }; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Icon = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisDoor; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Control = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisSwitch; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.IsLocked = function() { &nbsp; &nbsp; &nbsp; &nbsp;return (thisSwitch.get(statusDoors.lockStatus) == &nbsp;statusDoors.isLocked) ? true : false; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.IsTrapped = function() { &nbsp; &nbsp; &nbsp; &nbsp; return (thisSwitch.get(statusDoors.trapStatus) == statusDoors.trapActive || thisSwitch.get(statusDoors.trapStatus) == statusDoors.trapResets) ? true : false; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.IsHidden = function() { &nbsp; &nbsp; &nbsp; &nbsp; return (thisSwitch.get(statusDoors.doorType) == statusDoors.doorTypeHidden) ? true : false; &nbsp; &nbsp; } } //define a player object function PlayerControl() { &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; var thisAs; &nbsp; &nbsp; var thisCharacter; &nbsp; &nbsp; var thisToken; &nbsp; &nbsp; var roleGM = false; &nbsp; &nbsp; var thisAttrib; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Load = function (msgWho, pageID) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //set the current speaker &nbsp; &nbsp; &nbsp; &nbsp; thisAs = msgWho; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //find a character sheet &nbsp; &nbsp; &nbsp; &nbsp; thisCharacter = findObjs({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _type: "character", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; name: msgWho, &nbsp; &nbsp; &nbsp; &nbsp; })[0]; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //determing if running as GM &nbsp; &nbsp; &nbsp; &nbsp; roleGM = (msgWho.indexOf("(GM)") != -1) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //find a token on map if not GM &nbsp; &nbsp; &nbsp; &nbsp; if (thisCharacter) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisToken = findObjs({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _type: "graphic", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _pageid: pageID, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; represents: thisCharacter.get("_id"), &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; })[0]; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //clear any previous attributes &nbsp; &nbsp; &nbsp; &nbsp; thisAttrib = undefined; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Whisper = function(SendAs, SendMsg) { &nbsp; &nbsp; &nbsp; &nbsp; sendChat((SendAs == null ? thisAs : SendAs), "/w " + thisAs.split(" ")[0] + " " + SendMsg); &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Announce = function(SendMsg) { &nbsp; &nbsp; &nbsp; &nbsp; sendChat("character|" + thisCharacter.get("_id"), "/em " + SendMsg); &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.InRange = function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; var distance = Math.sqrt(Math.pow(thisToken.get("top") - obj.get("top"),2) + Math.pow(thisToken.get("left") - obj.get("left"),2)); &nbsp; &nbsp; &nbsp; &nbsp; return (distance &gt; statusDoors.interactRange * 70) ? false : true; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.HasSkill = function(attribName) { &nbsp; &nbsp; &nbsp; &nbsp; thisAttrib = findObjs({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _type: "attribute", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _characterid: thisCharacter.get("_id"), &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; name: attribName, &nbsp; &nbsp; &nbsp; &nbsp; })[0]; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try{ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (isNaN(thisAttrib.get("current")) || thisAttrib.get("current") &lt;= 0) throw "character attribute &lt;= 0 or NaN"; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return true; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { return false; } &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.SkillLevel = function() { &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return (isNaN(thisAttrib.get("current"))) ? 0 : parseInt(thisAttrib.get("current")); &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { return 0; } &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.IsGM = function() { &nbsp; &nbsp; &nbsp; &nbsp; return roleGM; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.CharacterSheet = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisCharacter; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.MapToken = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisToken; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.OnPage = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisToken.get("_pageid"); &nbsp; &nbsp; } } //========== events ========== on("chat:message", function (msg) { &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //handle only player commands &nbsp; &nbsp; var cmdNames = ["!OpenDoor", "!CloseDoor", "!PickLock", "!RemoveTrap", "!FindTraps"]; &nbsp; &nbsp; if (msg.type != "api" || cmdNames.indexOf(msg.content) == -1) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //selection must be a single item &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; if (msg.selected.length != 1) throw "multiple items selected"; &nbsp; &nbsp; } catch (err) { return; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //load the player &nbsp; &nbsp; var pc = new PlayerControl(); &nbsp; &nbsp; pc.Load(msg.who, getObj(msg.selected[0]["_type"], msg.selected[0]["_id"]).get("_pageid")); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //do nothing if not playing as a Character or GM &nbsp; &nbsp; if (!pc.CharacterSheet() && !pc.IsGM()) { &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper("GM","Please set your 'AS' drop option to a character first."); &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //load the door control &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; if (!door.Load(msg.selected[0]["_id"])) return; &nbsp; &nbsp; if (!pc.IsGM()) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //verify character has token on the map &nbsp; &nbsp; &nbsp; &nbsp; if (pc.MapToken() == undefined) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper(null, "I don't have a token on this map."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //verify character token is close enough to the door &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.InRange(door.Icon())) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper(null, "I am too far from the door to do that."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; switch(msg.content) { &nbsp; &nbsp; &nbsp; &nbsp; case "!OpenDoor": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.Open(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; case "!CloseDoor": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.Close(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; case "!PickLock": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.PickLock(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; case "!RemoveTrap": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.RemoveTrap(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; case "!FindTraps": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.FindTraps(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; } }); &nbsp;//player chat commands on("chat:message", function (msg) { &nbsp; &nbsp; //handle only GM commands &nbsp; &nbsp; var cmdNames = ["!ObjectList","!DoorsLink","!DoorsResetUse","!DoorsAllOpen","!DoorsAllClose","!DoorsAlign","!DoorsCount","!DoorsDeleteAllLinks","!SideID","!DoorsTableUpdate"]; &nbsp; &nbsp; &nbsp; &nbsp; if (msg.type != "api" || msg.who.indexOf(" (GM)") == -1 || cmdNames.indexOf(msg.content) == -1) return; &nbsp; &nbsp; &nbsp; &nbsp; var pc = new PlayerControl(); &nbsp; &nbsp; pc.Load(msg.who, null); &nbsp; &nbsp; switch(msg.content.split(" ")[0]) { &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsLink": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //make sure three items are selected &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (msg.selected.length != 3) throw "invalid selection"; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM Select a graphic named 'Switch', a graphic named 'Door' and a path to use as a wall."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //set up count variables &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var linkSet = {}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.SwitchID = []; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.PathID = []; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.DoorID = []; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //identify each type of selected &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(msg.selected, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var o = getObj(obj["_type"], obj["_id"]); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (o.get("_type") == "graphic" && o.get("name") == "Switch") { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.SwitchID.push(o); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (o.get("_type") == "graphic" && o.get("name") == "Door") { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.DoorID.push(o); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (o.get("_type") == "path") { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.PathID.push(o); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //verify only one of each type role in selection &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (linkSet.SwitchID.length != 1 || linkSet.DoorID.length != 1 || linkSet.PathID.length != 1) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM Select a graphic named 'Switch', a graphic named 'Door' and a path to use as a wall."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //add the selected as a door &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; AddSwitchControl(linkSet.SwitchID[0], linkSet.DoorID[0], linkSet.PathID[0]); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsResetUse": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.UnlockAttempts = {}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.TrapFinding = {}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.TrapDisarming = {}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.TrapFound = false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM All doors have been reset to 'never been seen' status."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!ObjectList": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(msg.selected, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log(getObj(obj["_type"], obj["_id"])); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsAllOpen": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;door.Load(obj.SwitchID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;if (door.OnPage() == Campaign().get("playerpageid")) door.Open(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsAllClose": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;door.Load(obj.SwitchID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;if (door.OnPage() == Campaign().get("playerpageid")) door.Close(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsAlign": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.Load(obj.SwitchID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(door.OnPage() == Campaign().get("playerpageid")) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.Left = door.Icon().get("left"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.Top = door.Icon().get("top"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.Rotation = door.Icon().get("rotation"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.Width = parseInt(door.Icon().get("width") / 4); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;obj.Height = parseInt(door.Icon().get("height") / 4); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.Control().set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; left: obj.Left, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; top: obj.Top, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rotation: obj.Rotation, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; width: obj.Width, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; height: obj.Height, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; });&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsCount": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iDoors = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iLocks = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iTraps = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iHidden = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iErrors = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (door.Load(obj.SwitchID)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; iDoors++; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (door.IsHidden()) iHidden++; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (door.IsLocked()) iLocks++; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (door.IsTrapped()) iTraps++; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { iErrors++; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM Doors:" + iDoors + ", Locked:" + iLocks + ", Trapped:" + iTraps + ", Hidden:" + iHidden); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (iErrors &gt; 0) sendChat("","/w GM There were " + iErrors + " doors that did not load properly."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsDeleteAllLinks": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; getObj("graphic", obj.SwitchID).set("layer","objects"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; getObj("graphic", obj.DoorID).set("layer","objects"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; getObj("path", obj.PathID).set("layer","objects"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls = {}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM All door links have been deleted from state. &nbsp;No doors will function until relinked with !DoorsLink command."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!SideID": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (msg.selected.length != 1) throw "selection error"; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var obj = getObj(msg.selected[0]["_type"], msg.selected[0]["_id"]); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM SIDEID: obj [" + obj.get("name") + "] is set to side: " + obj.get("currentSide")); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { sendChat ("SIDE", err); } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsTableUpdate": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //make sure we have one door image selected &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (!msg.selected || msg.selected.length != 1) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM Select a single door graphic"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var newDoor = getObj("graphic", msg.selected[0]["_id"]); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (newDoor.get("name") != "Door") { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM Selected door must be named 'Door'."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //update all doors' 'sides' to selected door's 'sides' &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iErrors = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisDoor = getObj("graphic", obj.DoorID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisDoor.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //imgsrc: decodeURIComponent(newDoor.get("sides").split("|")[thisDoor.get("currentSide")]).replace(/med\.png/g, "thumb.png"), &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; imgsrc: getCleanImgsrc(decodeURIComponent(newDoor.get("sides").split("|")[thisDoor.get("currentSide")]))), &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sides: newDoor.get("sides"), &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; iErrors++; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log("Error updating door " + obj.DoorID);&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //display results of update &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (iErrors == 0) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","GM Table images updated sucessfully."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","Table images updated, but " + iErrors + " error(s) occured."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; } }); &nbsp;//GM chat commands on("change:graphic", function(obj) { &nbsp; &nbsp; //only reset a valid switch &nbsp; &nbsp; var o = state.DoorControls[obj.get("_id")]; &nbsp; &nbsp; if (!o) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //keep the switch in place &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; obj.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; top: o.Top, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; left: o.Left, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rotation: o.Rotation, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; width: o.Width, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; height: o.Height, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; layer: (obj.get(statusDoors.doorType) == statusDoors.doorTypeHidden) ? "gmlayer" : "objects", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aura1_color: "transparent", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aura2_color: "transparent", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; lastmove: "", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; statusmarkers: "", &nbsp; &nbsp; &nbsp; &nbsp; });&nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp;&nbsp; }); //prevents switch movement&nbsp; on("destroy:graphic", function(obj) { &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; var o = state.DoorControls[obj.get("_id")]; &nbsp; &nbsp; &nbsp; &nbsp; if (!o) return ; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //move door back to objects layer &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; getObj("graphic", o.DoorID).set("layer","objects"); &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //move wall back to objects layer &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; getObj("path", o.PathID).set("layer","objects"); &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //remove data from state &nbsp; &nbsp; &nbsp; &nbsp; delete state.DoorControls[obj.get("_id")]; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM A door control has been deleted. &nbsp;Associated controls have been moved to the objects layer."); &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; } catch (err) { log (err); } }); &nbsp;//remove link in state when switch deleted on("change:graphic", function(obj) { &nbsp; &nbsp; //do nothing if not a character &nbsp; &nbsp; if(obj.get("represents") == "" || state.DoorControls[obj.get("_id")]) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //check controlledby for character &nbsp; &nbsp; var pcSheet = getObj("character", obj.get("represents")); &nbsp; &nbsp; if (pcSheet.get("controlledby").replace("all","") == "") return;&nbsp; &nbsp; &nbsp; //load the player &nbsp; &nbsp; var pc = new PlayerControl() &nbsp; &nbsp; pc.Load(pcSheet.get("name"), obj.get("_pageid")); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //dm cannot detect secret doors &nbsp; &nbsp; if(pc.IsGM()) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //no proximity check needed if no skill&nbsp; &nbsp; &nbsp; if (!pc.HasSkill(statusDoors.attribFindHidden)) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //find all secret doors on the same page as the token &nbsp; &nbsp; var secretSwitches = findObjs({ &nbsp; &nbsp; &nbsp; &nbsp; _type: "graphic", &nbsp; &nbsp; &nbsp; &nbsp; _pageid: pc.OnPage(), &nbsp; &nbsp; &nbsp; &nbsp; aura1_radius: statusDoors.doorTypeHidden, &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //check detection for each hidden door &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; _.each(secretSwitches, function(secretSwitch) { &nbsp; &nbsp; &nbsp; &nbsp; if (door.Load(secretSwitch.get("_id"))) door.DetectSecret(pc); &nbsp; &nbsp; }); }); //check movement for proximity to secret doors //========== functions ========== var AddSwitchControl = function(thisSwitch, thisDoor, thisPath) { &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //use the switch as a reference ID in state &nbsp; &nbsp; var thisID = thisSwitch.get("_id"); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //pair items in state data &nbsp; &nbsp; state.DoorControls[thisID] = ({ &nbsp; &nbsp; &nbsp; &nbsp; SwitchID: thisID,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; PathID: thisPath.get("_id"), &nbsp; &nbsp; &nbsp; &nbsp; DoorID: thisDoor.get("_id"), &nbsp; &nbsp; &nbsp; &nbsp; Left: thisSwitch.get("left"), &nbsp; &nbsp; &nbsp; &nbsp; Top: thisSwitch.get("top"), &nbsp; &nbsp; &nbsp; &nbsp; Rotation: thisSwitch.get("rotation"), &nbsp; &nbsp; &nbsp; &nbsp; Width: thisSwitch.get("width"), &nbsp; &nbsp; &nbsp; &nbsp; Height: thisSwitch.get("height"), &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //set additional state variables &nbsp; &nbsp; state.DoorControls[thisID].UnlockAttempts = {}; &nbsp; &nbsp; state.DoorControls[thisID].TrapFinding = {}; &nbsp; &nbsp; state.DoorControls[thisID].TrapDisarming = {}; &nbsp; &nbsp; state.DoorControls[thisID].TrapFound = false; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //set default values for locks as traps &nbsp; &nbsp; thisSwitch.set({ &nbsp; &nbsp; &nbsp; &nbsp; bar1_value: statusDoors.isUnlocked, &nbsp; &nbsp; &nbsp; &nbsp; bar1_max: "0", &nbsp; &nbsp; &nbsp; &nbsp; bar2_value: statusDoors.trapNone, &nbsp; &nbsp; &nbsp; &nbsp; bar2_max: "0", &nbsp; &nbsp; &nbsp; &nbsp; aura1_radius: statusDoors.doorTypeVisible, &nbsp; &nbsp; &nbsp; &nbsp; aura1_color: "transparent", &nbsp; &nbsp; &nbsp; &nbsp; aura2_radius: statusDoors.doorSideBoth, &nbsp; &nbsp; &nbsp; &nbsp; aura2_color: "transparent", &nbsp; &nbsp; &nbsp; &nbsp; gmnotes: "PC has triggered a trap.", &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //format the switch to default role settings &nbsp; &nbsp; thisSwitch.set({ &nbsp; &nbsp; &nbsp; &nbsp; layer: "objects", &nbsp; &nbsp; &nbsp; &nbsp; isdrawing: true, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_name: false, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_bar1: false, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_bar2: false, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_bar3: false, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_aura1: false, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_aura2: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_name: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_bar1: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_bar2: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_bar3: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_aura1: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_aura2: false, &nbsp; &nbsp; &nbsp; &nbsp; controlledby: "all", &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //move the door graphic to the map layer &nbsp; &nbsp; thisDoor.set({ &nbsp; &nbsp; &nbsp; &nbsp; layer: "map", &nbsp; &nbsp; }) &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //move the lighting path to the walls layer &nbsp; &nbsp; thisPath.set({ &nbsp; &nbsp; &nbsp; &nbsp; layer: "walls", &nbsp; &nbsp; &nbsp; &nbsp; stroke: statusDoors.DoorPathColor, &nbsp; &nbsp; &nbsp; &nbsp; stroke_width: 5, &nbsp; &nbsp; &nbsp; &nbsp; fill: "transparent", &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; &nbsp; &nbsp; if (!door.Load(thisID)) throw "could not load new door"; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM Door has been successfully linked. ID:" + thisID); &nbsp; &nbsp; } catch (err) { sendChat ("Doors", "/w GM ERROR: " + err); } } //adds trio as a door control //========== non-essential ========== on("chat:message", function(msg) { &nbsp; &nbsp; cmdName = "!CleanUp"; &nbsp; &nbsp; if (msg.type != "api" || msg.content.indexOf(cmdName) == -1) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; _.each(findObjs({ _type: "graphic", name: "Switch"}), function(o) { &nbsp; &nbsp; &nbsp; &nbsp; o.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; layer: "gmlayer", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; width: 140, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; height: 140, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; top: 70, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; left: 70, &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; _.each(findObjs({ _type: "graphic", name: "Door"}), function(o) { &nbsp; &nbsp; &nbsp; &nbsp; o.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; layer: "gmlayer", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; width: 140, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; height: 140, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; top: 70, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; left: 70, &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; _.each(findObjs({ _type: "path", stroke: statusDoors.DoorPathColor, stroke_width: 5, fill: "transparent"}), function(o) { &nbsp; &nbsp; &nbsp; &nbsp; o.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; layer: "gmlayer", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; top: 70, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; left: 70, &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; }); &nbsp; &nbsp; });
1449627683

Edited 1449627832
Got the error Unexpected token } Yeah I am using .png files, thats why I'm confused as to why it didn't work. Too be clear, I did disable Matt's Door script, and Enabled The Aaron's Door Script&nbsp;
Also here are the Mods I use, in case there is a conflict: Aura/Tint Health Color Temp HP and Status TokenNameNumber Tracker Jacker MOTD isGM Token Mod Collision It's A Trap (Not working either) Vector Math Center-Align Small Tokens Spin Token Alter Bars Show Portrait/Avatar in Chat&nbsp;
1449634612
The Aaron
Pro
API Scripter
Hmm. Have to take a look in the morning. Probably a simple typo.&nbsp;
1449651165

Edited 1449651308
Ziechael
Forum Champion
Sheet Author
API Scripter
Try my version of Matt's Door Script (heavily modified with Aaron's help). It is set up for 3.5e DnD but retains all of the original functionality except it will now accept auto-calculating fields for the skill checks, I've commented out the triggers to play sounds since that ties in with another script and requires some hardcoding of jukebox tracks: //========== name spacing ========== state.DoorControls = state.DoorControls || {} var statusDoors = {}; //========== user customization ========== statusDoors.interactRange = 20; //max range in map units statusDoors.detectionRange = 2; //max range in map units statusDoors.DoorPathColor = "#FFFF00"; statusDoors.attribFindHidden = "spot"; statusDoors.attribOpenLocks = "openlock"; statusDoors.attribFindTraps = "search"; statusDoors.attribRemoveTraps = "disabledevice"; statusDoors.hFlipOnOpen = true; &nbsp;// flip switch control horizontally when opened statusDoors.vFlipOnOpen = true; &nbsp;// flip switch control vetically when opened // usePercentageChecks determines how checks against skills are rolled // when true: &nbsp;attribute score + door modifier &gt;= d100 equals success // when false: &nbsp;d20 + attribute score &gt;= door modifier equals success statusDoors.usePercentageChecks = false; statusDoors.detectHiddenDC = 10; // ========== script constants - do not modify ========== statusDoors.lockStatus = "bar1_value"; statusDoors.lockQualityAdj = "bar1_max"; statusDoors.isUnlocked = "0"; statusDoors.isLocked = "1"; statusDoors.trapStatus = "bar2_value"; statusDoors.trapQualityAdj = "bar2_max"; statusDoors.trapNone = "0"; statusDoors.trapActive = "1"; statusDoors.trapResets = "2"; statusDoors.trapTriggered = "3"; statusDoors.trapDisabled = "4"; statusDoors.sideDoorOpen = "bar3_value"; statusDoors.sideDoorClosed = "bar3_max"; statusDoors.doorType = "aura1_radius"; statusDoors.doorTypeVisible = "0"; statusDoors.doorTypeHidden = "1"; statusDoors.doorTypeRevealed = "2"; statusDoors.doorSideActive = "aura2_radius"; statusDoors.doorSideBoth = "0"; statusDoors.doorSideNorth = "1"; statusDoors.doorSideSouth = "2"; //========== constructors ========== //define a door object function DungeonDoorControl() { &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; var thisSwitch; &nbsp; &nbsp; var thisDoor; &nbsp; &nbsp; var thisWall; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Load = function (SwitchID) { &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch = getObj("graphic", SwitchID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (thisSwitch == undefined) throw "Error loading Switch from id: " + SwitchID; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisDoor = getObj("graphic", state.DoorControls[SwitchID].DoorID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (thisDoor == undefined) throw "Error loading Door from id: " + SwitchID; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisWall = getObj("path", state.DoorControls[SwitchID].PathID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (thisWall == undefined) throw "Error loading Wall from id: " + SwitchID; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return true; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log(err); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return false;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; var SetMultiSide = function (side) { &nbsp; &nbsp; &nbsp; &nbsp; thisDoor.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; currentSide: side, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; imgsrc: decodeURIComponent(thisDoor.get("sides").split("|")[side]).replace(/med\.png/g, "thumb.png") &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Open = function (pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if door already open &nbsp; &nbsp; &nbsp; &nbsp; if (!this.IsClosed()) return; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //trigger trap if armed and not GM &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.IsGM() && SameSide(pc) &&( thisSwitch.get(statusDoors.trapStatus) == statusDoors.trapActive || thisSwitch.get(statusDoors.trapStatus) == statusDoors.trapResets)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var trapNotes = decodeURIComponent(thisSwitch.get("gmnotes")).replace(/PC/g, pc.CharacterSheet().get("name")); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //PlaySound('Trap'); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("","/desc TRAP! &nbsp;" + trapNotes); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //record the trap was found &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].TrapFound = true; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //flag trap as triggered if not resetting &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (thisSwitch.get(statusDoors.trapStatus) == statusDoors.trapActive) thisSwitch.set(statusDoors.trapStatus, statusDoors.trapTriggered); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do not open if locked and not GM &nbsp; &nbsp; &nbsp; &nbsp; if(!pc.IsGM() && SameSide(pc) && thisSwitch.get(statusDoors.lockStatus) == statusDoors.isLocked) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //sendChat("","/desc This door appears to be locked."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("cannot open the door because it is locked."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //set the door controls for open state &nbsp; &nbsp; &nbsp; &nbsp; thisWall.set("layer","gmlayer"); &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; fliph: statusDoors.hFlipOnOpen, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; flipv: statusDoors.vFlipOnOpen &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; SetMultiSide(thisSwitch.get(statusDoors.sideDoorOpen)); &nbsp; &nbsp; &nbsp; &nbsp; //PlaySound('Door'); &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.IsGM()) pc.Announce("opens the door."); &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Close = function (pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if door already closed &nbsp; &nbsp; &nbsp; &nbsp; if (this.IsClosed()) return; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //set the door controls for closed state &nbsp; &nbsp; &nbsp; &nbsp; thisWall.set("layer", "walls"); &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; fliph: false, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; flipv: false &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; SetMultiSide(thisSwitch.get(statusDoors.sideDoorClosed)); &nbsp; &nbsp; &nbsp; &nbsp; //PlaySound('Door'); &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.IsGM()) pc.Announce("closes the door."); &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.PickLock = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if door is open or is GM &nbsp; &nbsp; &nbsp; &nbsp; if (!this.IsClosed() || pc.IsGM()) return; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if door is not locked &nbsp; &nbsp; &nbsp; &nbsp; if (thisSwitch.get(statusDoors.lockStatus) != statusDoors.isLocked || !SameSide(pc)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper(null, "The door does not appear to be locked."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if character can't pick locks &nbsp; &nbsp; &nbsp; &nbsp; if(!pc.HasSkill(statusDoors.attribOpenLocks)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("does not possess the skill to unlock this door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //check if character has attempted to unlock this lock before &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var prevAttempt = state.DoorControls[thisSwitch.get("_id")].UnlockAttempts[pc.CharacterSheet().get("_id")]; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt == undefined) throw "character has not seen this lock before"; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //respond based on first attempt &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is familiar with this lock, and quickly unlocks it again."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //PlaySound('Unlock'); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set(statusDoors.lockStatus, statusDoors.isUnlocked); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("continues to fail at picking this lock"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //roll the dice &nbsp; &nbsp; &nbsp; &nbsp; var lockAdjust = (isNaN(thisSwitch.get(statusDoors.lockQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusDoors.lockQualityAdj)); &nbsp; &nbsp; &nbsp; &nbsp; pc.SkillLevel('openlock',function(charSkill){ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult, actionSuccess; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (statusDoors.usePercentageChecks) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rollResult = randomInteger(100); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; actionSuccess = (Math.min(charSkill + lockAdjust, 95) &gt;= rollResult) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM PICK LOCK: " + charSkill + "% chance with " + lockAdjust + "% lock modifier versus a roll of " + rollResult + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rollResult = randomInteger(20); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; actionSuccess = (rollResult + charSkill &gt;= lockAdjust) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM PICK LOCK: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + lockAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //record the results &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].UnlockAttempts[pc.CharacterSheet().get("_id")] = actionSuccess; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //announce the results to the party &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (actionSuccess) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("has successfully unlocked the door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //PlaySound('Unlock'); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set(statusDoors.lockStatus, statusDoors.isUnlocked); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("does not possess the skill to unlock this door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; )}; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.FindTraps = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if GM &nbsp; &nbsp; &nbsp; &nbsp; if (pc.IsGM()) return; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if character can't find traps, there is no trap, or on the wrong side &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.HasSkill(statusDoors.attribFindTraps) || thisSwitch.get(statusDoors.trapStatus) == statusDoors.trapNone || !SameSide(pc)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is confident there are no active traps on this side of the door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //no need to check if trap has already been found &nbsp; &nbsp; &nbsp; &nbsp; if (state.DoorControls[thisSwitch.get("_id")].TrapFound == true) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes a trap has already been found."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //check if this character as attempted to find traps before on this door &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var prevAttempt = state.DoorControls[thisSwitch.get("_id")].TrapFinding[pc.CharacterSheet().get("_id")]; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt == undefined) throw "character has not seen this trap before" &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //respond based on previous search &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is familiar with this trap, and quickly identifies it."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is confident there are no active traps on this side of the door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //roll the dice &nbsp; &nbsp; &nbsp; &nbsp; var trapAdjust = (isNaN(thisSwitch.get(statusDoors.trapQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusDoors.trapQualityAdj)); &nbsp; &nbsp; &nbsp; &nbsp; pc.SkillLevel('search',function(charSkill){ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult, actionSuccess; &nbsp; &nbsp; &nbsp; &nbsp; if (statusDoors.usePercentageChecks) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rollResult = randomInteger(100); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; actionSuccess = (Math.min(charSkill + trapAdjust, 95) &gt;= rollResult) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM FIND TRAPS: " + charSkill + "% chance with " + trapAdjust + "% trap modifier versus a roll of " + rollResult + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rollResult = randomInteger(20); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; actionSuccess = (rollResult + charSkill &gt;= trapAdjust) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM FIND TRAPS: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + trapAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //record the character's results &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].TrapFinding[pc.CharacterSheet().get("_id")] = actionSuccess; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //announce the results to the party &nbsp; &nbsp; &nbsp; &nbsp; if (actionSuccess) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes there is a trap on this door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].TrapFound = true; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is confident there are no active traps on this side of the door."); &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; } &nbsp; &nbsp; )}; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.RemoveTrap = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if GM &nbsp; &nbsp; &nbsp; &nbsp; if (pc.IsGM()) return; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //verify trap has been found &nbsp; &nbsp; &nbsp; &nbsp; if (state.DoorControls[thisSwitch.get("_id")].TrapFound != true) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper(null, "No one has found a trap to remove."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (!SameSide(pc)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper(null, "I am on the wrong side of the door to disarm this trap."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if character can't remove traps &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.HasSkill(statusDoors.attribRemoveTraps)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is confident there are no active traps on this door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //check if this character as attempted to remove trap before on this door &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var prevAttempt = state.DoorControls[thisSwitch.get("_id")].TrapDisarming[pc.CharacterSheet().get("_id")]; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt == undefined) throw "character has not tried removing this trap before" &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //respond based on previous search &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; switch(thisSwitch.get(statusDoors.trapStatus)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case statusDoors.trapDisabled: &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes this trap has already been disarmed."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case statusDoors.trapTriggered: &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes this trap has already been triggered."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; default: &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is familiar with this trap, and disarms it without a problem."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set(statusDoors.trapStatus, statusDoors.trapDisabled); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //always fail if first attempt was failed &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes any trap present has been disabled."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do not count as an attempt if trap is not active &nbsp; &nbsp; &nbsp; &nbsp; if (thisSwitch.get(statusDoors.trapStatus) != statusDoors.trapActive && thisSwitch.get(statusDoors.trapStatus) != statusDoors.trapResets) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes any trap present has been disabled."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //roll the dice &nbsp; &nbsp; &nbsp; &nbsp; var trapAdjust = (isNaN(thisSwitch.get(statusDoors.trapQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusDoors.trapQualityAdj)); &nbsp; &nbsp; &nbsp; &nbsp; pc.SkillLevel('disabledevice',function(charSkill){ &nbsp; &nbsp; &nbsp; &nbsp; var rollResult, actionSuccess; &nbsp; &nbsp; &nbsp; &nbsp; if (statusDoors.usePercentageChecks) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rollResult = randomInteger(100); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; actionSuccess = (Math.min(charSkill + trapAdjust, 95) &gt;= rollResult) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM REMOVE TRAP: " + charSkill + "% chance with " + trapAdjust + "% trap modifier versus a roll of " + rollResult + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rollResult = randomInteger(20); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; actionSuccess = (rollResult + charSkill &gt;= trapAdjust) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM REMOVE TRAP: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + trapAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //record the character's results &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].TrapDisarming[pc.CharacterSheet().get("_id")] = actionSuccess; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //disarm trap if attempt was successful &nbsp; &nbsp; &nbsp; &nbsp; if (actionSuccess) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set(statusDoors.trapStatus, statusDoors.trapDisabled); &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //announce pseudo-results to the party &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes any trap present has been disabled."); &nbsp; &nbsp; } &nbsp; &nbsp; )}; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; var SameSide = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //true if set to both sides &nbsp; &nbsp; &nbsp; &nbsp; if (thisSwitch.get(statusDoors.doorSideActive) == statusDoors.doorSideBoth) return true; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //determine angle to door based on rotation &nbsp; &nbsp; &nbsp; &nbsp; var a = (Math.atan2(pc.MapToken().get("top") - thisDoor.get("top"), thisDoor.get("left") - pc.MapToken().get("left")) * 180 / Math.PI + 180 + thisDoor.get("rotation")) % 360; &nbsp; &nbsp; &nbsp; &nbsp; var isNorth = (a &gt;= 0 && a &lt;=180) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //return true if same side &nbsp; &nbsp; &nbsp; &nbsp; if (isNorth && thisSwitch.get(statusDoors.doorSideActive) == statusDoors.doorSideNorth) return true; &nbsp; &nbsp; &nbsp; &nbsp; if (!isNorth && thisSwitch.get(statusDoors.doorSideActive) == statusDoors.doorSideSouth) return true; &nbsp; &nbsp; &nbsp; &nbsp; return false; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.DetectSecret = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (IsPathInRange(pc)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //roll the dice &nbsp; &nbsp; &nbsp; &nbsp; pc.SkillLevel('spot',function(charSkill){ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult, actionSuccess; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (statusDoors.usePercentageChecks) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rollResult = randomInteger(100); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; actionSuccess = (charSkill &gt;= rollResult) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM DETECTION (" + pc.CharacterSheet().get("name") + "): " + charSkill + "% chance vs roll of " + rollResult + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rollResult = randomInteger(20); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; actionSuccess = (rollResult + charSkill &gt;= statusDoors.detectHiddenDC) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM DETECTION: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + statusDoors.detectHiddenDC + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //reveal door if detected &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (actionSuccess) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; layer: "objects", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aura1_radius: statusDoors.doorTypeRevealed &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("has discovered a hidden door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendPing(thisDoor.get("left"), thisDoor.get("top"), thisDoor.get("_pageid"), null, false); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; )} }; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; var IsPathInRange = function (pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //split lastmove into array &nbsp; &nbsp; &nbsp; &nbsp; var lastmove = pc.MapToken().get("lastmove").split(","); &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var P1 = {X: pc.MapToken().get("left"), Y: pc.MapToken().get("top")}; &nbsp; &nbsp; &nbsp; &nbsp; var P2 = {X: 0, Y: 0}; &nbsp; &nbsp; &nbsp; &nbsp; var P3 = {X: thisDoor.get("left"), Y: thisDoor.get("top")}; &nbsp; &nbsp; &nbsp; &nbsp; var dX = 0; &nbsp; &nbsp; &nbsp; &nbsp; var dY = 0; &nbsp; &nbsp; &nbsp; &nbsp; var u = 0; &nbsp; &nbsp; &nbsp; &nbsp; var d = 0; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //loop for each move segment, stop if ever true &nbsp; &nbsp; &nbsp; &nbsp; for (var i = lastmove.length; i &gt; 0; i -=2) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //read the next point &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; P2 = {X: parseInt(lastmove[i-2]), Y: parseInt(lastmove[i-1])}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log("Segment (" + P1.X + "," + P1.Y + ") and (" + P2.X + "," + P2.Y + ") to point (" + P3.X + "," + P3.Y + ")"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //set up delta values &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; dX = P2.X - P1.X; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; dY = P2.Y - P1.Y; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; u = ((P3.X - P1.X) * dX + (P3.Y - P1.Y) * dY) / (Math.pow(dX, 2) + Math.pow(dY, 2)); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //limit resuts to the move segment &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; u = ( u &gt; 1) ? 1 : (u &lt; 0) ? 0 : u; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log( " &nbsp;u factor: " + u.toFixed(2)); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //calculate distance between segment and point &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; d = Math.sqrt(Math.pow(((P1.X + u * dX) - P3.X),2) + Math.pow(((P1.Y + u * dY) - P3.Y),2)); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log(" &nbsp;distance: " + d.toFixed(2)); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ( d &lt;= statusDoors.detectionRange * 70) return true; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //move P2 to P1 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; P1 = {X: P2.X, Y: P2.Y};&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return false; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.IsClosed = function() { &nbsp; &nbsp; &nbsp; &nbsp; return (thisWall.get("layer") == "walls") ? true : false; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.OnPage = function() { &nbsp; &nbsp; &nbsp; &nbsp; try { return thisSwitch.get("_pageid") } catch (err) { return undefined; }; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Icon = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisDoor; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Control = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisSwitch; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.IsLocked = function() { &nbsp; &nbsp; &nbsp; &nbsp;return (thisSwitch.get(statusDoors.lockStatus) == &nbsp;statusDoors.isLocked) ? true : false; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.IsTrapped = function() { &nbsp; &nbsp; &nbsp; &nbsp; return (thisSwitch.get(statusDoors.trapStatus) == statusDoors.trapActive || thisSwitch.get(statusDoors.trapStatus) == statusDoors.trapResets) ? true : false; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.IsHidden = function() { &nbsp; &nbsp; &nbsp; &nbsp; return (thisSwitch.get(statusDoors.doorType) == statusDoors.doorTypeHidden) ? true : false; &nbsp; &nbsp; } } //define a player object function PlayerControl() { &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; var thisAs; &nbsp; &nbsp; var thisCharacter; &nbsp; &nbsp; var thisToken; &nbsp; &nbsp; var roleGM = false; &nbsp; &nbsp; var thisAttrib; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Load = function (msgWho, pageID) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //set the current speaker &nbsp; &nbsp; &nbsp; &nbsp; thisAs = msgWho; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //find a character sheet &nbsp; &nbsp; &nbsp; &nbsp; thisCharacter = findObjs({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _type: "character", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; name: msgWho &nbsp; &nbsp; &nbsp; &nbsp; })[0]; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //determing if running as GM &nbsp; &nbsp; &nbsp; &nbsp; roleGM = (msgWho.indexOf("(GM)") != -1) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //find a token on map if not GM &nbsp; &nbsp; &nbsp; &nbsp; if (thisCharacter) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisToken = findObjs({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _type: "graphic", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _pageid: pageID, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; represents: thisCharacter.get("_id") &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; })[0]; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //clear any previous attributes &nbsp; &nbsp; &nbsp; &nbsp; thisAttrib = undefined; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Whisper = function(SendAs, SendMsg) { &nbsp; &nbsp; &nbsp; &nbsp; sendChat((SendAs == null ? thisAs : SendAs), "/w " + thisAs.split(" ")[0] + " " + SendMsg); &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Announce = function(SendMsg) { &nbsp; &nbsp; &nbsp; &nbsp; sendChat("character|" + thisCharacter.get("_id"), "/em " + SendMsg); &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.InRange = function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; var distance = Math.sqrt(Math.pow(thisToken.get("top") - obj.get("top"),2) + Math.pow(thisToken.get("left") - obj.get("left"),2)); &nbsp; &nbsp; &nbsp; &nbsp; return (distance &gt; statusDoors.interactRange * 70) ? false : true; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; this.HasSkill = function(attribName) { &nbsp; return undefined !== getAttrByName( &nbsp; &nbsp; thisCharacter.id, &nbsp; &nbsp; attribName &nbsp; ) }; &nbsp; &nbsp;&nbsp; this.SkillLevel = function(attribName, callback){ &nbsp; &nbsp; var formula = getAttrByName( &nbsp; &nbsp; &nbsp; &nbsp; thisCharacter.id, &nbsp; &nbsp; &nbsp; &nbsp; attribName &nbsp; &nbsp; ); &nbsp; &nbsp; if(undefined !== formula){ &nbsp; &nbsp; &nbsp; &nbsp; formula = formula.replace(/@\{([^\|]*?|[^\|]*?\|max|[^\|]*?\|current)\}/g, '@{'+(thisCharacter.get('name'))+'|$1}'); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;sendChat('','[['+formula+']]',function(msg){ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var idx = msg[0].content.match(/\$\[\[(\d+)\]\]/)[1]; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; callback(msg[0].inlinerolls[idx].results.total); &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp;} else { &nbsp; &nbsp; &nbsp; &nbsp; callback(0); &nbsp; &nbsp; } };&nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.IsGM = function() { &nbsp; &nbsp; &nbsp; &nbsp; return roleGM; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.CharacterSheet = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisCharacter; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.MapToken = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisToken; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.OnPage = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisToken.get("_pageid"); &nbsp; &nbsp; } } //========== events ========== on("chat:message", function (msg) { &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //handle only player commands &nbsp; &nbsp; var cmdNames = ["!OpenDoor", "!CloseDoor", "!PickLock", "!RemoveTrap", "!FindTraps"]; &nbsp; &nbsp; if (msg.type != "api" || cmdNames.indexOf(msg.content) == -1) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //selection must be a single item &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; if (msg.selected.length != 1) throw "multiple items selected"; &nbsp; &nbsp; } catch (err) { return; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //load the player &nbsp; &nbsp; var pc = new PlayerControl(); &nbsp; &nbsp; pc.Load(msg.who, getObj(msg.selected[0]["_type"], msg.selected[0]["_id"]).get("_pageid")); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //do nothing if not playing as a Character or GM &nbsp; &nbsp; if (!pc.CharacterSheet() && !pc.IsGM()) { &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper("GM","Please set your 'AS' drop option to a character first."); &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //load the door control &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; if (!door.Load(msg.selected[0]["_id"])) return; &nbsp; &nbsp; if (!pc.IsGM()) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //verify character has token on the map &nbsp; &nbsp; &nbsp; &nbsp; if (pc.MapToken() == undefined) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper(null, "I don't have a token on this map."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //verify character token is close enough to the door &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.InRange(door.Icon())) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper(null, "I am too far from the door to do that."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; switch(msg.content) { &nbsp; &nbsp; &nbsp; &nbsp; case "!OpenDoor": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.Open(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; case "!CloseDoor": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.Close(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; case "!PickLock": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.PickLock(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; case "!RemoveTrap": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.RemoveTrap(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; case "!FindTraps": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.FindTraps(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; } }); &nbsp;//player chat commands on("chat:message", function (msg) { &nbsp; &nbsp; //handle only GM commands &nbsp; &nbsp; var cmdNames = ["!ObjectList","!DoorsLink","!DoorsResetUse","!DoorsAllOpen","!DoorsAllClose","!DoorsAlign","!DoorsCount","!DoorsDeleteAllLinks","!SideID","!DoorsTableUpdate"]; &nbsp; &nbsp; &nbsp; &nbsp; if (msg.type != "api" || msg.who.indexOf(" (GM)") == -1 || cmdNames.indexOf(msg.content) == -1) return; &nbsp; &nbsp; &nbsp; &nbsp; var pc = new PlayerControl(); &nbsp; &nbsp; pc.Load(msg.who, null); &nbsp; &nbsp; switch(msg.content.split(" ")[0]) { &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsLink": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //make sure three items are selected &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (msg.selected.length != 3) throw "invalid selection"; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM Select a graphic named 'Switch', a graphic named 'Door' and a path to use as a wall."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //set up count variables &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var linkSet = {}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.SwitchID = []; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.PathID = []; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.DoorID = []; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //identify each type of selected &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(msg.selected, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var o = getObj(obj["_type"], obj["_id"]); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (o.get("_type") == "graphic" && o.get("name") == "Switch") { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.SwitchID.push(o); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (o.get("_type") == "graphic" && o.get("name") == "Door") { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.DoorID.push(o); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (o.get("_type") == "path") { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.PathID.push(o); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //verify only one of each type role in selection &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (linkSet.SwitchID.length != 1 || linkSet.DoorID.length != 1 || linkSet.PathID.length != 1) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM Select a graphic named 'Switch', a graphic named 'Door' and a path to use as a wall."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //add the selected as a door &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; AddSwitchControl(linkSet.SwitchID[0], linkSet.DoorID[0], linkSet.PathID[0]); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsResetUse": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.UnlockAttempts = {}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.TrapFinding = {}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.TrapDisarming = {}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.TrapFound = false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM All doors have been reset to 'never been seen' status."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!ObjectList": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(msg.selected, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log(getObj(obj["_type"], obj["_id"])); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsAllOpen": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;door.Load(obj.SwitchID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;if (door.OnPage() == Campaign().get("playerpageid")) door.Open(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsAllClose": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;door.Load(obj.SwitchID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;if (door.OnPage() == Campaign().get("playerpageid")) door.Close(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsAlign": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.Load(obj.SwitchID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(door.OnPage() == Campaign().get("playerpageid")) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.Left = door.Icon().get("left"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.Top = door.Icon().get("top"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.Rotation = door.Icon().get("rotation"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.Width = parseInt(door.Icon().get("width") / 4); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;obj.Height = parseInt(door.Icon().get("height") / 4); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.Control().set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; left: obj.Left, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; top: obj.Top, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rotation: obj.Rotation, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; width: obj.Width, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; height: obj.Height &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; });&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsCount": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iDoors = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iLocks = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iTraps = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iHidden = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iErrors = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (door.Load(obj.SwitchID)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; iDoors++; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (door.IsHidden()) iHidden++; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (door.IsLocked()) iLocks++; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (door.IsTrapped()) iTraps++; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { iErrors++; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM Doors:" + iDoors + ", Locked:" + iLocks + ", Trapped:" + iTraps + ", Hidden:" + iHidden); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (iErrors &gt; 0) sendChat("","/w GM There were " + iErrors + " doors that did not load properly."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsDeleteAllLinks": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; getObj("graphic", obj.SwitchID).set("layer","objects"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; getObj("graphic", obj.DoorID).set("layer","objects"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; getObj("path", obj.PathID).set("layer","objects"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls = {}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM All door links have been deleted from state. &nbsp;No doors will function until relinked with !DoorsLink command."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!SideID": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (msg.selected.length != 1) throw "selection error"; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var obj = getObj(msg.selected[0]["_type"], msg.selected[0]["_id"]); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM SIDEID: obj [" + obj.get("name") + "] is set to side: " + obj.get("currentSide")); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { sendChat ("SIDE", err); } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsTableUpdate": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //make sure we have one door image selected &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (!msg.selected || msg.selected.length != 1) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM Select a single door graphic"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var newDoor = getObj("graphic", msg.selected[0]["_id"]); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (newDoor.get("name") != "Door") { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM Selected door must be named 'Door'."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //update all doors' 'sides' to selected door's 'sides' &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iErrors = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisDoor = getObj("graphic", obj.DoorID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisDoor.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; imgsrc: decodeURIComponent(newDoor.get("sides").split("|")[thisDoor.get("currentSide")]).replace(/med\.png/g, "thumb.png"), &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sides: newDoor.get("sides") &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; iErrors++; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log("Error updating door " + obj.DoorID);&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //display results of update &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (iErrors == 0) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","GM Table images updated sucessfully."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","Table images updated, but " + iErrors + " error(s) occured."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; } }); &nbsp;//GM chat commands on("change:graphic", function(obj) { &nbsp; &nbsp; //only reset a valid switch &nbsp; &nbsp; var o = state.DoorControls[obj.get("_id")]; &nbsp; &nbsp; if (!o) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //keep the switch in place &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; obj.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; top: o.Top, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; left: o.Left, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rotation: o.Rotation, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; width: o.Width, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; height: o.Height, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; layer: (obj.get(statusDoors.doorType) == statusDoors.doorTypeHidden) ? "gmlayer" : "objects", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aura1_color: "transparent", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aura2_color: "transparent", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; lastmove: "", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; statusmarkers: "" &nbsp; &nbsp; &nbsp; &nbsp; });&nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp;&nbsp; }); //prevents switch movement&nbsp; on("destroy:graphic", function(obj) { &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; var o = state.DoorControls[obj.get("_id")]; &nbsp; &nbsp; &nbsp; &nbsp; if (!o) return ; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //move door back to objects layer &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; getObj("graphic", o.DoorID).set("layer","objects"); &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //move wall back to objects layer &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; getObj("path", o.PathID).set("layer","objects"); &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //remove data from state &nbsp; &nbsp; &nbsp; &nbsp; delete state.DoorControls[obj.get("_id")]; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM A door control has been deleted. &nbsp;Associated controls have been moved to the objects layer."); &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; } catch (err) { log (err); } }); &nbsp;//remove link in state when switch deleted on("change:graphic", function(obj) { &nbsp; &nbsp; //do nothing if not a character &nbsp; &nbsp; if(obj.get("represents") == "" || state.DoorControls[obj.get("_id")]) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //check controlledby for character &nbsp; &nbsp; var pcSheet = getObj("character", obj.get("represents")); &nbsp; &nbsp; if (pcSheet.get("controlledby").replace("all","") == "") return;&nbsp; &nbsp; &nbsp; //load the player &nbsp; &nbsp; var pc = new PlayerControl() &nbsp; &nbsp; pc.Load(pcSheet.get("name"), obj.get("_pageid")); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //dm cannot detect secret doors &nbsp; &nbsp; if(pc.IsGM()) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //no proximity check needed if no skill&nbsp; &nbsp; &nbsp; if (!pc.HasSkill(statusDoors.attribFindHidden)) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //find all secret doors on the same page as the token &nbsp; &nbsp; var secretSwitches = findObjs({ &nbsp; &nbsp; &nbsp; &nbsp; _type: "graphic", &nbsp; &nbsp; &nbsp; &nbsp; _pageid: pc.OnPage(), &nbsp; &nbsp; &nbsp; &nbsp; aura1_radius: statusDoors.doorTypeHidden &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //check detection for each hidden door &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; _.each(secretSwitches, function(secretSwitch) { &nbsp; &nbsp; &nbsp; &nbsp; if (door.Load(secretSwitch.get("_id"))) door.DetectSecret(pc); &nbsp; &nbsp; }); }); //check movement for proximity to secret doors //========== functions ========== var AddSwitchControl = function(thisSwitch, thisDoor, thisPath) { &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //use the switch as a reference ID in state &nbsp; &nbsp; var thisID = thisSwitch.get("_id"); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //pair items in state data &nbsp; &nbsp; state.DoorControls[thisID] = ({ &nbsp; &nbsp; &nbsp; &nbsp; SwitchID: thisID,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; PathID: thisPath.get("_id"), &nbsp; &nbsp; &nbsp; &nbsp; DoorID: thisDoor.get("_id"), &nbsp; &nbsp; &nbsp; &nbsp; Left: thisSwitch.get("left"), &nbsp; &nbsp; &nbsp; &nbsp; Top: thisSwitch.get("top"), &nbsp; &nbsp; &nbsp; &nbsp; Rotation: thisSwitch.get("rotation"), &nbsp; &nbsp; &nbsp; &nbsp; Width: thisSwitch.get("width"), &nbsp; &nbsp; &nbsp; &nbsp; Height: thisSwitch.get("height") &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //set additional state variables &nbsp; &nbsp; state.DoorControls[thisID].UnlockAttempts = {}; &nbsp; &nbsp; state.DoorControls[thisID].TrapFinding = {}; &nbsp; &nbsp; state.DoorControls[thisID].TrapDisarming = {}; &nbsp; &nbsp; state.DoorControls[thisID].TrapFound = false; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //set default values for locks as traps &nbsp; &nbsp; thisSwitch.set({ &nbsp; &nbsp; &nbsp; &nbsp; bar1_value: statusDoors.isUnlocked, &nbsp; &nbsp; &nbsp; &nbsp; bar1_max: "0", &nbsp; &nbsp; &nbsp; &nbsp; bar2_value: statusDoors.trapNone, &nbsp; &nbsp; &nbsp; &nbsp; bar2_max: "0", &nbsp; &nbsp; &nbsp; &nbsp; aura1_radius: statusDoors.doorTypeVisible, &nbsp; &nbsp; &nbsp; &nbsp; aura1_color: "transparent", &nbsp; &nbsp; &nbsp; &nbsp; aura2_radius: statusDoors.doorSideBoth, &nbsp; &nbsp; &nbsp; &nbsp; aura2_color: "transparent", &nbsp; &nbsp; &nbsp; &nbsp; gmnotes: "PC has triggered a trap." &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //format the switch to default role settings &nbsp; &nbsp; thisSwitch.set({ &nbsp; &nbsp; &nbsp; &nbsp; layer: "objects", &nbsp; &nbsp; &nbsp; &nbsp; isdrawing: true, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_name: false, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_bar1: false, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_bar2: false, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_bar3: false, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_aura1: false, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_aura2: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_name: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_bar1: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_bar2: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_bar3: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_aura1: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_aura2: false, &nbsp; &nbsp; &nbsp; &nbsp; controlledby: "all" &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //move the door graphic to the map layer &nbsp; &nbsp; thisDoor.set({ &nbsp; &nbsp; &nbsp; &nbsp; layer: "map" &nbsp; &nbsp; }) &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //move the lighting path to the walls layer &nbsp; &nbsp; thisPath.set({ &nbsp; &nbsp; &nbsp; &nbsp; layer: "walls", &nbsp; &nbsp; &nbsp; &nbsp; stroke: statusDoors.DoorPathColor, &nbsp; &nbsp; &nbsp; &nbsp; stroke_width: 5, &nbsp; &nbsp; &nbsp; &nbsp; fill: "transparent" &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; &nbsp; &nbsp; if (!door.Load(thisID)) throw "could not load new door"; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM Door has been successfully linked. ID:" + thisID); &nbsp; &nbsp; } catch (err) { sendChat ("Doors", "/w GM ERROR: " + err); } } //adds trio as a door control //========== non-essential ========== on("chat:message", function(msg) { &nbsp; &nbsp; cmdName = "!CleanUp"; &nbsp; &nbsp; if (msg.type != "api" || msg.content.indexOf(cmdName) == -1) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; _.each(findObjs({ _type: "graphic", name: "Switch"}), function(o) { &nbsp; &nbsp; &nbsp; &nbsp; o.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; layer: "gmlayer", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; width: 140, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; height: 140, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; top: 70, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; left: 70 &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; _.each(findObjs({ _type: "graphic", name: "Door"}), function(o) { &nbsp; &nbsp; &nbsp; &nbsp; o.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; layer: "gmlayer", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; width: 140, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; height: 140, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; top: 70, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; left: 70 &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; _.each(findObjs({ _type: "path", stroke: statusDoors.DoorPathColor, stroke_width: 5, fill: "transparent"}), function(o) { &nbsp; &nbsp; &nbsp; &nbsp; o.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; layer: "gmlayer", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; top: 70, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; left: 70 &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; }); &nbsp; &nbsp; });
1449651562
Ziechael
Forum Champion
Sheet Author
API Scripter
Also here is my version of the It's A Trap script, again modified but nothing that doesn't improve it's functionality ;) Can't exactly remember what I added (again with Aaron's help!), I think it was that the trap's GM notes can be filled with descriptive text for the trap, including rolls, and it will output it to the chat when triggered, again sound triggers are commented out: /** &nbsp; &nbsp; &nbsp; &nbsp;* A script that checks the interpolation of a token's movement to detect &nbsp; &nbsp; &nbsp; &nbsp;* whether they have passed through a square containing a trap. &nbsp; &nbsp; &nbsp; &nbsp;*&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* A trap can be any token on the GM layer for which the cobweb status is&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* active. Flying tokens (ones with the fluffy-wing status or angel-outfit&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* status active) will not set off traps unless the traps are also flying. &nbsp; &nbsp; &nbsp; &nbsp;*&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* This script works best for square traps equal or less than 2x2 squares or &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* circular traps of any size. &nbsp; &nbsp; &nbsp; &nbsp;* &nbsp; &nbsp; &nbsp; &nbsp;* Requires: &nbsp; &nbsp; &nbsp; &nbsp;* &nbsp; &nbsp;Token Collisions &nbsp;<a href="https://gist.github.com/Cazra/348653571dffc16e87b9" rel="nofollow">https://gist.github.com/Cazra/348653571dffc16e87b9</a> &nbsp; &nbsp; &nbsp; &nbsp;* &nbsp; &nbsp;Vector Math &nbsp; &nbsp; &nbsp; <a href="https://gist.github.com/Cazra/8d7fdd5f1975c7b28605" rel="nofollow">https://gist.github.com/Cazra/8d7fdd5f1975c7b28605</a> &nbsp; &nbsp; &nbsp; &nbsp;*&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;*/ &nbsp; &nbsp; &nbsp; var itsATrap = (function() { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; /** &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* Returns the first trap a token collided with during its last movement. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* If it didn't collide with any traps, return false. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* @param {Graphic} token &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* @return {Graphic || false}&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;*/ &nbsp; &nbsp; &nbsp; &nbsp; var getTrapCollision = function(token) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var traps = getTrapTokens(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; traps = filterList(traps, function(trap) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return !isTokenFlying(token) || isTokenFlying(trap); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return TokenCollisions.getFirstCollision(token, traps); &nbsp; &nbsp; &nbsp; &nbsp; }; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; /** &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* Determines whether a token is currently flying. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* @param {Graphic} token &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* @return {Boolean} &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;*/ &nbsp; &nbsp; &nbsp; &nbsp; var isTokenFlying = function(token) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return (token.get("status_fluffy-wing") ||&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; token.get("status_angel-outfit"));&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; };&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; /** &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* Moves the specified token to the same position as the trap. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* @param {Graphic} token &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* @param {Graphic} trap &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;*/ &nbsp; &nbsp; &nbsp; &nbsp; var moveTokenToTrap = function(token, trap) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var x = trap.get("left"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var y = trap.get("top"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; token.set("lastmove",""); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; token.set("left", x); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; token.set("top", y); &nbsp; &nbsp; &nbsp; &nbsp; }; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; /** &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* Returns all trap tokens on the players' page. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;*/ &nbsp; &nbsp; &nbsp; &nbsp; var getTrapTokens = function() { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var currentPageId = Campaign().get("playerpageid"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return findObjs({_pageid: currentPageId,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _type: "graphic",&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; status_cobweb: true,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; layer: "gmlayer"}); &nbsp; &nbsp; &nbsp; &nbsp; }; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; /** &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* Filters items out from a list using some filtering function. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* Only items for which the filtering function returns true are kept in the &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* filtered list. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* @param {Object[]} list &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* @param {Function} filterFunc &nbsp; Accepts an Object from list as a parameter.&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Returns true to keep the item, or false to&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;discard. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* @return {Object[]} &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;*/ &nbsp; &nbsp; &nbsp; &nbsp; var filterList = function(list, filterFunc) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var results = []; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for(var i=0; i&lt;list.length; i++) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var item = list[i]; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(filterFunc(item)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; results.push(item); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return results; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; /**&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* When a graphic on the objects layer moves, run the script to see if it &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;* passed through any traps. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;*/ &nbsp; &nbsp; &nbsp; &nbsp; on("change:graphic", function(obj, prev) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // Objects on the GM layer don't set off traps. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(obj.get("layer") === "objects") { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var trap = getTrapCollision(obj); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(trap) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var gmnotes = trap.get('gmnotes'); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; gmnotes = decodeURIComponent(gmnotes); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Admiral Ackbar", "IT'S A TRAP!!! " + obj.get("name") + " should have been more careful; " + gmnotes); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //PlaySound('Trap'); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; moveTokenToTrap(obj, trap); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(trap.get("status_bleeding-eye")) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; trap.set("layer","map"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; toFront(trap); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; })(); &nbsp;
Thanks Zeichael, your Door script is giving the same results as the original, must be something on my end, and im an idiot when it came to the trap mod, I was using the Net status marker instead of the Cobweb lol
1449679818
The Aaron
Pro
API Scripter
Ok, found my edit issues, extra )s on the calls: //=========== name spacing ========== state.DoorControls = state.DoorControls || {}; var statusDoors = {}; //=========== user customization ========== statusDoors.interactRange = 2; //max range in map units statusDoors.detectionRange = 2; //max range in map units statusDoors.DoorPathColor = "#FFFF00"; statusDoors.attribFindHidden = "FindHiddenDoors"; statusDoors.attribOpenLocks = "PickLocks"; statusDoors.attribFindTraps = "FindTraps"; statusDoors.attribRemoveTraps = "RemoveTraps"; statusDoors.hFlipOnOpen = true; &nbsp;// flip switch control horizontally when opened statusDoors.vFlipOnOpen = true; &nbsp;// flip switch control vetically when opened // usePercentageChecks determines how checks against skills are rolled // when true: &nbsp;attribute score + door modifier &gt;= d100 equals success // when false: &nbsp;d20 + attribute score &gt;= door modifier equals success statusDoors.usePercentageChecks = true; statusDoors.detectHiddenDC = 10; // =========== script constants - do not modify ========== statusDoors.lockStatus = "bar1_value"; statusDoors.lockQualityAdj = "bar1_max"; statusDoors.isUnlocked = "0"; statusDoors.isLocked = "1"; statusDoors.trapStatus = "bar2_value"; statusDoors.trapQualityAdj = "bar2_max"; statusDoors.trapNone = "0"; statusDoors.trapActive = "1"; statusDoors.trapResets = "2"; statusDoors.trapTriggered = "3"; statusDoors.trapDisabled = "4"; statusDoors.sideDoorOpen = "bar3_value"; statusDoors.sideDoorClosed = "bar3_max"; statusDoors.doorType = "aura1_radius"; statusDoors.doorTypeVisible = "0"; statusDoors.doorTypeHidden = "1"; statusDoors.doorTypeRevealed = "2"; statusDoors.doorSideActive = "aura2_radius"; statusDoors.doorSideBoth = "0"; statusDoors.doorSideNorth = "1"; statusDoors.doorSideSouth = "2"; // Clean image source: &nbsp;<a href="https://wiki.roll20.net/API:Cookbook#getCleanImgsrc" rel="nofollow">https://wiki.roll20.net/API:Cookbook#getCleanImgsrc</a> var getCleanImgsrc = function (imgsrc) { &nbsp; &nbsp;"use strict"; &nbsp; &nbsp;var parts = imgsrc.match(/(.*\/images\/.*)(thumb|max)(.*)$/); &nbsp; &nbsp;if(parts) { &nbsp; &nbsp; &nbsp; return parts[1]+'thumb'+parts[3]; &nbsp; &nbsp;} &nbsp; &nbsp;return; }; //=========== constructors ========== //define a door object function DungeonDoorControl() { &nbsp; &nbsp; "use strict"; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; var thisSwitch, &nbsp; &nbsp; &nbsp; &nbsp; thisDoor, &nbsp; &nbsp; &nbsp; &nbsp; thisWall; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Load = function (SwitchID) { &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch = getObj("graphic", SwitchID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (thisSwitch === undefined){ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; throw "Error loading Switch from id: " + SwitchID; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisDoor = getObj("graphic", state.DoorControls[SwitchID].DoorID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (thisDoor === undefined){ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; throw "Error loading Door from id: " + SwitchID; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisWall = getObj("path", state.DoorControls[SwitchID].PathID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (thisWall === undefined){ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; throw "Error loading Wall from id: " + SwitchID; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return true; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log(err); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return false;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; }; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; var SetMultiSide = function (side) { &nbsp; &nbsp; &nbsp; &nbsp; thisDoor.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; currentSide: side, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //imgsrc: decodeURIComponent(thisDoor.get("sides").split("|")[side]).replace(/med\.png/g, "thumb.png"), &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; imgsrc: getCleanImgsrc(decodeURIComponent(thisDoor.get("sides").split("|")[side])), &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; }; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Open = function (pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if door already open &nbsp; &nbsp; &nbsp; &nbsp; if (!this.IsClosed()) return; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //trigger trap if armed and not GM &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.IsGM() && SameSide(pc) &&( thisSwitch.get(statusDoors.trapStatus) === statusDoors.trapActive || thisSwitch.get(statusDoors.trapStatus) === statusDoors.trapResets)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var trapNotes = decodeURIComponent(thisSwitch.get("gmnotes")).replace(/PC/g, pc.CharacterSheet().get("name")); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("","/desc TRAP! &nbsp;" + trapNotes); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //record the trap was found &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].TrapFound = true; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //flag trap as triggered if not resetting &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (thisSwitch.get(statusDoors.trapStatus) === statusDoors.trapActive) thisSwitch.set(statusDoors.trapStatus, statusDoors.trapTriggered); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do not open if locked and not GM &nbsp; &nbsp; &nbsp; &nbsp; if(!pc.IsGM() && SameSide(pc) && thisSwitch.get(statusDoors.lockStatus) === statusDoors.isLocked) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //sendChat("","/desc This door appears to be locked."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("cannot open the door because it is locked."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //set the door controls for open state &nbsp; &nbsp; &nbsp; &nbsp; thisWall.set("layer","gmlayer"); &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; fliph: statusDoors.hFlipOnOpen, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; flipv: statusDoors.vFlipOnOpen, &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; SetMultiSide(thisSwitch.get(statusDoors.sideDoorOpen)); &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.IsGM()) pc.Announce("opens the door."); &nbsp; &nbsp; }; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Close = function (pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if door already closed &nbsp; &nbsp; &nbsp; &nbsp; if (this.IsClosed()) return; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //set the door controls for closed state &nbsp; &nbsp; &nbsp; &nbsp; thisWall.set("layer", "walls"); &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; fliph: false, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; flipv: false, &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; SetMultiSide(thisSwitch.get(statusDoors.sideDoorClosed)); &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.IsGM()) pc.Announce("closes the door."); &nbsp; &nbsp; }; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.PickLock = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if door is open or is GM &nbsp; &nbsp; &nbsp; &nbsp; if (!this.IsClosed() || pc.IsGM()) return; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if door is not locked &nbsp; &nbsp; &nbsp; &nbsp; if (thisSwitch.get(statusDoors.lockStatus) !== statusDoors.isLocked || !SameSide(pc)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper(null, "The door does not appear to be locked."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if character can't pick locks &nbsp; &nbsp; &nbsp; &nbsp; if(!pc.HasSkill(statusDoors.attribOpenLocks)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("does not possess the skill to unlock this door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //check if character has attempted to unlock this lock before &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var prevAttempt = state.DoorControls[thisSwitch.get("_id")].UnlockAttempts[pc.CharacterSheet().get("_id")]; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt === undefined) throw "character has not seen this lock before"; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //respond based on first attempt &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is familiar with this lock, and quickly unlocks it again."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set(statusDoors.lockStatus, statusDoors.isUnlocked); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("continues to fail at picking this lock"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //roll the dice &nbsp; &nbsp; &nbsp; &nbsp; var charSkill = pc.SkillLevel(); &nbsp; &nbsp; &nbsp; &nbsp; var lockAdjust = (isNaN(thisSwitch.get(statusDoors.lockQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusDoors.lockQualityAdj)); &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (statusDoors.usePercentageChecks) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult = randomInteger(100); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var actionSuccess = (Math.min(charSkill + lockAdjust, 95) &gt;= rollResult) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM PICK LOCK: " + charSkill + "% chance with " + lockAdjust + "% lock modifier versus a roll of " + rollResult + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult = randomInteger(20); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var actionSuccess = (rollResult + charSkill &gt;= lockAdjust) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM PICK LOCK: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + lockAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //record the results &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].UnlockAttempts[pc.CharacterSheet().get("_id")] = actionSuccess; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //announce the results to the party &nbsp; &nbsp; &nbsp; &nbsp; if (actionSuccess) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("has successfully unlocked the door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set(statusDoors.lockStatus, statusDoors.isUnlocked); &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("does not possess the skill to unlock this door."); &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; }; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.FindTraps = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if GM &nbsp; &nbsp; &nbsp; &nbsp; if (pc.IsGM()) return; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if character can't find traps, there is no trap, or on the wrong side &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.HasSkill(statusDoors.attribFindTraps) || thisSwitch.get(statusDoors.trapStatus) === statusDoors.trapNone || !SameSide(pc)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is confident there are no active traps on this side of the door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //no need to check if trap has already been found &nbsp; &nbsp; &nbsp; &nbsp; if (state.DoorControls[thisSwitch.get("_id")].TrapFound === true) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes a trap has already been found."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //check if this character as attempted to find traps before on this door &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var prevAttempt = state.DoorControls[thisSwitch.get("_id")].TrapFinding[pc.CharacterSheet().get("_id")]; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt === undefined) throw "character has not seen this trap before" &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //respond based on previous search &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is familiar with this trap, and quickly identifies it."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is confident there are no active traps on this side of the door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //roll the dice &nbsp; &nbsp; &nbsp; &nbsp; var charSkill = pc.SkillLevel(); &nbsp; &nbsp; &nbsp; &nbsp; var trapAdjust = (isNaN(thisSwitch.get(statusDoors.trapQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusDoors.trapQualityAdj)); &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (statusDoors.usePercentageChecks) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult = randomInteger(100); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var actionSuccess = (Math.min(charSkill + trapAdjust, 95) &gt;= rollResult) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM FIND TRAPS: " + charSkill + "% chance with " + trapAdjust + "% trap modifier versus a roll of " + rollResult + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult = randomInteger(20); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var actionSuccess = (rollResult + charSkill &gt;= trapAdjust) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM FIND TRAPS: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + trapAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //record the character's results &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].TrapFinding[pc.CharacterSheet().get("_id")] = actionSuccess; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //announce the results to the party &nbsp; &nbsp; &nbsp; &nbsp; if (actionSuccess) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes there is a trap on this door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].TrapFound = true; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is confident there are no active traps on this side of the door."); &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; }; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.RemoveTrap = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if GM &nbsp; &nbsp; &nbsp; &nbsp; if (pc.IsGM()) return; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //verify trap has been found &nbsp; &nbsp; &nbsp; &nbsp; if (state.DoorControls[thisSwitch.get("_id")].TrapFound !== true) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper(null, "No one has found a trap to remove."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (!SameSide(pc)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper(null, "I am on the wrong side of the door to disarm this trap."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if character can't remove traps &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.HasSkill(statusDoors.attribRemoveTraps)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is confident there are no active traps on this door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //check if this character as attempted to remove trap before on this door &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var prevAttempt = state.DoorControls[thisSwitch.get("_id")].TrapDisarming[pc.CharacterSheet().get("_id")]; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt === undefined) throw "character has not tried removing this trap before" &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //respond based on previous search &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (prevAttempt) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; switch(thisSwitch.get(statusDoors.trapStatus)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case statusDoors.trapDisabled: &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes this trap has already been disarmed."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case statusDoors.trapTriggered: &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes this trap has already been triggered."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; default: &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("is familiar with this trap, and disarms it without a problem."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set(statusDoors.trapStatus, statusDoors.trapDisabled); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //always fail if first attempt was failed &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes any trap present has been disabled."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //do not count as an attempt if trap is not active &nbsp; &nbsp; &nbsp; &nbsp; if (thisSwitch.get(statusDoors.trapStatus) !== statusDoors.trapActive && thisSwitch.get(statusDoors.trapStatus) !== statusDoors.trapResets) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes any trap present has been disabled."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //roll the dice &nbsp; &nbsp; &nbsp; &nbsp; var charSkill = pc.SkillLevel(); &nbsp; &nbsp; &nbsp; &nbsp; var trapAdjust = (isNaN(thisSwitch.get(statusDoors.trapQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusDoors.trapQualityAdj)); &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (statusDoors.usePercentageChecks) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult = randomInteger(100); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var actionSuccess = (Math.min(charSkill + trapAdjust, 95) &gt;= rollResult) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM REMOVE TRAP: " + charSkill + "% chance with " + trapAdjust + "% trap modifier versus a roll of " + rollResult + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult = randomInteger(20); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var actionSuccess = (rollResult + charSkill &gt;= trapAdjust) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM REMOVE TRAP: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + trapAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //record the character's results &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].TrapDisarming[pc.CharacterSheet().get("_id")] = actionSuccess; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //disarm trap if attempt was successful &nbsp; &nbsp; &nbsp; &nbsp; if (actionSuccess) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set(statusDoors.trapStatus, statusDoors.trapDisabled); &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //announce pseudo-results to the party &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes any trap present has been disabled."); &nbsp; &nbsp; }; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; var SameSide = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //true if set to both sides &nbsp; &nbsp; &nbsp; &nbsp; if (thisSwitch.get(statusDoors.doorSideActive) === statusDoors.doorSideBoth) return true; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //determine angle to door based on rotation &nbsp; &nbsp; &nbsp; &nbsp; var a = (Math.atan2(pc.MapToken().get("top") - thisDoor.get("top"), thisDoor.get("left") - pc.MapToken().get("left")) * 180 / Math.PI + 180 + thisDoor.get("rotation")) % 360; &nbsp; &nbsp; &nbsp; &nbsp; var isNorth = (a &gt;= 0 && a &lt;=180) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //return true if same side &nbsp; &nbsp; &nbsp; &nbsp; if (isNorth && thisSwitch.get(statusDoors.doorSideActive) === statusDoors.doorSideNorth) return true; &nbsp; &nbsp; &nbsp; &nbsp; if (!isNorth && thisSwitch.get(statusDoors.doorSideActive) === statusDoors.doorSideSouth) return true; &nbsp; &nbsp; &nbsp; &nbsp; return false; &nbsp; &nbsp; }; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.DetectSecret = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (IsPathInRange(pc)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //roll the dice &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var charSkill = pc.SkillLevel(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (statusDoors.usePercentageChecks) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult = randomInteger(100); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var actionSuccess = (charSkill &gt;= rollResult) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM DETECTION (" + pc.CharacterSheet().get("name") + "): " + charSkill + "% chance vs roll of " + rollResult + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var rollResult = randomInteger(20); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var actionSuccess = (rollResult + charSkill &gt;= statusDoors.detectHiddenDC) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM DETECTION: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + statusDoors.detectHiddenDC + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //reveal door if detected &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (actionSuccess) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisSwitch.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; layer: "objects", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aura1_radius: statusDoors.doorTypeRevealed, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("has discovered a hidden door."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendPing(thisDoor.get("left"), thisDoor.get("top"), thisDoor.get("_pageid"), null, false); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; }; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; var IsPathInRange = function (pc) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //split lastmove into array &nbsp; &nbsp; &nbsp; &nbsp; var lastmove = pc.MapToken().get("lastmove").split(","); &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var P1 = {X: pc.MapToken().get("left"), Y: pc.MapToken().get("top")}; &nbsp; &nbsp; &nbsp; &nbsp; var P2 = {X: 0, Y: 0}; &nbsp; &nbsp; &nbsp; &nbsp; var P3 = {X: thisDoor.get("left"), Y: thisDoor.get("top")}; &nbsp; &nbsp; &nbsp; &nbsp; var dX = 0; &nbsp; &nbsp; &nbsp; &nbsp; var dY = 0; &nbsp; &nbsp; &nbsp; &nbsp; var u = 0; &nbsp; &nbsp; &nbsp; &nbsp; var d = 0; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //loop for each move segment, stop if ever true &nbsp; &nbsp; &nbsp; &nbsp; for (var i = lastmove.length; i &gt; 0; i -=2) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //read the next point &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; P2 = {X: parseInt(lastmove[i-2]), Y: parseInt(lastmove[i-1])}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log("Segment (" + P1.X + "," + P1.Y + ") and (" + P2.X + "," + P2.Y + ") to point (" + P3.X + "," + P3.Y + ")"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //set up delta values &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; dX = P2.X - P1.X; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; dY = P2.Y - P1.Y; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; u = ((P3.X - P1.X) * dX + (P3.Y - P1.Y) * dY) / (Math.pow(dX, 2) + Math.pow(dY, 2)); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //limit resuts to the move segment &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; u = ( u &gt; 1) ? 1 : (u &lt; 0) ? 0 : u; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log( " &nbsp;u factor: " + u.toFixed(2)); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //calculate distance between segment and point &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; d = Math.sqrt(Math.pow(((P1.X + u * dX) - P3.X),2) + Math.pow(((P1.Y + u * dY) - P3.Y),2)); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log(" &nbsp;distance: " + d.toFixed(2)); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ( d &lt;= statusDoors.detectionRange * 70) return true; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //move P2 to P1 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; P1 = {X: P2.X, Y: P2.Y};&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return false; &nbsp; &nbsp; }; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.IsClosed = function() { &nbsp; &nbsp; &nbsp; &nbsp; return (thisWall.get("layer") === "walls") ? true : false; &nbsp; &nbsp; }; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.OnPage = function() { &nbsp; &nbsp; &nbsp; &nbsp; try { return thisSwitch.get("_pageid") } catch (err) { return undefined; }; &nbsp; &nbsp; }; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Icon = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisDoor; &nbsp; &nbsp; }; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Control = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisSwitch; &nbsp; &nbsp; }; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.IsLocked = function() { &nbsp; &nbsp; &nbsp; &nbsp;return (thisSwitch.get(statusDoors.lockStatus) === &nbsp;statusDoors.isLocked) ? true : false; &nbsp; &nbsp; }; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.IsTrapped = function() { &nbsp; &nbsp; &nbsp; &nbsp; return (thisSwitch.get(statusDoors.trapStatus) === statusDoors.trapActive || thisSwitch.get(statusDoors.trapStatus) === statusDoors.trapResets) ? true : false; &nbsp; &nbsp; }; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.IsHidden = function() { &nbsp; &nbsp; &nbsp; &nbsp; return (thisSwitch.get(statusDoors.doorType) === statusDoors.doorTypeHidden) ? true : false; &nbsp; &nbsp; }; }; //define a player object function PlayerControl() { &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; var thisAs; &nbsp; &nbsp; var thisCharacter; &nbsp; &nbsp; var thisToken; &nbsp; &nbsp; var roleGM = false; &nbsp; &nbsp; var thisAttrib; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Load = function (msgWho, pageID) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //set the current speaker &nbsp; &nbsp; &nbsp; &nbsp; thisAs = msgWho; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //find a character sheet &nbsp; &nbsp; &nbsp; &nbsp; thisCharacter = findObjs({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _type: "character", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; name: msgWho, &nbsp; &nbsp; &nbsp; &nbsp; })[0]; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //determing if running as GM &nbsp; &nbsp; &nbsp; &nbsp; roleGM = (msgWho.indexOf("(GM)") !== -1) ? true : false; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //find a token on map if not GM &nbsp; &nbsp; &nbsp; &nbsp; if (thisCharacter) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisToken = findObjs({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _type: "graphic", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _pageid: pageID, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; represents: thisCharacter.get("_id"), &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; })[0]; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //clear any previous attributes &nbsp; &nbsp; &nbsp; &nbsp; thisAttrib = undefined; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Whisper = function(SendAs, SendMsg) { &nbsp; &nbsp; &nbsp; &nbsp; sendChat((SendAs === null ? thisAs : SendAs), "/w " + thisAs.split(" ")[0] + " " + SendMsg); &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.Announce = function(SendMsg) { &nbsp; &nbsp; &nbsp; &nbsp; sendChat("character|" + thisCharacter.get("_id"), "/em " + SendMsg); &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.InRange = function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; var distance = Math.sqrt(Math.pow(thisToken.get("top") - obj.get("top"),2) + Math.pow(thisToken.get("left") - obj.get("left"),2)); &nbsp; &nbsp; &nbsp; &nbsp; return (distance &gt; statusDoors.interactRange * 70) ? false : true; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.HasSkill = function(attribName) { &nbsp; &nbsp; &nbsp; &nbsp; thisAttrib = findObjs({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _type: "attribute", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _characterid: thisCharacter.get("_id"), &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; name: attribName, &nbsp; &nbsp; &nbsp; &nbsp; })[0]; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try{ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (isNaN(thisAttrib.get("current")) || thisAttrib.get("current") &lt;= 0) throw "character attribute &lt;= 0 or NaN"; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return true; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { return false; } &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.SkillLevel = function() { &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return (isNaN(thisAttrib.get("current"))) ? 0 : parseInt(thisAttrib.get("current")); &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { return 0; } &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.IsGM = function() { &nbsp; &nbsp; &nbsp; &nbsp; return roleGM; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.CharacterSheet = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisCharacter; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.MapToken = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisToken; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; this.OnPage = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisToken.get("_pageid"); &nbsp; &nbsp; } } //=========== events ========== on("chat:message", function (msg) { &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //handle only player commands &nbsp; &nbsp; var cmdNames = ["!OpenDoor", "!CloseDoor", "!PickLock", "!RemoveTrap", "!FindTraps"]; &nbsp; &nbsp; if (msg.type !== "api" || cmdNames.indexOf(msg.content) === -1) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //selection must be a single item &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; if (msg.selected.length !== 1) throw "multiple items selected"; &nbsp; &nbsp; } catch (err) { return; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //load the player &nbsp; &nbsp; var pc = new PlayerControl(); &nbsp; &nbsp; pc.Load(msg.who, getObj(msg.selected[0]["_type"], msg.selected[0]["_id"]).get("_pageid")); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //do nothing if not playing as a Character or GM &nbsp; &nbsp; if (!pc.CharacterSheet() && !pc.IsGM()) { &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper("GM","Please set your 'AS' drop option to a character first."); &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //load the door control &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; if (!door.Load(msg.selected[0]["_id"])) return; &nbsp; &nbsp; if (!pc.IsGM()) { &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //verify character has token on the map &nbsp; &nbsp; &nbsp; &nbsp; if (pc.MapToken() === undefined) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper(null, "I don't have a token on this map."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //verify character token is close enough to the door &nbsp; &nbsp; &nbsp; &nbsp; if (!pc.InRange(door.Icon())) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pc.Whisper(null, "I am too far from the door to do that."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; } &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; switch(msg.content) { &nbsp; &nbsp; &nbsp; &nbsp; case "!OpenDoor": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.Open(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; case "!CloseDoor": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.Close(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; case "!PickLock": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.PickLock(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; case "!RemoveTrap": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.RemoveTrap(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; case "!FindTraps": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.FindTraps(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; } }); &nbsp;//player chat commands on("chat:message", function (msg) { &nbsp; &nbsp; //handle only GM commands &nbsp; &nbsp; var cmdNames = ["!ObjectList","!DoorsLink","!DoorsResetUse","!DoorsAllOpen","!DoorsAllClose","!DoorsAlign","!DoorsCount","!DoorsDeleteAllLinks","!SideID","!DoorsTableUpdate"]; &nbsp; &nbsp; &nbsp; &nbsp; if (msg.type !== "api" || msg.who.indexOf(" (GM)") === -1 || cmdNames.indexOf(msg.content) === -1) return; &nbsp; &nbsp; &nbsp; &nbsp; var pc = new PlayerControl(); &nbsp; &nbsp; pc.Load(msg.who, null); &nbsp; &nbsp; switch(msg.content.split(" ")[0]) { &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsLink": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //make sure three items are selected &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (msg.selected.length !== 3) throw "invalid selection"; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM Select a graphic named 'Switch', a graphic named 'Door' and a path to use as a wall."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //set up count variables &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var linkSet = {}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.SwitchID = []; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.PathID = []; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.DoorID = []; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //identify each type of selected &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(msg.selected, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var o = getObj(obj["_type"], obj["_id"]); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (o.get("_type") === "graphic" && o.get("name") === "Switch") { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.SwitchID.push(o); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (o.get("_type") === "graphic" && o.get("name") === "Door") { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.DoorID.push(o); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else if (o.get("_type") === "path") { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; linkSet.PathID.push(o); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //verify only one of each type role in selection &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (linkSet.SwitchID.length !== 1 || linkSet.DoorID.length !== 1 || linkSet.PathID.length !== 1) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM Select a graphic named 'Switch', a graphic named 'Door' and a path to use as a wall."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //add the selected as a door &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; AddSwitchControl(linkSet.SwitchID[0], linkSet.DoorID[0], linkSet.PathID[0]); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsResetUse": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.UnlockAttempts = {}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.TrapFinding = {}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.TrapDisarming = {}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.TrapFound = false; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM All doors have been reset to 'never been seen' status."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!ObjectList": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(msg.selected, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log(getObj(obj["_type"], obj["_id"])); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsAllOpen": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;door.Load(obj.SwitchID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;if (door.OnPage() === Campaign().get("playerpageid")) door.Open(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsAllClose": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;door.Load(obj.SwitchID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;if (door.OnPage() === Campaign().get("playerpageid")) door.Close(pc); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsAlign": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.Load(obj.SwitchID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(door.OnPage() === Campaign().get("playerpageid")) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.Left = door.Icon().get("left"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.Top = door.Icon().get("top"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.Rotation = door.Icon().get("rotation"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; obj.Width = parseInt(door.Icon().get("width") / 4); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;obj.Height = parseInt(door.Icon().get("height") / 4); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; door.Control().set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; left: obj.Left, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; top: obj.Top, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rotation: obj.Rotation, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; width: obj.Width, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; height: obj.Height, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; });&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsCount": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iDoors = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iLocks = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iTraps = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iHidden = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iErrors = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (door.Load(obj.SwitchID)) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; iDoors++; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (door.IsHidden()) iHidden++; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (door.IsLocked()) iLocks++; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (door.IsTrapped()) iTraps++; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { iErrors++; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM Doors:" + iDoors + ", Locked:" + iLocks + ", Trapped:" + iTraps + ", Hidden:" + iHidden); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (iErrors &gt; 0) sendChat("","/w GM There were " + iErrors + " doors that did not load properly."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsDeleteAllLinks": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; getObj("graphic", obj.SwitchID).set("layer","objects"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; getObj("graphic", obj.DoorID).set("layer","objects"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; getObj("path", obj.PathID).set("layer","objects"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls = {}; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM All door links have been deleted from state. &nbsp;No doors will function until relinked with !DoorsLink command."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!SideID": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (msg.selected.length !== 1) throw "selection error"; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var obj = getObj(msg.selected[0]["_type"], msg.selected[0]["_id"]); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors", "/w GM SIDEID: obj [" + obj.get("name") + "] is set to side: " + obj.get("currentSide")); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { sendChat ("SIDE", err); } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; case "!DoorsTableUpdate": &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //make sure we have one door image selected &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (!msg.selected || msg.selected.length !== 1) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM Select a single door graphic"); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var newDoor = getObj("graphic", msg.selected[0]["_id"]); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (newDoor.get("name") !== "Door") { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM Selected door must be named 'Door'."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //update all doors' 'sides' to selected door's 'sides' &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var iErrors = 0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _.each(state.DoorControls, function(obj) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisDoor = getObj("graphic", obj.DoorID); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thisDoor.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //imgsrc: decodeURIComponent(newDoor.get("sides").split("|")[thisDoor.get("currentSide")]).replace(/med\.png/g, "thumb.png"), &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; imgsrc: getCleanImgsrc(decodeURIComponent(newDoor.get("sides").split("|")[thisDoor.get("currentSide")])), &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sides: newDoor.get("sides"), &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; iErrors++; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; log("Error updating door " + obj.DoorID);&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //display results of update &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (iErrors === 0) { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","GM Table images updated sucessfully."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } else { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","Table images updated, but " + iErrors + " error(s) occured."); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break; &nbsp; &nbsp; } }); &nbsp;//GM chat commands on("change:graphic", function(obj) { &nbsp; &nbsp; //only reset a valid switch &nbsp; &nbsp; var o = state.DoorControls[obj.get("_id")]; &nbsp; &nbsp; if (!o) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //keep the switch in place &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; obj.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; top: o.Top, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; left: o.Left, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rotation: o.Rotation, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; width: o.Width, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; height: o.Height, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; layer: (obj.get(statusDoors.doorType) === statusDoors.doorTypeHidden) ? "gmlayer" : "objects", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aura1_color: "transparent", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; aura2_color: "transparent", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; lastmove: "", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; statusmarkers: "", &nbsp; &nbsp; &nbsp; &nbsp; });&nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp;&nbsp; }); //prevents switch movement&nbsp; on("destroy:graphic", function(obj) { &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; var o = state.DoorControls[obj.get("_id")]; &nbsp; &nbsp; &nbsp; &nbsp; if (!o) return ; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //move door back to objects layer &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; getObj("graphic", o.DoorID).set("layer","objects"); &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //move wall back to objects layer &nbsp; &nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; getObj("path", o.PathID).set("layer","objects"); &nbsp; &nbsp; &nbsp; &nbsp; } catch (err) { } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //remove data from state &nbsp; &nbsp; &nbsp; &nbsp; delete state.DoorControls[obj.get("_id")]; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM A door control has been deleted. &nbsp;Associated controls have been moved to the objects layer."); &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; } catch (err) { log (err); } }); &nbsp;//remove link in state when switch deleted on("change:graphic", function(obj) { &nbsp; &nbsp; //do nothing if not a character &nbsp; &nbsp; if(obj.get("represents") === "" || state.DoorControls[obj.get("_id")]) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //check controlledby for character &nbsp; &nbsp; var pcSheet = getObj("character", obj.get("represents")); &nbsp; &nbsp; if (pcSheet.get("controlledby").replace("all","") === "") return;&nbsp; &nbsp; &nbsp; //load the player &nbsp; &nbsp; var pc = new PlayerControl() &nbsp; &nbsp; pc.Load(pcSheet.get("name"), obj.get("_pageid")); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //dm cannot detect secret doors &nbsp; &nbsp; if(pc.IsGM()) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //no proximity check needed if no skill&nbsp; &nbsp; &nbsp; if (!pc.HasSkill(statusDoors.attribFindHidden)) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //find all secret doors on the same page as the token &nbsp; &nbsp; var secretSwitches = findObjs({ &nbsp; &nbsp; &nbsp; &nbsp; _type: "graphic", &nbsp; &nbsp; &nbsp; &nbsp; _pageid: pc.OnPage(), &nbsp; &nbsp; &nbsp; &nbsp; aura1_radius: statusDoors.doorTypeHidden, &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //check detection for each hidden door &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; _.each(secretSwitches, function(secretSwitch) { &nbsp; &nbsp; &nbsp; &nbsp; if (door.Load(secretSwitch.get("_id"))) door.DetectSecret(pc); &nbsp; &nbsp; }); }); //check movement for proximity to secret doors //=========== functions ========== var AddSwitchControl = function(thisSwitch, thisDoor, thisPath) { &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //use the switch as a reference ID in state &nbsp; &nbsp; var thisID = thisSwitch.get("_id"); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //pair items in state data &nbsp; &nbsp; state.DoorControls[thisID] = ({ &nbsp; &nbsp; &nbsp; &nbsp; SwitchID: thisID,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; PathID: thisPath.get("_id"), &nbsp; &nbsp; &nbsp; &nbsp; DoorID: thisDoor.get("_id"), &nbsp; &nbsp; &nbsp; &nbsp; Left: thisSwitch.get("left"), &nbsp; &nbsp; &nbsp; &nbsp; Top: thisSwitch.get("top"), &nbsp; &nbsp; &nbsp; &nbsp; Rotation: thisSwitch.get("rotation"), &nbsp; &nbsp; &nbsp; &nbsp; Width: thisSwitch.get("width"), &nbsp; &nbsp; &nbsp; &nbsp; Height: thisSwitch.get("height"), &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //set additional state variables &nbsp; &nbsp; state.DoorControls[thisID].UnlockAttempts = {}; &nbsp; &nbsp; state.DoorControls[thisID].TrapFinding = {}; &nbsp; &nbsp; state.DoorControls[thisID].TrapDisarming = {}; &nbsp; &nbsp; state.DoorControls[thisID].TrapFound = false; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //set default values for locks as traps &nbsp; &nbsp; thisSwitch.set({ &nbsp; &nbsp; &nbsp; &nbsp; bar1_value: statusDoors.isUnlocked, &nbsp; &nbsp; &nbsp; &nbsp; bar1_max: "0", &nbsp; &nbsp; &nbsp; &nbsp; bar2_value: statusDoors.trapNone, &nbsp; &nbsp; &nbsp; &nbsp; bar2_max: "0", &nbsp; &nbsp; &nbsp; &nbsp; aura1_radius: statusDoors.doorTypeVisible, &nbsp; &nbsp; &nbsp; &nbsp; aura1_color: "transparent", &nbsp; &nbsp; &nbsp; &nbsp; aura2_radius: statusDoors.doorSideBoth, &nbsp; &nbsp; &nbsp; &nbsp; aura2_color: "transparent", &nbsp; &nbsp; &nbsp; &nbsp; gmnotes: "PC has triggered a trap.", &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //format the switch to default role settings &nbsp; &nbsp; thisSwitch.set({ &nbsp; &nbsp; &nbsp; &nbsp; layer: "objects", &nbsp; &nbsp; &nbsp; &nbsp; isdrawing: true, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_name: false, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_bar1: false, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_bar2: false, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_bar3: false, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_aura1: false, &nbsp; &nbsp; &nbsp; &nbsp; showplayers_aura2: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_name: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_bar1: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_bar2: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_bar3: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_aura1: false, &nbsp; &nbsp; &nbsp; &nbsp; playersedit_aura2: false, &nbsp; &nbsp; &nbsp; &nbsp; controlledby: "all", &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //move the door graphic to the map layer &nbsp; &nbsp; thisDoor.set({ &nbsp; &nbsp; &nbsp; &nbsp; layer: "map", &nbsp; &nbsp; }) &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; //move the lighting path to the walls layer &nbsp; &nbsp; thisPath.set({ &nbsp; &nbsp; &nbsp; &nbsp; layer: "walls", &nbsp; &nbsp; &nbsp; &nbsp; stroke: statusDoors.DoorPathColor, &nbsp; &nbsp; &nbsp; &nbsp; stroke_width: 5, &nbsp; &nbsp; &nbsp; &nbsp; fill: "transparent", &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; try { &nbsp; &nbsp; &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; &nbsp; &nbsp; if (!door.Load(thisID)) throw "could not load new door"; &nbsp; &nbsp; &nbsp; &nbsp; sendChat("Doors","/w GM Door has been successfully linked. ID:" + thisID); &nbsp; &nbsp; } catch (err) { sendChat ("Doors", "/w GM ERROR: " + err); } } //adds trio as a door control //=========== non-essential ========== on("chat:message", function(msg) { &nbsp; &nbsp; cmdName = "!CleanUp"; &nbsp; &nbsp; if (msg.type !== "api" || msg.content.indexOf(cmdName) === -1) return; &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; _.each(findObjs({ _type: "graphic", name: "Switch"}), function(o) { &nbsp; &nbsp; &nbsp; &nbsp; o.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; layer: "gmlayer", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; width: 140, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; height: 140, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; top: 70, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; left: 70, &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; _.each(findObjs({ _type: "graphic", name: "Door"}), function(o) { &nbsp; &nbsp; &nbsp; &nbsp; o.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; layer: "gmlayer", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; width: 140, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; height: 140, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; top: 70, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; left: 70, &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; }); &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; _.each(findObjs({ _type: "path", stroke: statusDoors.DoorPathColor, stroke_width: 5, fill: "transparent"}), function(o) { &nbsp; &nbsp; &nbsp; &nbsp; o.set({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; layer: "gmlayer", &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; top: 70, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; left: 70, &nbsp; &nbsp; &nbsp; &nbsp; }); &nbsp; &nbsp; }); &nbsp; &nbsp; });
Now I see why they call you "The" Aaron.... you rock man, works like a charm
1449718253
The Aaron
Pro
API Scripter
No problem! &nbsp;Happy to help!