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Door Script - Working for GM but not players

So ive used this script for years, but all of a sudden its not working right. I have the players set as character name, but the script isn't responding to any commands. As for the GM I can still create and link the doors no problem, even able to open/close. Has something changed? Anyone else having this issue? FYI I created a new campaign and had the same issues. I have a version Modded by The Aaron to fix an img source issue last year. //=========== 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 = "Perc"; statusDoors.attribOpenLocks = "TT"; statusDoors.attribFindTraps = "FT"; statusDoors.attribRemoveTraps = "TT"; 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"; // 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; });
1491705692
The Aaron
Pro
API Scripter
Are you getting any errors in the log?
No API output. No errors in chat. It's like all player access is gone
1491743732
The Aaron
Pro
API Scripter
If you want to PM me an invite and GM me, I can try and track down the issue.
I had the same problem once. My guess is that the state object went corrupted in some way since I use a LOT of doors. Solved it by making a copy of the game.
1491761629
The Aaron
Pro
API Scripter
That's a good possibility. &nbsp;I might be able to repair the state, or at a minimum reset just that script's state. &nbsp;If you have a bunch of scripts, redoing everything might be quite a task.
I don't know anything about any of that, BUT, I would love to use this tomorrow in my game. &nbsp;Anyone want to direct me how to set this up and where to install from so I can try it out???
<a href="https://app.roll20.net/forum/post/636123/slug%7D" rel="nofollow">https://app.roll20.net/forum/post/636123/slug%7D</a> here is the forum Omega... if it gives you probs try Aaron's version that I posted above
1491772234
The Aaron
Pro
API Scripter
So the problem ended up being two things: 1) There were two copies of the test player on the map and the script was finding the one that was too far away from the door to interact with it. &nbsp;This is fixed by either having only one representing token or using the modified version below. 2) The Doors were quite large (giant sized) so the token when placed naturally next to the icon was actually too far way. &nbsp;This is fixed by either setting the statusDoors.interactRange to a higher number (3 would work for the doors in this case) or by making sure players move their tokens to be only 1 square away from the CENTER of the door marker. Here's a version of the script that finds the closest character token to the door being interacted with: //=========== 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 = "Perc"; statusDoors.attribOpenLocks = "TT"; statusDoors.attribFindTraps = "FT"; statusDoors.attribRemoveTraps = "TT"; 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"; // Clean image source: &nbsp; <a href="https://wiki.roll20.net/API:Cookbook#getCleanImgs" rel="nofollow">https://wiki.roll20.net/API:Cookbook#getCleanImgs</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; var thisSwitch, &nbsp; &nbsp; &nbsp; &nbsp; thisDoor, &nbsp; &nbsp; &nbsp; &nbsp; thisWall; &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; log(err); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return false; &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; this.Open = function (pc) { &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if door already open &nbsp; &nbsp; &nbsp; &nbsp; if (!this.IsClosed()) return; &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; //record the trap was found &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].TrapFound = true; &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; //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; //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; this.Close = function (pc) { &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if door already closed &nbsp; &nbsp; &nbsp; &nbsp; if (this.IsClosed()) return; &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; this.PickLock = function(pc) { &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; //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; //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; //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; //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; //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; 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; //record the results &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].UnlockAttempts[pc.CharacterSheet().get("_id")] = actionSuccess; &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; this.FindTraps = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if GM &nbsp; &nbsp; &nbsp; &nbsp; if (pc.IsGM()) return; &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; //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; //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; //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; //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; 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; //record the character's results &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].TrapFinding[pc.CharacterSheet().get("_id")] = actionSuccess; &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; this.RemoveTrap = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp; //do nothing if GM &nbsp; &nbsp; &nbsp; &nbsp; if (pc.IsGM()) return; &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; 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; //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; //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; //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; //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; //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; 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; //record the character's results &nbsp; &nbsp; &nbsp; &nbsp; state.DoorControls[thisSwitch.get("_id")].TrapDisarming[pc.CharacterSheet().get("_id")] = actionSuccess; &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; //announce pseudo-results to the party &nbsp; &nbsp; &nbsp; &nbsp; pc.Announce("believes any trap present has been disabled."); &nbsp; &nbsp; }; &nbsp; &nbsp; var SameSide = function(pc) { &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; //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; //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; this.DetectSecret = function(pc) { &nbsp; &nbsp; &nbsp; &nbsp; if (IsPathInRange(pc)) { &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; 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; //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; var IsPathInRange = function (pc) { &nbsp; &nbsp; &nbsp; &nbsp; //split lastmove into array &nbsp; &nbsp; &nbsp; &nbsp; var lastmove = pc.MapToken().get("lastmove").split(","); &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; //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; //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; //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; //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; //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; //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; return false; &nbsp; &nbsp; }; &nbsp; &nbsp; this.IsClosed = function() { &nbsp; &nbsp; &nbsp; &nbsp; return (thisWall.get("layer") === "walls") ? true : false; &nbsp; &nbsp; }; &nbsp; &nbsp; this.OnPage = function() { &nbsp; &nbsp; &nbsp; &nbsp; try { return thisSwitch.get("_pageid") } catch (err) { return undefined; }; &nbsp; &nbsp; }; &nbsp; &nbsp; this.Icon = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisDoor; &nbsp; &nbsp; }; &nbsp; &nbsp; this.Control = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisSwitch; &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; 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; 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; var thisAs; &nbsp; &nbsp; var thisCharacter; &nbsp; &nbsp; var thisToken; &nbsp; &nbsp; var roleGM = false; &nbsp; &nbsp; var thisAttrib; &nbsp; &nbsp; this.Load = function (msgWho, pageID, proximityObj) { &nbsp; &nbsp; &nbsp; &nbsp; //set the current speaker &nbsp; &nbsp; &nbsp; &nbsp; thisAs = msgWho; &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; //determing if running as GM &nbsp; &nbsp; &nbsp; &nbsp; roleGM = (msgWho.indexOf("(GM)") !== -1) ? true : false; &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 = _.chain(findObjs({ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; type: 'graphic', &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pageid: pageID, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; represents: thisCharacter.id &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; })) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; .reduce((m,o)=&gt;{ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; let dist=0; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(proximityObj){ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; dist = Math.pow(o.get("top") - proximityObj.get("top"),2) + Math.pow(o.get("left") - proximityObj.get("left"),2); &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(dist&lt;m.dist){ &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; m.pick=o; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return m; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; },{pick: null, dist:100000}) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; .value().pick; &nbsp; &nbsp; &nbsp; &nbsp; } &nbsp; &nbsp; &nbsp; &nbsp; //clear any previous attributes &nbsp; &nbsp; &nbsp; &nbsp; thisAttrib = undefined; &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; this.Announce = function(SendMsg) { &nbsp; &nbsp; &nbsp; &nbsp; sendChat("character|" + thisCharacter.get("_id"), "/em " + SendMsg); &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; 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; 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; 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; this.IsGM = function() { &nbsp; &nbsp; &nbsp; &nbsp; return roleGM; &nbsp; &nbsp; } &nbsp; &nbsp; this.CharacterSheet = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisCharacter; &nbsp; &nbsp; } &nbsp; &nbsp; this.MapToken = function() { &nbsp; &nbsp; &nbsp; &nbsp; return thisToken; &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; //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; //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; //load the door control &nbsp; &nbsp; var door = new DungeonDoorControl(); &nbsp; &nbsp; if (!door.Load(msg.selected[0]["_id"])) return; &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"), door.Icon()); &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; if (!pc.IsGM()) { &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; //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; 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; if (msg.type !== "api" || msg.who.indexOf(" (GM)") === -1 || cmdNames.indexOf(msg.content) === -1) return; &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; //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; //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; //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; //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; //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; 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; 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; 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; 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; 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; break; &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; 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; 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; case "!DoorsTableUpdate": &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; //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; 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; //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; //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; } catch (err) { } }); //prevents switch movement 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; //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; //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; //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; } 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; //check controlledby for character &nbsp; &nbsp; var pcSheet = getObj("character", obj.get("represents")); &nbsp; &nbsp; if (pcSheet.get("controlledby").replace("all","") === "") return; &nbsp; &nbsp; //load the player &nbsp; &nbsp; var pc = new PlayerControl() &nbsp; &nbsp; pc.Load(pcSheet.get("name"), obj.get("_pageid"),obj); &nbsp; &nbsp; //dm cannot detect secret doors &nbsp; &nbsp; if(pc.IsGM()) return; &nbsp; &nbsp; //no proximity check needed if no skill &nbsp; &nbsp; if (!pc.HasSkill(statusDoors.attribFindHidden)) return; &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; //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; //use the switch as a reference ID in state &nbsp; &nbsp; var thisID = thisSwitch.get("_id"); &nbsp; &nbsp; //pair items in state data &nbsp; &nbsp; state.DoorControls[thisID] = ({ &nbsp; &nbsp; &nbsp; &nbsp; SwitchID: thisID, &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; //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; //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; //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; //move the door graphic to the map layer &nbsp; &nbsp; thisDoor.set({ &nbsp; &nbsp; &nbsp; &nbsp; layer: "map", &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; 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; _.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; _.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; _.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; }); });
Crit fail on my perception. &nbsp;😆
1491781380
The Aaron
Pro
API Scripter
Well, it's not obvious, I had to trace the code to figure out what it was doing. :). It should have sent you messages but I didn't see any.&nbsp;
Is there an information conversation for this script?
I linked it above this wall of text but here ya go Al <a href="https://app.roll20.net/forum/post/636123/slug%7D" rel="nofollow">https://app.roll20.net/forum/post/636123/slug%7D</a>