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Issue with Matt's Door Script

Hi ! I've been trying recently to make a "Window" version of the "Door" script, but I don't really feel like understanding and changing 1200 lines of code.. I tried changing it by making some "find&replace" of the words "door, Door, doors, Doors, door." etc.. and replace them with "window, Window, windows, Windows, window."  but the script doesn't seem like to work anymore lol ("!WindowsLink" won't link anything) Any idea, code pros ? :( Here's the original Door script : //========== 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("Matt's Door Script",`!roll20AM --audio,play,nomenu|locked`); pc.Whisper(null, "La porte semble fermée."); 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()) { sendChat("Matt's Door Script",`!roll20AM --audio,play,nomenu|door-open`); pc.Announce("ouvre la porte."); } } 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()) { sendChat("Matt's Door Script",`!roll20AM --audio,play,nomenu|door-close`); pc.Announce("ferme la porte."); } } 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, "Je n'ai pas de token dans cette map."); return; } //verify character token is close enough to the door if (!pc.InRange(door.Icon())) { pc.Whisper(null, "Je suis trop loin de la porte."); 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, }); }); });
1617192885
The Aaron
Roll20 Production Team
API Scripter
What's the problem you're trying to solve by creating a window specific version?
Well, I'm not a professional programmer so what I did was replacing all the words "door, Door" etc.. with "window, Window", to make it use different variables and not interact with the original Door script. Of course, I also changed the necessary name of the door, from "Door" to "Window", and I also changed the commands (for example !DoorsLink becomes !WindowsLink) But doing that is breaking the script, the doors still works but the windows won't.. Here's a full iteration of the modified script : //=========== name spacing ========== state.WindowControls = state.WindowControls || {}; var statusWindows = {}; //=========== user customization ========== statusWindows.interactRange = 2; //max range in map units statusWindows.detectionRange = 2; //max range in map units statusWindows.WindowPathColor = "#FFFF00"; statusWindows.attribFindHidden = "Perc"; statusWindows.attribOpenLocks = "TT"; statusWindows.attribFindTraps = "FT"; statusWindows.attribRemoveTraps = "TT"; statusWindows.hFlipOnOpen = true; // flip switch control horizontally when opened statusWindows.vFlipOnOpen = true; // flip switch control vetically when opened // usePercentageChecks determines how checks against skills are rolled // when true: attribute score + fenetre modifier &gt;= d100 equals success // when false: d20 + attribute score &gt;= fenetre modifier equals success statusWindows.usePercentageChecks = false; statusWindows.detectHiddenDC = 10; // =========== script constants - do not modify ========== statusWindows.lockStatus = "bar1_value"; statusWindows.lockQualityAdj = "bar1_max"; statusWindows.isUnlocked = "0"; statusWindows.isLocked = "1"; statusWindows.trapStatus = "bar2_value"; statusWindows.trapQualityAdj = "bar2_max"; statusWindows.trapNone = "0"; statusWindows.trapActive = "1"; statusWindows.trapResets = "2"; statusWindows.trapTriggered = "3"; statusWindows.trapDisabled = "4"; statusWindows.sideWindowOpen = "bar3_value"; statusWindows.sideWindowClosed = "bar3_max"; statusWindows.fenetreType = "aura1_radius"; statusWindows.fenetreTypeVisible = "0"; statusWindows.fenetreTypeHidden = "1"; statusWindows.fenetreTypeRevealed = "2"; statusWindows.fenetreSideActive = "aura2_radius"; statusWindows.fenetreSideBoth = "0"; statusWindows.fenetreSideNorth = "1"; statusWindows.fenetreSideSouth = "2"; // Clean image source: <a href="https://wiki.roll20.net/API:Cookbook#getCleanImgsrc" rel="nofollow">https://wiki.roll20.net/API:Cookbook#getCleanImgsrc</a> var getCleanImgsrc = function (imgsrc) { var parts = imgsrc.match(/(.*\/images\/.*)(thumb|med|original|max)([^\?]*)(\?[^?]+)?$/); if(parts) { return parts[1]+'thumb'+parts[3]+(parts[4]?parts[4]:`?${Math.round(Math.random()*9999999)}`); } return; }; //=========== constructors ========== //define a fenetre object function DungeonWindowControl() { "use strict"; var thisSwitch, thisWindow, thisWall; this.Load = function (SwitchID) { try { thisSwitch = getObj("graphic", SwitchID); if (thisSwitch === undefined){ throw "Error loading Switch from id: " + SwitchID; } thisWindow = getObj("graphic", state.WindowControls[SwitchID].WindowID); if (thisWindow === undefined){ throw "Error loading Window from id: " + SwitchID; } thisWall = getObj("path", state.WindowControls[SwitchID].PathID); if (thisWall === undefined){ throw "Error loading Wall from id: " + SwitchID; } return true; } catch (err) { log(err); return false; } }; var SetMultiSide = function (side) { if(/^\s*[0-9]+\s*$/.test(`${side}`)){ let imgurl =decodeURIComponent(thisWindow.get("sides").split(/\|/)[parseInt(side,10)]); let img=getCleanImgsrc(imgurl); if(img){ thisWindow.set({ currentSide: side, imgsrc: img, }); } else { sendChat("Matt's Window Script",``); } } else { sendChat("Matt's Window Script",`/w gm Window side indexes need to be set in bar3 current (open) and max (closed).`); } }; this.Open = function (pc) { //do nothing if fenetre already open if (!this.IsClosed()) return; //trigger trap if armed and not GM if (!pc.IsGM() &amp;&amp; SameSide(pc) &amp;&amp;( thisSwitch.get(statusWindows.trapStatus) === statusWindows.trapActive || thisSwitch.get(statusWindows.trapStatus) === statusWindows.trapResets)) { var trapNotes = decodeURIComponent(thisSwitch.get("gmnotes")).replace(/PC/g, pc.CharacterSheet().get("name")); sendChat("","/desc TRAP! " + trapNotes); //record the trap was found state.WindowControls[thisSwitch.get("_id")].TrapFound = true; //flag trap as triggered if not resetting if (thisSwitch.get(statusWindows.trapStatus) === statusWindows.trapActive) thisSwitch.set(statusWindows.trapStatus, statusWindows.trapTriggered); return; } //do not open if locked and not GM if(!pc.IsGM() &amp;&amp; SameSide(pc) &amp;&amp; thisSwitch.get(statusWindows.lockStatus) === statusWindows.isLocked) { sendChat("Matt's Window Script",`!roll20AM --audio,play,nomenu|locked`); pc.Whisper(null, "La fenêtre semble bloquée."); return; } //set the fenetre controls for open state thisWall.set("layer","gmlayer"); thisSwitch.set({ fliph: statusWindows.hFlipOnOpen, flipv: statusWindows.vFlipOnOpen, }); SetMultiSide(thisSwitch.get(statusWindows.sideWindowOpen)); if (!pc.IsGM()) { sendChat("Matt's Window Script",`!roll20AM --audio,play,nomenu|window-open`); pc.Announce("ouvre la fenêtre."); } }; this.Close = function (pc) { //do nothing if fenetre already closed if (this.IsClosed()) return; //set the fenetre controls for closed state thisWall.set("layer", "walls"); thisSwitch.set({ fliph: false, flipv: false, }); SetMultiSide(thisSwitch.get(statusWindows.sideWindowClosed)); if (!pc.IsGM()) { sendChat("Matt's Window Script",`!roll20AM --audio,play,nomenu|window-close`); pc.Announce("ferme la fenêtre."); } }; this.PickLock = function(pc) { //do nothing if fenetre is open or is GM if (!this.IsClosed() || pc.IsGM()) return; //do nothing if fenetre is not locked if (thisSwitch.get(statusWindows.lockStatus) !== statusWindows.isLocked || !SameSide(pc)) { pc.Whisper(null, "The fenetre does not appear to be locked."); return; } //do nothing if character can't pick locks if(!pc.HasSkill(statusWindows.attribOpenLocks)) { pc.Announce("does not possess the skill to unlock this fenetre."); return; } //check if character has attempted to unlock this lock before try { var prevAttempt = state.WindowControls[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(statusWindows.lockStatus, statusWindows.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(statusWindows.lockQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusWindows.lockQualityAdj)); if (statusWindows.usePercentageChecks) { var rollResult = randomInteger(100); var actionSuccess = (Math.min(charSkill + lockAdjust, 95) &gt;= rollResult) ? true : false; sendChat("Windows", "/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 &gt;= lockAdjust) ? true : false; sendChat("Windows", "/w GM PICK LOCK: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + lockAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); } //record the results state.WindowControls[thisSwitch.get("_id")].UnlockAttempts[pc.CharacterSheet().get("_id")] = actionSuccess; //announce the results to the party if (actionSuccess) { pc.Announce("has successfully unlocked the fenetre."); thisSwitch.set(statusWindows.lockStatus, statusWindows.isUnlocked); } else { pc.Announce("does not possess the skill to unlock this fenetre."); } }; 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(statusWindows.attribFindTraps) || thisSwitch.get(statusWindows.trapStatus) === statusWindows.trapNone || !SameSide(pc)) { pc.Announce("is confident there are no active traps on this side of the fenetre."); return; } //no need to check if trap has already been found if (state.WindowControls[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 fenetre try { var prevAttempt = state.WindowControls[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 fenetre."); } return; } catch (err) { } //roll the dice var charSkill = pc.SkillLevel(); var trapAdjust = (isNaN(thisSwitch.get(statusWindows.trapQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusWindows.trapQualityAdj)); if (statusWindows.usePercentageChecks) { var rollResult = randomInteger(100); var actionSuccess = (Math.min(charSkill + trapAdjust, 95) &gt;= rollResult) ? true : false; sendChat("Windows", "/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 &gt;= trapAdjust) ? true : false; sendChat("Windows", "/w GM FIND TRAPS: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + trapAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); } //record the character's results state.WindowControls[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 fenetre."); state.WindowControls[thisSwitch.get("_id")].TrapFound = true; } else { pc.Announce("is confident there are no active traps on this side of the fenetre."); } }; this.RemoveTrap = function(pc) { //do nothing if GM if (pc.IsGM()) return; //verify trap has been found if (state.WindowControls[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 fenetre to disarm this trap."); return; } //do nothing if character can't remove traps if (!pc.HasSkill(statusWindows.attribRemoveTraps)) { pc.Announce("is confident there are no active traps on this fenetre."); return; } //check if this character as attempted to remove trap before on this fenetre try { var prevAttempt = state.WindowControls[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(statusWindows.trapStatus)) { case statusWindows.trapDisabled: pc.Announce("believes this trap has already been disarmed."); break; case statusWindows.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(statusWindows.trapStatus, statusWindows.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(statusWindows.trapStatus) !== statusWindows.trapActive &amp;&amp; thisSwitch.get(statusWindows.trapStatus) !== statusWindows.trapResets) { pc.Announce("believes any trap present has been disabled."); return; } //roll the dice var charSkill = pc.SkillLevel(); var trapAdjust = (isNaN(thisSwitch.get(statusWindows.trapQualityAdj))) ? 0 : parseInt(thisSwitch.get(statusWindows.trapQualityAdj)); if (statusWindows.usePercentageChecks) { var rollResult = randomInteger(100); var actionSuccess = (Math.min(charSkill + trapAdjust, 95) &gt;= rollResult) ? true : false; sendChat("Windows", "/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 &gt;= trapAdjust) ? true : false; sendChat("Windows", "/w GM REMOVE TRAP: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + trapAdjust + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); } //record the character's results state.WindowControls[thisSwitch.get("_id")].TrapDisarming[pc.CharacterSheet().get("_id")] = actionSuccess; //disarm trap if attempt was successful if (actionSuccess) { thisSwitch.set(statusWindows.trapStatus, statusWindows.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(statusWindows.fenetreSideActive) === statusWindows.fenetreSideBoth) return true; //determine angle to fenetre based on rotation var a = (Math.atan2(pc.MapToken().get("top") - thisWindow.get("top"), thisWindow.get("left") - pc.MapToken().get("left")) * 180 / Math.PI + 180 + thisWindow.get("rotation")) % 360; var isNorth = (a &gt;= 0 &amp;&amp; a &lt;=180) ? true : false; //return true if same side if (isNorth &amp;&amp; thisSwitch.get(statusWindows.fenetreSideActive) === statusWindows.fenetreSideNorth) return true; if (!isNorth &amp;&amp; thisSwitch.get(statusWindows.fenetreSideActive) === statusWindows.fenetreSideSouth) return true; return false; }; this.DetectSecret = function(pc) { if (IsPathInRange(pc)) { //roll the dice var charSkill = pc.SkillLevel(); if (statusWindows.usePercentageChecks) { var rollResult = randomInteger(100); var actionSuccess = (charSkill &gt;= rollResult) ? true : false; sendChat("Windows", "/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 &gt;= statusWindows.detectHiddenDC) ? true : false; sendChat("Windows", "/w GM DETECTION: d20 roll of " + rollResult + " plus skill " + charSkill + " vs DC " + statusWindows.detectHiddenDC + ": " + ((actionSuccess) ? "SUCCESS" : "FAILED")); } //reveal fenetre if detected if (actionSuccess) { thisSwitch.set({ layer: "objects", aura1_radius: statusWindows.fenetreTypeRevealed, }); pc.Announce("has discovered a hidden fenetre."); sendPing(thisWindow.get("left"), thisWindow.get("top"), thisWindow.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: thisWindow.get("left"), Y: thisWindow.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 &gt; 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 &gt; 1) ? 1 : (u &lt; 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 &lt;= statusWindows.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 thisWindow; }; this.Control = function() { return thisSwitch; }; this.IsLocked = function() { return (thisSwitch.get(statusWindows.lockStatus) === statusWindows.isLocked) ? true : false; }; this.IsTrapped = function() { return (thisSwitch.get(statusWindows.trapStatus) === statusWindows.trapActive || thisSwitch.get(statusWindows.trapStatus) === statusWindows.trapResets) ? true : false; }; this.IsHidden = function() { return (thisSwitch.get(statusWindows.fenetreType) === statusWindows.fenetreTypeHidden) ? true : false; }; }; //define a player object function PlayerControl() { var thisAs; var thisCharacter; var thisToken; var roleGM = false; var thisAttrib; this.Load = function (msgWho, pageID, proximityObj) { //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 = _.chain(findObjs({ type: 'graphic', pageid: pageID, represents: thisCharacter.id })) .reduce((m,o)=&gt;{ let dist=0; if(proximityObj){ dist = Math.pow(o.get("top") - proximityObj.get("top"),2) + Math.pow(o.get("left") - proximityObj.get("left"),2); } if(dist&lt;m.dist){ m.pick=o; } return m; },{pick: null, dist:100000}) .value().pick; } //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 &gt; statusWindows.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") &lt;= 0) throw "character attribute &lt;= 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 = ["!OpenWindow", "!CloseWindow", "!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 fenetre control var fenetre = new DungeonWindowControl(); if (!fenetre.Load(msg.selected[0]["_id"])) return; //load the player var pc = new PlayerControl(); pc.Load(msg.who, getObj(msg.selected[0]["_type"], msg.selected[0]["_id"]).get("_pageid"), fenetre.Icon()); //do nothing if not playing as a Character or GM if (!pc.CharacterSheet() &amp;&amp; !pc.IsGM()) { pc.Whisper("GM","Please set your 'AS' drop option to a character first."); 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 fenetre if (!pc.InRange(fenetre.Icon())) { pc.Whisper(null, "I am too far from the fenetre to do that."); return; } } switch(msg.content) { case "!OpenWindow": fenetre.Open(pc); break; case "!CloseWindow": fenetre.Close(pc); break; case "!PickLock": fenetre.PickLock(pc); break; case "!RemoveTrap": fenetre.RemoveTrap(pc); break; case "!FindTraps": fenetre.FindTraps(pc); break; } }); //player chat commands on("chat:message", function (msg) { //handle only GM commands var cmdNames = ["!ObjectList","!WindowsLink","!WindowsResetUse","!WindowsAllOpen","!WindowsAllClose","!WindowsAlign","!WindowsCount","!WindowsDeleteAllLinks","!SideID","!WindowsTableUpdate"]; 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 "!WindowsLink": //make sure three items are selected try { if (msg.selected.length !== 3) throw "invalid selection"; } catch (err) { sendChat("Windows", "/w GM Select a graphic named 'Switch', a graphic named 'Window' and a path to use as a wall."); return; } //set up count variables var linkSet = {}; linkSet.SwitchID = []; linkSet.PathID = []; linkSet.WindowID = []; //identify each type of selected _.each(msg.selected, function(obj) { try { var o = getObj(obj["_type"], obj["_id"]); if (o.get("_type") === "graphic" &amp;&amp; o.get("name") === "Switch") { linkSet.SwitchID.push(o); } else if (o.get("_type") === "graphic" &amp;&amp; o.get("name") === "Window") { linkSet.WindowID.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.WindowID.length !== 1 || linkSet.PathID.length !== 1) { sendChat("Windows", "/w GM Select a graphic named 'Switch', a graphic named 'Window' and a path to use as a wall."); return; } //add the selected as a fenetre AddSwitchControl(linkSet.SwitchID[0], linkSet.WindowID[0], linkSet.PathID[0]); break; case "!WindowsResetUse": _.each(state.WindowControls, function(obj) { obj.UnlockAttempts = {}; obj.TrapFinding = {}; obj.TrapDisarming = {}; obj.TrapFound = false; }); sendChat("Windows","/w GM All fenetres 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 "!WindowsAllOpen": var fenetre = new DungeonWindowControl(); _.each(state.WindowControls, function(obj) { fenetre.Load(obj.SwitchID); if (fenetre.OnPage() === Campaign().get("playerpageid")) fenetre.Open(pc); }); break; case "!WindowsAllClose": var fenetre = new DungeonWindowControl(); _.each(state.WindowControls, function(obj) { fenetre.Load(obj.SwitchID); if (fenetre.OnPage() === Campaign().get("playerpageid")) fenetre.Close(pc); }); break; case "!WindowsAlign": var fenetre = new DungeonWindowControl(); _.each(state.WindowControls, function(obj) { fenetre.Load(obj.SwitchID); if(fenetre.OnPage() === Campaign().get("playerpageid")) { obj.Left = fenetre.Icon().get("left"); obj.Top = fenetre.Icon().get("top"); obj.Rotation = fenetre.Icon().get("rotation"); obj.Width = parseInt(fenetre.Icon().get("width") / 4); obj.Height = parseInt(fenetre.Icon().get("height") / 4); fenetre.Control().set({ left: obj.Left, top: obj.Top, rotation: obj.Rotation, width: obj.Width, height: obj.Height, }); } }); break; case "!WindowsCount": var iWindows = 0; var iLocks = 0; var iTraps = 0; var iHidden = 0; var iErrors = 0; var fenetre = new DungeonWindowControl(); _.each(state.WindowControls, function(obj) { if (fenetre.Load(obj.SwitchID)) { iWindows++; if (fenetre.IsHidden()) iHidden++; if (fenetre.IsLocked()) iLocks++; if (fenetre.IsTrapped()) iTraps++; } else { iErrors++; } }); sendChat("Windows","/w GM Windows:" + iWindows + ", Locked:" + iLocks + ", Trapped:" + iTraps + ", Hidden:" + iHidden); if (iErrors &gt; 0) sendChat("","/w GM There were " + iErrors + " fenetres that did not load properly."); break; case "!WindowsDeleteAllLinks": _.each(state.WindowControls, function(obj) { getObj("graphic", obj.SwitchID).set("layer","objects"); getObj("graphic", obj.WindowID).set("layer","objects"); getObj("path", obj.PathID).set("layer","objects"); }); state.WindowControls = {}; sendChat("Windows","/w GM All fenetre links have been deleted from state. No fenetres will function until relinked with !WindowsLink 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("Windows", "/w GM SIDEID: obj [" + obj.get("name") + "] is set to side: " + obj.get("currentSide")); } catch (err) { sendChat ("SIDE", err); } break; case "!WindowsTableUpdate": //make sure we have one fenetre image selected if (!msg.selected || msg.selected.length !== 1) { sendChat("Windows","/w GM Select a single fenetre graphic"); return; } var newWindow = getObj("graphic", msg.selected[0]["_id"]); if (newWindow.get("name") !== "Window") { sendChat("Windows","/w GM Selected fenetre must be named 'Window'."); return; } //update all fenetres' 'sides' to selected fenetre's 'sides' var iErrors = 0; _.each(state.WindowControls, function(obj) { try { thisWindow = getObj("graphic", obj.WindowID); thisWindow.set({ //imgsrc: decodeURIComponent(newWindow.get("sides").split("|")[thisWindow.get("currentSide")]).replace(/med\.png/g, "thumb.png"), imgsrc: getCleanImgsrc(decodeURIComponent(newWindow.get("sides").split("|")[thisWindow.get("currentSide")])), sides: newWindow.get("sides"), }); } catch (err) { iErrors++; log("Error updating fenetre " + obj.WindowID); } }); //display results of update if (iErrors === 0) { sendChat("Windows","GM Table images updated sucessfully."); } else { sendChat("Windows","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.WindowControls[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(statusWindows.fenetreType) === statusWindows.fenetreTypeHidden) ? "gmlayer" : "objects", aura1_color: "transparent", aura2_color: "transparent", lastmove: "", statusmarkers: "", }); } catch (err) { } }); //prevents switch movement on("destroy:graphic", function(obj) { try { var o = state.WindowControls[obj.get("_id")]; if (!o) return ; //move fenetre back to objects layer try { getObj("graphic", o.WindowID).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.WindowControls[obj.get("_id")]; sendChat("Windows","/w GM A fenetre 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.WindowControls[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"),obj); //dm cannot detect secret fenetres if(pc.IsGM()) return; //no proximity check needed if no skill if (!pc.HasSkill(statusWindows.attribFindHidden)) return; //find all secret fenetres on the same page as the token var secretSwitches = findObjs({ _type: "graphic", _pageid: pc.OnPage(), aura1_radius: statusWindows.fenetreTypeHidden, }); //check detection for each hidden fenetre var fenetre = new DungeonWindowControl(); _.each(secretSwitches, function(secretSwitch) { if (fenetre.Load(secretSwitch.get("_id"))) fenetre.DetectSecret(pc); }); }); //check movement for proximity to secret fenetres //=========== functions ========== var AddSwitchControl = function(thisSwitch, thisWindow, thisPath) { //use the switch as a reference ID in state var thisID = thisSwitch.get("_id"); //pair items in state data state.WindowControls[thisID] = ({ SwitchID: thisID, PathID: thisPath.get("_id"), WindowID: thisWindow.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.WindowControls[thisID].UnlockAttempts = {}; state.WindowControls[thisID].TrapFinding = {}; state.WindowControls[thisID].TrapDisarming = {}; state.WindowControls[thisID].TrapFound = false; //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 fenetre graphic to the map layer thisWindow.set({ layer: "map", }) //move the lighting path to the walls layer thisPath.set({ layer: "walls", stroke: statusWindows.WindowPathColor, stroke_width: 5, fill: "transparent", }); try { var fenetre = new DungeonWindowControl(); if (!fenetre.Load(thisID)) throw "could not load new fenetre"; sendChat("Windows","/w GM Window has been successfully linked. ID:" + thisID); } catch (err) { sendChat ("Windows", "/w GM ERROR: " + err); } } //adds trio as a fenetre 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: "Window"}), function(o) { o.set({ layer: "gmlayer", width: 140, height: 140, top: 70, left: 70, }); }); _.each(findObjs({ _type: "path", stroke: statusWindows.WindowPathColor, stroke_width: 5, fill: "transparent"}), function(o) { o.set({ layer: "gmlayer", top: 70, left: 70, }); }); });
1617381158
The Aaron
Roll20 Production Team
API Scripter
What I meant was "How are windows different from doors for you?"&nbsp; as in, "why do you need to modify the script?" or "what additional functionality are you trying to get?"&nbsp; I'm trying to figure out what you actually need to do, so I can make some recommendations.
1617385812

Edited 1617385847
Oh ! Well, what I modified in the original script was some translations, and some sound effects when door opens, closes, or is locked However it won't work well with windows for two reasons : 1) in text it'll say "x opens the door" when it's actually a window 2) the sound effects are doors effects, not windows one Hope I clarified it a bit
1617546335
The Aaron
Roll20 Production Team
API Scripter
hmm.&nbsp; If I were doing this, I'd modify the script to inspect something about the token to determine which sound effect and what words to speak, then use the same script for both.&nbsp; &nbsp;I'll have to look more closely at the code, but I believe you always have access to the token, so you could put something in the GM Notes to tell you if it's a door or window.
I'll try working around this, but I wouldn't mind some help, so I'll keep an eye on your messages !