merged + table rolls target icon like parsed rolls
This commit is contained in:
@@ -627,7 +627,7 @@ input[type='radio'] {
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}
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.charsheet #conditions{
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grid-area: cond;
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padding: 0px 20px 0px 0px;
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padding: 0px 0px 0px 0px;
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border-bottom: var(--solidborder);
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}
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.charsheet #conditions-nested{
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@@ -725,7 +725,10 @@ input[type='radio'] {
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display: block;
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}
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/* Parsed rolls */
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.ui-dialog .charsheet :is(button[type="roll"], button[type="action"][class="parsed-rolls"], button[type="action"][class="parsed-rolls crosshair"]) {
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.ui-dialog .charsheet :is(
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button[type="roll"],
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button[type="roll"][class~="table-rolls"],
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button[type="action"][class~="parsed-rolls"]) {
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font-size: 1.3em;
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background: transparent;
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border: none;
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@@ -739,21 +742,25 @@ input[type='radio'] {
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height: 100%;
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vertical-align: middle;
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}
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.ui-dialog .charsheet :is(button[type="roll"], button[type="action"][class="parsed-rolls"]):hover {
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.ui-dialog .charsheet :is(
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button[type="roll"][class~="table-rolls"],
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button[type="action"][class~="parsed-rolls"]):hover {
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opacity: .5;
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}
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.ui-dialog .charsheet :is(button[type="roll"], button[type="action"][class="parsed-rolls"])::before {
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/* change D20 to system-appropriate D12 */
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font-family: "dicefontd12" !important;
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content: "0" !important;
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}
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.ui-dialog .charsheet button.crosshair::before {
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.ui-dialog .charsheet button[class~="crosshair"]::before {
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/* change D12 to target-appropriate crosshairs */
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font-family: "Pictos Custom" !important;
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content: "[" !important;
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color: inherit;
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opacity: 0.3;
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}
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.ui-dialog .charsheet :is(
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button[type="roll"][class~="table-rolls"],
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button[type="action"][class~="parsed-rolls"])::before {
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/* change D20 to system-appropriate D12 */
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font-family: "dicefontd12";
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content: "0" ;
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}
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.charsheet input.config-parsed-rolls ~ div .parsed-rolls,
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.charsheet input.config-parsed-rolls:checked ~ div .table-rolls {
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display: none;
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+123
-84
@@ -80,7 +80,7 @@
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<span><input name="attr_treasure" value="0" type="number"></span></span>
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<span><label data-i18n="adventure-points-total">Adv. Total</label></span>
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<span><label data-i18n="skill-points-total">Skill Total</label></span>
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<span><label data-i18n="treasure-rating">Treasure Rating</label></span>
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<span><label data-i18n="treasure-rating">Treasure<br />Rating</label></span>
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</div>
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</div>
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<div id="strength">
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@@ -244,12 +244,14 @@
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<input type="hidden" name="attr_axes_roll1" />
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<button type="roll" class="table-rolls" name="roll_axescheck1" value="@{axes_roll1}"></button>
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<input type="hidden" name="attr_axes_roll2" />
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<button type="roll" class="table-rolls" name="roll_axescheck2" value="@{axes_roll2}"></button>
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<span class="parsed-rolls">
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<button type="action" name="act_axes" id="roll_axes" class="parsed-rolls" title="Use this button when you don't have a Parry Rating to enter manually. "></button>
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<button type="action" name="act_axes_target" id="roll_axes_target" class="parsed-rolls crosshair" title="Use this button when you have an adversary token to target. "></button>
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</span>
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<button type="roll" class="table-rolls crosshair" name="roll_axescheck2" value="@{axes_roll2}"></button>
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<span class="parsed-rolls">
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<button type="action" name="act_axes" id="roll_axes" class="parsed-rolls"
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title="Use this button when you don't have a Parry Rating to enter manually. "></button>
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<button type="action" name="act_axes_target" id="roll_axes_target" class="parsed-rolls crosshair"
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title="Use this button when you have an adversary token to target. "></button>
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</span>
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<!-- <button type="action" class="parsed-rolls" name="act_axes" id="roll_axes"></button> -->
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<label data-i18n="axes">Axes</label>
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<div class="sheet-hover-info" data-i18n="axes-description"></div>
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@@ -268,12 +270,14 @@
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<input type="hidden" name="attr_bows_roll1" />
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<button type="roll" class="table-rolls" name="roll_bowscheck1" value="@{bows_roll1}"></button>
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<input type="hidden" name="attr_bows_roll2" />
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<button type="roll" class="table-rolls" name="roll_bowscheck2" value="@{bows_roll2}"></button>
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<span class="parsed-rolls">
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<button type="action" name="act_bows" id="roll_bows" class="parsed-rolls" title="Use this button when you don't have a Parry Rating to enter manually. "></button>
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<button type="action" name="act_bows_target" id="roll_bows_target" class="parsed-rolls crosshair" title="Use this button when you have an adversary token to target. "></button>
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</span>
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<button type="roll" class="table-rolls crosshair" name="roll_bowscheck2" value="@{bows_roll2}"></button>
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<span class="parsed-rolls">
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<button type="action" name="act_bows" id="roll_bows" class="parsed-rolls"
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title="Use this button when you don't have a Parry Rating to enter manually. "></button>
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<button type="action" name="act_bows_target" id="roll_bows_target" class="parsed-rolls crosshair"
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title="Use this button when you have an adversary token to target. "></button>
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</span>
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<!-- <button type="action" class="parsed-rolls" name="act_bows" id="roll_bows"></button> -->
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<label data-i18n="bows">Bows</label>
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<div class="sheet-hover-info" data-i18n="bows-description"></div>
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@@ -292,12 +296,16 @@
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<input type="hidden" name="attr_spears_roll1" />
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<button type="roll" class="table-rolls" name="roll_spearscheck1" value="@{spears_roll1}"></button>
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<input type="hidden" name="attr_spears_roll2" />
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<button type="roll" class="table-rolls" name="roll_spearscheck2" value="@{spears_roll2}"></button>
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<span class="parsed-rolls">
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<button type="action" name="act_spears" id="roll_spears" class="parsed-rolls" title="Use this button when you don't have a Parry Rating to enter manually. "></button>
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<button type="action" name="act_spears_target" id="roll_spears_target" class="parsed-rolls crosshair" title="Use this button when you have an adversary token to target. "></button>
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</span>
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<button type="roll" class="table-rolls crosshair" name="roll_spearscheck2"
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value="@{spears_roll2}"></button>
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<span class="parsed-rolls">
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<button type="action" name="act_spears" id="roll_spears" class="parsed-rolls"
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title="Use this button when you don't have a Parry Rating to enter manually. "></button>
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<button type="action" name="act_spears_target" id="roll_spears_target"
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class="parsed-rolls crosshair"
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title="Use this button when you have an adversary token to target. "></button>
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</span>
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<!-- <button type="action" class="parsed-rolls" name="act_spears" id="roll_spears"></button> -->
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<label data-i18n="spears">Spears</label>
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<div class="sheet-hover-info" data-i18n="spears-description"></div>
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@@ -316,12 +324,16 @@
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<input type="hidden" name="attr_swords_roll1" />
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<button type="roll" class="table-rolls" name="roll_swordscheck1" value="@{swords_roll1}"></button>
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<input type="hidden" name="attr_swords_roll2" />
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<button type="roll" class="table-rolls" name="roll_swordscheck2" value="@{swords_roll2}"></button>
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<span class="parsed-rolls">
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<button type="action" name="act_swords" id="roll_swords" class="parsed-rolls" title="Use this button when you don't have a Parry Rating to enter manually. "></button>
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<button type="action" name="act_swords_target" id="roll_swords_target" class="parsed-rolls crosshair" title="Use this button when you have an adversary token to target. "></button>
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</span>
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<button type="roll" class="table-rolls crosshair" name="roll_swordscheck2"
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value="@{swords_roll2}"></button>
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<span class="parsed-rolls">
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<button type="action" name="act_swords" id="roll_swords" class="parsed-rolls"
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title="Use this button when you don't have a Parry Rating to enter manually. "></button>
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<button type="action" name="act_swords_target" id="roll_swords_target"
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class="parsed-rolls crosshair"
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title="Use this button when you have an adversary token to target. "></button>
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</span>
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<!-- <button type="action" class="parsed-rolls" name="act_swords" id="roll_swords"></button> -->
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<label data-i18n="swords">Swords</label>
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<div class="sheet-hover-info" data-i18n="swords-description"></div>
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@@ -664,11 +676,14 @@
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title="Keen: Attack rolls made with a Keen weapon score a Piercing Blow also on a result of 9 on the Feat die">K</label>
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<label>Notes</label>
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<span class="table-rolls" />
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<span class="parsed-rolls">
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<button type="action" name="act_weapon_1" id="roll_weapon1" class="parsed-rolls" title="Use this button when you don't have a Parry Rating to enter manually. "></button>
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<button type="action" name="act_weapon_1_target" id="roll_weapon1_target" class="parsed-rolls crosshair" title="Use this button when you have an adversary token to target. "></button>
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</span>
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<span class="parsed-rolls">
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<button type="action" name="act_weapon_1" id="roll_weapon1" class="parsed-rolls"
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title="Use this button when you don't have a Parry Rating to enter manually. "></button>
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<button type="action" name="act_weapon_1_target" id="roll_weapon1_target"
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class="parsed-rolls crosshair"
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title="Use this button when you have an adversary token to target. "></button>
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</span>
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<input name="attr_weapon_skill_name_1" type="text"></input>
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<select name="attr_weapon_combat_prof_1">
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<option value="" selected default></option>
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@@ -685,11 +700,14 @@
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<input type="checkbox" class="center" value="1" name="attr_weapon_keen_1">
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<input name="attr_weapon_note_1" type="text">
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<span class="table-rolls" />
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<span class="parsed-rolls">
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<button type="action" name="act_weapon_2" id="roll_weapon2" class="parsed-rolls" title="Use this button when you don't have a Parry Rating to enter manually. "></button>
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<button type="action" name="act_weapon_2_target" id="roll_weapon2_target" class="parsed-rolls crosshair" title="Use this button when you have an adversary token to target. "></button>
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</span>
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<span class="parsed-rolls">
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<button type="action" name="act_weapon_2" id="roll_weapon2" class="parsed-rolls"
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title="Use this button when you don't have a Parry Rating to enter manually. "></button>
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<button type="action" name="act_weapon_2_target" id="roll_weapon2_target"
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class="parsed-rolls crosshair"
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title="Use this button when you have an adversary token to target. "></button>
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</span>
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<input name="attr_weapon_skill_name_2" type="text">
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<select name="attr_weapon_combat_prof_2">
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<option value="" selected default></option>
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@@ -706,11 +724,14 @@
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<input type="checkbox" class="center" name="attr_weapon_keen_2">
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<input name="attr_weapon_note_2" type="text">
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<span class="table-rolls" />
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<span class="parsed-rolls">
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<button type="action" name="act_weapon_3" id="roll_weapon3" class="parsed-rolls" title="Use this button when you don't have a Parry Rating to enter manually. "></button>
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<button type="action" name="act_weapon_3_target" id="roll_weapon3_target" class="parsed-rolls crosshair" title="Use this button when you have an adversary token to target. "></button>
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</span>
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<span class="parsed-rolls">
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<button type="action" name="act_weapon_3" id="roll_weapon3" class="parsed-rolls"
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title="Use this button when you don't have a Parry Rating to enter manually. "></button>
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<button type="action" name="act_weapon_3_target" id="roll_weapon3_target"
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class="parsed-rolls crosshair"
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title="Use this button when you have an adversary token to target. "></button>
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</span>
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<input name="attr_weapon_skill_name_3" type="text">
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<select name="attr_weapon_combat_prof_3">
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<option value="" selected default></option>
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@@ -727,11 +748,14 @@
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<input type="checkbox" class="center" name="attr_weapon_keen_3">
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<input name="attr_weapon_note_3" type="text">
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<span class="table-rolls" />
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<span class="parsed-rolls">
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<button type="action" name="act_weapon_4" id="roll_weapon4" class="parsed-rolls" title="Use this button when you don't have a Parry Rating to enter manually. "></button>
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<button type="action" name="act_weapon_4_target" id="roll_weapon4_target" class="parsed-rolls crosshair" title="Use this button when you have an adversary token to target. "></button>
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</span>
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<span class="parsed-rolls">
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<button type="action" name="act_weapon_4" id="roll_weapon4" class="parsed-rolls"
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title="Use this button when you don't have a Parry Rating to enter manually. "></button>
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<button type="action" name="act_weapon_4_target" id="roll_weapon4_target"
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class="parsed-rolls crosshair"
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title="Use this button when you have an adversary token to target. "></button>
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</span>
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<input name="attr_weapon_skill_name_4" type="text">
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<select name="attr_weapon_combat_prof_4">
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<option value="" selected default></option>
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@@ -1099,7 +1123,6 @@
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"stanceattack_active", "stanceattackbonus", "stancedamagebonus"
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]);
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clog(`Weary: ${attrs.weary}, Miserable: ${attrs.miserable}`);
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clog(`${attrs.weary}`);
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let wearyStr = (attrs.weary == "on" || attrs.weary == 1) ? "{{weary=Weary}}" : "",
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weary = (attrs.weary == "on" || attrs.weary == 1) ? 1 : 0;
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miserableStr = (attrs.miserable == "on" || attrs.miserable == 1) ? "{{miserable=Miserable}}" : "",
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@@ -1110,7 +1133,7 @@
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stanceAttackActive = int(attrs.stanceattack_active),
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stanceAttackBonus = int(attrs.stanceattackbonus),
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stanceDamageBonus = int(attrs.stancedamagebonus);
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clog(`Weary: ${wearyStr}, Miserable: ${miserableStr}, Favourill_id: ${favourill_id}, StanceAttackActive: ${stanceAttackActive}, StanceAttackBonus: ${stanceAttackBonus}, StanceDamageBonus: ${stanceDamageBonus}`);
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clog(`Weary Str: ${wearyStr}, Miserable Str: ${miserableStr}, Favourill_id: ${favourill_id}, StanceAttackActive: ${stanceAttackActive}, StanceAttackBonus: ${stanceAttackBonus}, StanceDamageBonus: ${stanceDamageBonus}`);
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// GET MODIFIER AND FAVOURED HERE
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if (rolltype.startsWith("protection") ) {
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@@ -1192,53 +1215,69 @@
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rollSuccess = int(rollresult.results.r1.result,0),
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rollFeat = int(rollresult.results.feat.result,0);
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clog(`Roll: ${JSON.stringify(rollresult)}`);
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if ( parrymodStr !== "") {
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clog(`Parry mod: ${JSON.stringify(rollresult.results.parrymod.result)}`);
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clog(`Roll: ${JSON.stringify(rollresult)}`);
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if ( parrymodStr !== "") {
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clog(`Parry mod: ${JSON.stringify(rollresult.results.parrymod.result)}`);
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}
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if (rolltype.startsWith("combat") ) {
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clog(`TN before parry modification: ${tn}`);
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tn = int(tn) + int(rollresult.results.parrymod.result);
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clog(`TN after parry modification: ${tn}`);
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}
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}
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if (rolltype.startsWith("combat") ) {
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clog(`TN before parry modification: ${tn}`);
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tn = int(tn) + int(rollresult.results.parrymod.result);
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clog(`TN after parry modification: ${tn}`);
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}
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// FEAT DIE AND MISERABLE
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// Outcomes: Failure = 0, Success = 1, Feat success = 2, Piercing blow = 3, Weary failure = -1, Miserable failure = -2
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clog(`Roll result results I: ${JSON.stringify(rollresult.results)}`);
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// Miserable logic, if Feat die is 0 (eye) then fail automatically, overrides all of below
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outcome = (miserable === 1 && rollFeat === 0) ? -2 : outcome;
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clog(`Outcome after Miserable: ${outcome}`);
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if ( rollFeat === 11 ) {
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outcome = 2; // outcome 2 = Feat Success
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//rollFeat = 0; // Gandalf rune face doesnt have a value, also doesnt matter with regards to success since it always succeeds
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clog(`Roll result results: ${JSON.stringify(rollresult.results)}`);
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// Outcome: switch success criteria depending on loremaster or pc roll
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if (lm){
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clog("Loremaster roll!")
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fumble = 11; // gandalf
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crit = 0;
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} else {
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clog("Player roll!")
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fumble = 0 // Eye of Sauron
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crit = 11;
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}
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clog(`Outcome after Gandalf rune: ${outcome}`);
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let rollTotal = rollSuccess + rollFeat,
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rollDiff = rollTotal - int(tn);
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clog(`rollSuccess: ${rollSuccess}, rollTotal: ${rollTotal}, Target Number: ${tn}, Diff: ${rollDiff}`);
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clog(`Testing logic: ${!!(outcome !== 2 || outcome !== -2)}`);
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outcome = (outcome === 2 || outcome === -2) ? outcome : ((rollTotal >= tn) ? 1 : 0);
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clog(`Outcome after successes: ${outcome}`);
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// WEARY LOGIC
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// Weary logic, if weary then disregard all rolls below or equal to 3.
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clog(`Crit: ${crit} - Fumble: ${fumble}`);
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// weary success dice logic
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if (weary === 1) {
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// remove the 1, 2, 3, results, still add any closefitting bonus for protection rolls (already done)
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// Weary condition affects protections rolls, see discussion here: https://boardgamegeek.com/thread/2031462/protection-tests-when-weary
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rollSuccess = (_.reduce(rollresult.results.r1.dice, (memo, num) => { if(num <= 3) {return memo} else {return memo+num} }, 0));
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rollTotal = rollSuccess + rollFeat;
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rollDiff = rollTotal - int(tn);
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outcome = (outcome === 2 || outcome === -2) ? outcome : ((rollTotal >= tn) ? 1 : -1);
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clog(`Weary successes: ${rollSuccess}, Weary total: ${rollTotal}, Weary diff: ${rollDiff}, outcome: ${outcome}`);
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clog(`Outcome after Weary: ${outcome}`);
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||||
clog(`Weary successes: ${rollSuccess}`);
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||||
} else {
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||||
clog(`Normal successes: ${rollSuccess}`);
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||||
}
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||||
// totals
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||||
let rollTotal = rollSuccess + rollFeat,
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||||
rollDiff = rollTotal - int(tn);
|
||||
clog(`rollFeat: ${rollFeat}, rollTotal: ${rollTotal}, Target Number: ${tn}, Diff: ${rollDiff}`);
|
||||
|
||||
// Miserable logic, if Feat die is 0 (eye) then fail automatically, overrides all of below (adversaries don't get miserable)
|
||||
if (miserable == 1 && rollFeat == fumble){
|
||||
outcome = -2;
|
||||
clog(`Outcome after Miserable: ${outcome}`);
|
||||
} else if ( rollFeat == crit ) { // outcome 2 = Feat Success (Gandalf or Eye of Sauron)
|
||||
outcome = 2;
|
||||
//rollFeat = 0; // crit success doesnt have a value, also doesnt matter with regards to success since it always succeeds
|
||||
clog(`Outcome after critical success: ${outcome}`);
|
||||
} else if (rollTotal >= tn) {
|
||||
outcome = 1; // normal success
|
||||
clog(`Outcome after normal success: ${outcome}`);
|
||||
} else if (weary == 1) {
|
||||
outcome = -1; // weary failure
|
||||
clog(`Outcome after weary failure: ${outcome}`);
|
||||
} else {
|
||||
outcome = 0; // normal failure
|
||||
clog(`Outcome: ${outcome}`);
|
||||
}
|
||||
|
||||
// GREATNESS & FEAT DIE
|
||||
// If feat die = 11 (Gandalf rune) then automatical success, 1s12-1 already covers for Eye side = 0
|
||||
// outcome = featSuccess === 11 ? 2 : outcome; // outcome 2 = Feat Success // Handled above
|
||||
// Test for piercing blow on a Gandalf rune or 10
|
||||
outcome = (rolltype === "combat") && (outcome === 1 || outcome === 2) && (rollFeat === 11 || rollFeat === 10) ? 3 : outcome;
|
||||
// Test for piercing blow on crit success or 10
|
||||
outcome = (rolltype === "combat") && (outcome === 1 || outcome === 2) && (rollFeat === crit || rollFeat === 10) ? 3 : outcome;
|
||||
clog(`Outcome after Piercing: ${outcome}`);
|
||||
// Piercing blow also at 9 if the weapon used is keen
|
||||
outcome = rolltype === "combat" && keen > 0 && rollFeat === 9 && (outcome === 1 || outcome === 2) ? 3 : outcome;
|
||||
@@ -1248,8 +1287,8 @@
|
||||
clog(`Roll r1 : ${JSON.stringify(rollresult.results.r1.dice)}`);
|
||||
successDegree = (outcome === 1 || outcome === 2 || outcome === 3) ? _.reduce(rollresult.results.r1.dice, (memo, num) => { if(num == 6) {return ++memo} else {return memo} }, 0) : 0;
|
||||
clog(`Calculated degree of success: ${successDegree}`);
|
||||
// Remove the 11 for Gandalf Rune, if three
|
||||
rollTotal = rollFeat === 11 ? rollTotal-11 : rollTotal;
|
||||
// Remove the 11 for Gandalf Rune, if there
|
||||
rollTotal = rollFeat === 11 ? 0 : rollTotal;
|
||||
|
||||
// PASSTHROUGH DATA
|
||||
// Storing all the passthrough data required for the next roll in an Object helps for larger rolls
|
||||
|
||||
@@ -127,7 +127,7 @@
|
||||
"experience": "Experience",
|
||||
"experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.",
|
||||
"treasure": "Treasure",
|
||||
"treasure-rating": "Treasure Rating",
|
||||
"treasure-rating": "Treasure<br/>Rating",
|
||||
"standing": "Standing",
|
||||
"background": "Background",
|
||||
"notes": "Notes",
|
||||
@@ -166,9 +166,9 @@
|
||||
"special-damage": "Special Damage",
|
||||
"general": "General",
|
||||
"flaws": "Flaws",
|
||||
"adventure-points": "Adv. Points",
|
||||
"adventure-points": "Advancement<br/>Points",
|
||||
"skill-points": "Skill Points",
|
||||
"adventure-points-total": "Adv. Total",
|
||||
"adventure-points-total": "Advancement<br/>Total",
|
||||
"skill-points-total": "Skill Total",
|
||||
"treasure-load-title": "Treasure Load (carried)",
|
||||
"rating": "Rating",
|
||||
|
||||
Reference in New Issue
Block a user