Added roll dialog and exceptional rolls
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@@ -139,6 +139,64 @@ export class ActorSheetKH extends ActorSheet {
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},
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]);
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new ContextMenu(html, "div.item-weapon", [
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{
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name: game.i18n.localize("MENU.SHOWROLLDIALOG"),
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icon: '<i class="far dice"></i>',
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callback: (li) => {
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let itemId = li.data("itemId");
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let _item = this.actor.items.find((element) => element._id == itemId);
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let skillName = _item.name
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let skillValue = _item.data.data.value
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let showValue = false
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if(this.actor.data.type === "character") {
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showValue = true
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}
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this.khRoller.rollSkillDialogInChat(skillName, skillValue, showValue, this.actor)
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},
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},
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{
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name: game.i18n.localize("MENU.SENTTOCHAT"),
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icon: '<i class="far fa-comment"></i>',
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callback: (li) => {
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let itemId = li.data("itemId");
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this._itemDetailsToChat(itemId);
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},
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},
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]);
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new ContextMenu(html, "li.item-skill", [
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{
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name: game.i18n.localize("MENU.SHOWROLLDIALOG"),
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icon: '<i class="far dice"></i>',
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callback: (li) => {
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let itemId = li.data("itemId");
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let _item = this.actor.items.find((element) => element._id == itemId);
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let skillName = _item.name
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let skillValue = _item.data.data.value
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let showValue = false
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if(this.actor.data.type === "character") {
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showValue = true
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}
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this.khRoller.rollSkillDialogInChat(skillName, skillValue, showValue, this.actor)
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},
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},
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{
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name: game.i18n.localize("MENU.SENTTOCHAT"),
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icon: '<i class="far fa-comment"></i>',
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callback: (li) => {
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let itemId = li.data("itemId");
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this._itemDetailsToChat(itemId);
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},
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},
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]);
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html.find(".feature").click(async (ev) => {
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const featureName = $(ev.currentTarget).data("feature");
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const featureValue = this.actor.data.data.feature[featureName].value;
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@@ -209,7 +267,7 @@ export class ActorSheetKH extends ActorSheet {
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/* Roll skill */
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html.find(".roll-skill").click((ev) => {
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const li = $(ev.currentTarget).parents(".item");
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const li = $(ev.currentTarget).parents(".item-skill");
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let itemId = li.data("itemId");
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let _item = this.actor.items.find((element) => element._id == itemId);
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@@ -226,7 +284,7 @@ export class ActorSheetKH extends ActorSheet {
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/* Roll weapon skill */
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html.find(".roll-weapon-skill").click((ev) => {
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const li = $(ev.currentTarget).parents(".item");
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const li = $(ev.currentTarget).parents(".item-weapon");
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let itemId = li.data("itemId");
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let weapon = this.actor.getOwnedItem(itemId);
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@@ -84,7 +84,7 @@ export default class KHDiceRoller {
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});
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}
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async rollSkillInChat(skillName, skillValue, showValue, speaker) {
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async rollSkillInChat(skillName, skillValue, showValue, speaker, openclosed) {
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const roll = new Roll(`1d100`);
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let res = roll.roll();
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@@ -95,16 +95,43 @@ export default class KHDiceRoller {
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computedName += " (" + skillValue + ")"
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}
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if(openclosed === undefined) {
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openclosed = 0
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}
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let rollData = {
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name: computedName,
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res: res
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};
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if(skillValue > 0) {
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if(res.total <= skillValue) {
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let oneRes = Math.floor((res.total / 1) % 10);
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let tenRes = Math.floor((res.total / 10) % 10);
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if(openclosed < 0) {
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rollData.closed = Math.abs(openclosed)
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}
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if(openclosed > 0) {
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rollData.opened = Math.abs(openclosed)
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}
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if(openclosed < 0 && oneRes !== 0 && Math.abs(openclosed) >= oneRes) {
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// roll is closed
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rollData.failure = true
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} else if(openclosed > 0 && oneRes !== 0 && Math.abs(openclosed) >= oneRes){
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// roll is opened
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rollData.success = true
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} else {
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rollData.failure = true
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if (res.total <= skillValue) {
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rollData.success = true
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} else {
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rollData.failure = true
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}
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}
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if(oneRes === tenRes) {
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rollData.excetional = true
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}
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}
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@@ -121,4 +148,101 @@ export default class KHDiceRoller {
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},
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});
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}
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async rollSkillDialogInChat(skillName, skillValue, showValue, speaker, startopen) {
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const id = randomID();
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if(startopen === undefined) {
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startopen = 0
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}
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const content = await renderTemplate("systems/kopparhavet/templates/roll-dialog.html", {
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id,
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startopen,
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skillName,
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skillValue,
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});
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await new Dialog({
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title: game.i18n.localize("ROLL.TITLE"),
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content,
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buttons: {
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one: {
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icon: '<i class="fas fa-check"></i>',
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label: game.i18n.localize("BUTTON.ROLL"),
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callback: async () => {
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const container = document.getElementById(id);
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let openclosed = container.querySelector('[name="openclosed"]').value
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const roll = new Roll(`1d100`);
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let res = roll.roll();
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let computedName = skillName
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if(showValue) {
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computedName += " (" + skillValue + ")"
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}
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let rollData = {
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name: computedName,
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res: res
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};
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// Evaluate result only if we have a positive skillvalue
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if(skillValue > 0) {
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let oneRes = Math.floor((res.total / 1) % 10);
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let tenRes = Math.floor((res.total / 10) % 10);
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if(openclosed < 0) {
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rollData.closed = Math.abs(openclosed)
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}
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if(openclosed > 0) {
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rollData.opened = Math.abs(openclosed)
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}
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if(openclosed < 0 && oneRes !== 0 && Math.abs(openclosed) >= oneRes) {
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// roll is closed
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rollData.failure = true
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} else if(openclosed > 0 && oneRes !== 0 && Math.abs(openclosed) >= oneRes){
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// roll is opened
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rollData.success = true
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} else {
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if (res.total <= skillValue) {
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rollData.success = true
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} else {
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rollData.failure = true
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}
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}
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if(oneRes === tenRes) {
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rollData.excetional = true
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}
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}
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const html = await renderTemplate("systems/kopparhavet/templates/dice/roll.html", rollData);
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await roll.toMessage({
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create: true,
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content: html,
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user: game.user._id,
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speaker: {
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actor: speaker._id,
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token: speaker.token,
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alias: speaker.name,
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},
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});
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},
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},
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two: {
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icon: '<i class="fas fa-times"></i>',
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label: game.i18n.localize("BUTTON.CANCEL"),
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},
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},
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},
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{
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classes: ["dialog", "kopparhavet"],
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}).render(true);
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}
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}
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