
Completed my second script for game play, and wanted to open it up to ideas and suggestions for improvement.
This script gives some control of doors to the players, relieving the GM of constantly swapping between layers, moving lines, and changing graphics for the simple action of opening and closing a door. The idea is to place a small token over the door image that players can target. With the token selected, they can run several different commands, such as OpenDoor or PickLock. Based on their attributes and the individual door settings, the door can automatically open, and all of the manipulation is handled via the script, freeing the GM to focus on the horde behind the door, waiting anxiously.
There is a little bit of work to set up the doors image properly, but the payoff is worth the work... in my opinion at least. There is a lot to explain, although I'm hoping most of it is pretty self explanatory. Should anyone be interested in seeing how this works, I have a small campaign set up i used to build/test that I can invite you to look at the functionality.
Player Commands
** GM can open or close a door regardless the lock/trap status, and without setting off the trap. !FindTraps, !RemoveTrap, and !PickLock commands by GM are ignored.
Players may only attempt these commands if the character they're currently playing is within range of the door, as determined by the script variable statusDoors.interactRange. Players must set their 'AS' drop option to the character performing the commands.
GM Commands
I use the bars on the switch token to identify the settings for the door. This allows each linked door to have its own trap and lock settings. These values should be set after the link is established (the script defaults these values to 0, which is no lock and no trap). All the setting and their values are listed near the top of the script. (When establishing a link with the !DoorsLink command, the switch token must be named 'Switch' so that the script can distinguish between the switch token and the door token.)
The Door Token
I use a token for a rollable table to display my doors. Each type of door should have 2 entries in the table. For example, I have a "door reinforced single open" and a "door reinforced single closed" side in my table. Doesn't matter the weight value, but the order in the table is significant. The first item in the table is value 0. It is the position in this list that will be entered into the switch bar3_value and bar3_max settings. Getting all the doors to display accurately from the table takes some time to set up. Each image of the table must be exactly the same size in pixels, and the center of the door when closed must be the center of the image. I've found that a base image size of 280x280 works best for me, even though my standard door is usually 1 map unit in width when closed. This size allows me to use the same table for single doors or double doors, with enough room to have the doors open in both directions. Creating the rollable table with these images took a little time to set up properly. In this respect, this script is not a "copy/paste and off you go" type of script.
** It is important that door images open to the top or bottom of the graphic so that active side works properly. If the graphic opens to the top, north of the door will be the same side that the door opens towards. If the graphic opens to the bottom, north of the door will be opposite the door opens towards.
Screen Shots
Here are some screen shots. Forgive the crude background, this is a testing environment, not a gaming campaign. The small cog wheel is the Switch icon. Players would select this when entering one of their commands.


Here is the chat log as a player tries to open a door.

Here is the settings for a door switch (not the same door from the chat log screen shot). This door is locked (bar1_value) and has a -20% chance to unlock (bar1_max). The door is set with a trap that automatically resets when tripped (bar2_value), and has no modifier to find/remove chance (bar2_max). The door uses side 0 when open (bar3_value), and side 1 when closed (bar3_max). When the trap is triggered, the description given is in the GM Notes.

Script Code
This script gives some control of doors to the players, relieving the GM of constantly swapping between layers, moving lines, and changing graphics for the simple action of opening and closing a door. The idea is to place a small token over the door image that players can target. With the token selected, they can run several different commands, such as OpenDoor or PickLock. Based on their attributes and the individual door settings, the door can automatically open, and all of the manipulation is handled via the script, freeing the GM to focus on the horde behind the door, waiting anxiously.
There is a little bit of work to set up the doors image properly, but the payoff is worth the work... in my opinion at least. There is a lot to explain, although I'm hoping most of it is pretty self explanatory. Should anyone be interested in seeing how this works, I have a small campaign set up i used to build/test that I can invite you to look at the functionality.
Player Commands
- !FindTraps: attempts to identify a trap. each player that can detect has only one chanced to find it. However, once one person has found it (by either a successful roll, or someone setting it off), all players should be able to detect it. Players are given a description without knowing if it were really successful. GM is whispered the roll results. Traps are directional.
- !RemoveTrap: attempts to remove a trap. can only be done against a trap that was identified (either by detection, or someone setting it off before). each player with the appropriate attribute has only one chance to disarm it; additional attempts by the same character are ignored. Players are given a description without knowing if it were really successful. GM is whispered the roll results.
- !PickLock: attempts to pick a locked door. Each player with the appropriate attribute has only one chance to unlock it; additional attempts by the same character are ignored. Players are given an accurate description of the results, and the GM is whispered the roll results. Locks are directional.
- !OpenDoor: Opens the door, and performing the walls and map manipulations automatically. Is prevented if the door is still locked or trapped. If an attempt to open is made on a trapped door, the trap is triggered, and a description of the trap effects is given to the players, and the door remains closed.
- !CloseDoor: Closes a door. Functions even if door is locked or trapped. Closing a door does not trigger the trap.
** GM can open or close a door regardless the lock/trap status, and without setting off the trap. !FindTraps, !RemoveTrap, and !PickLock commands by GM are ignored.
Players may only attempt these commands if the character they're currently playing is within range of the door, as determined by the script variable statusDoors.interactRange. Players must set their 'AS' drop option to the character performing the commands.
GM Commands
- !DoorsDeleteAllLinks: removes all links between doors, walls, and tokens. Moves these controls back to the objects layer.
- !DoorsResetUse: resets all doors to a 'never been seen' status. Player attempts to remove traps and unlock doors are reset, and traps are flagged as not been found.
- !DoorsLink: creates a link between a switch token, a door token, and a wall path. The switch must be named 'Switch' and the door must be named 'Door' when linking. After the link is established, these tokens may be given different names. The size and rotation and position of the switch will be remembered, and will be set back to this setting should a player change it. Locks default to unlocked, traps default to no trap, door defaults to visible (not secret), and active side is set to both.
- !DoorsAllOpen: opens all doors that have been linked on the current campaign page.
- !DoorsAllClose: closes all doors that have been linked on the current campaign page.
- !DoorsAllAlign: moves all switch tokens directly over their linked door token on the current campaign page. **this will overwrite any custom placement of tokens you may have set, use only if certain. Haven't implemented a way to reposition switches as of yet.
- !DoorsCount: gets a total count of all the doors, how many are locked, and how many are trapped. Also counts if there are any doors that do not load correctly.
- !SideID: displays in chat the current side shown for the selected object. Helpful in identifying the correct side of the rollable table token for your door closed and door open states.
- !ObjectList: attempts to log all selected items to the console output window
I use the bars on the switch token to identify the settings for the door. This allows each linked door to have its own trap and lock settings. These values should be set after the link is established (the script defaults these values to 0, which is no lock and no trap). All the setting and their values are listed near the top of the script. (When establishing a link with the !DoorsLink command, the switch token must be named 'Switch' so that the script can distinguish between the switch token and the door token.)
- bar1_value: determines if the door is locked.
- 1 = locked
- 0 = unlocked
- bar1_max: sets the difficulty of the lock. Success rolls are based on a roll of d100. This value is added to the roll. So a value of -20 should reduce the player's chance of unlocking the door by 20%.
- bar2_value: determines the trap setting of the door.
- 0 = no trap
- 1 = trap is armed
- 2 = trap is armed, and will reset when triggered
- 3 = trap has been triggered
- 4 = trap has been disabled
- bar2_max: sets the difficulty of trap detection and removal. Success rolls are based on a roll of d100. This value is added to the roll. So a value of -20 should reduce the player's chance of finding or removing a trap by 20%.
- bar3_value: the side of a token to show for a closed door.
- bar3_max: the side of a token to show for an open door.
- aura1_radius: determines the visibility of the door.
- 0 = visible
- 1 = hidden
- 2 = revealed
- aura2_radius: determines the active side of the door. The north side of a door is determined by the top of the graphic with 0 rotation ie. the same side as the rotation handle. North becomes relative to the door graphic. If I rotate a graphic 90 degrees clockwise, then the north side of the door would be considered anything to the right of the door graphic.
- 0 = both sides
- 1 = north side
- 2 = south side
- gmnotes: the description of the trap to give players when a trap is triggered. Any instance of the word PC in the description will be replaced with the character's name.
The Door Token
I use a token for a rollable table to display my doors. Each type of door should have 2 entries in the table. For example, I have a "door reinforced single open" and a "door reinforced single closed" side in my table. Doesn't matter the weight value, but the order in the table is significant. The first item in the table is value 0. It is the position in this list that will be entered into the switch bar3_value and bar3_max settings. Getting all the doors to display accurately from the table takes some time to set up. Each image of the table must be exactly the same size in pixels, and the center of the door when closed must be the center of the image. I've found that a base image size of 280x280 works best for me, even though my standard door is usually 1 map unit in width when closed. This size allows me to use the same table for single doors or double doors, with enough room to have the doors open in both directions. Creating the rollable table with these images took a little time to set up properly. In this respect, this script is not a "copy/paste and off you go" type of script.
** It is important that door images open to the top or bottom of the graphic so that active side works properly. If the graphic opens to the top, north of the door will be the same side that the door opens towards. If the graphic opens to the bottom, north of the door will be opposite the door opens towards.
Screen Shots
Here are some screen shots. Forgive the crude background, this is a testing environment, not a gaming campaign. The small cog wheel is the Switch icon. Players would select this when entering one of their commands.


Here is the chat log as a player tries to open a door.

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