update gurps
updated wound modifier notes to have formatting
This commit is contained in:
+102
-152
@@ -4358,41 +4358,14 @@
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<input type="text" name="attr_announcement_version" readonly="readonly" value="0" title="GURPS Character Sheet Version" />
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</h4>
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<!-- current version notes: 2.9.3 -->
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<!-- current version notes: 2.9.4 -->
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<ul>
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<li>
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Revised how the <b>Combat Reflexes</b> checkbox modifies Fright Check and Dodge. It no longer directly updates the Fright and Dodge Modifier input boxes,
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instead hidden fields are used to store the values. This will be more reliable and avoids conflicts with users who don't use the combat reflexes checkbox.
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This also fixes an error that was occurring when importing characters.
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<li>Wound Modifier Notes: Added formatting to improve legibility on roll template.
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<ul>
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<li><b>NOTE:</b> When updating to the newest character sheet version, if you had combat reflexes checked, it should <b>move</b>...
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<li>
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the <b>+2 fright check bonus</b> from the Fright Check Modifier Input box to the new Combat Reflexes Fright Check Modifier.
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You can see this modifier by hovering over the tooltip for <b style="color: red;">Fright</b>.
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<li>
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the <b>+1 dodge bonus</b> from the Dodge Modifier Input box to the new Combat Reflexes Dodge Modifier.
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You can see this modifier by hovering over the tooltip for <b style="color: red;">Dodge</b>.
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</li>
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<li>To update the Wound Modifier Notes for an existing character, go to the <b>Options->Rules</b> tab and under the section <b>Editable Wound Modifier Notes</b> click the reset button.</li>
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</ul>
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<li>
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GCA5 Point Summary Table. Split points for Cultural Familiarities into a separate row.
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</li>
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</li>
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<li>
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Minor bugfix when adding a brand new language to set default values correctly.
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</li>
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<li>
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General tab - Left attribute column. Added a new section for Stress and Derangement for GURPS Horror 4th Edition.
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</li>
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<li>
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Combat tab - Damage table. Updated the layout by moving <b>Wounds</b> and <b>Notes</b> text boxes below the armor location data row.
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The summary table is now editable but be aware that editing one of the other layer text boxes will overwrite any changes you made.
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The order of the columns changed a little in order to accommodate the responsiveness of different armor layers.
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</li>
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<li>
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Combat - Defense Tab. Fixed bug where the note on the roll table <b>Alert: Max effective skill is 9</b> is displayed for new characters whenever an active defense is rolled.
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</li>
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</ul>
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</ul>
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<label class="check"><input type="checkbox" name="attr_announcements_hide" value="1"> <b><span data-i18n="hide-until-next-update">Hide until next update</span></b></label>
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<button type="action" name="act_view_updates_tab" class="reset"><span data-i18n="view-all-updates">View All Updates</span></button>
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@@ -14610,7 +14583,18 @@ Slam uses either DX, Brawling, or Sumo Wrestling. Note that the -4 to hit and ef
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<p>Pull Request: <span name="attr_latest_changes"></span></p>
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<!-- current version notes: 2.9.3 -->
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<!-- current version notes: 2.9.4 -->
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<ul>
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<li>Wound Modifier Notes: Added formatting to improve legibility on roll template.
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<ul>
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<li>To update the Wound Modifier Notes for an existing character, go to the <b>Options->Rules</b> tab and under the section <b>Editable Wound Modifier Notes</b> click the reset button.</li>
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</ul>
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</li>
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</ul>
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<h4>Version: 2.9.3</h4>
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<p>Pull Request: 1/20/2023</p>
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<ul>
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<li>
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@@ -18067,9 +18051,9 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm
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const noop = function () { }; // do nothing callback function.
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const version = "2.9.3";
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const version = "2.9.4";
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const latestChangesDate = "1/20/2023";
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const latestChangesDate = "2/6/2023";
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let modCascade = true;
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@@ -26505,139 +26489,105 @@ The attacker may choose to hit the original target or the limb you used to parry
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const slamDamageNotes = getTranslationByKey("slam-damage-notes");
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const woundNotesCutting = `CUTTING (Always round down)
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Damage: x1.5
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Neck Damage: x2
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Skull Damage: x4
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Knockback: A cutting attack can cause knockback only if it fails to penetrate DR. (B378)
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----
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B380
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Unliving: Hit location has its usual effect
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Homogenous: x1
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Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
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const woundNotesCutting = `**CUTTING** *(Always round down)*
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**Damage:** x1.5 **Neck:** x2 **Skull:** x4
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**Knockback:** A cutting attack can cause knockback only if it fails to penetrate DR. (B378)
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**Unliving:** Hit location has its usual effect
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**Homogenous:** x1
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**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
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(Additional Ref: B380)`;
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const woundNotesImpaling = `IMPALING (Always round down)
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Damage: x2
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Arm, Leg, Foot, or Hand: x1 (B399)
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Vitals Damage: x3
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Skull Damage: x4
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----
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B380
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Unliving: x1 (other than the eye, skull, or vitals - otherwise per location) (B400)
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Homogenous: x0.5
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Diffuse: Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
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const woundNotesImpaling = `**IMPALING** *(Always round down)*
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**Damage:** x2 **Limbs:** x1 **Vitals:** x3 **Skull:** x4
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**Unliving:** x1 (other than the eye, skull, or vitals - otherwise per location) (B400)
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**Homogenous:** x0.5
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**Diffuse:** Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
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(Additional Ref: B380)`;
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const woundNotesCrushing = `CRUSHING (Always round down)
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Damage: x1
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Neck Damage: x1.5
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Skull Damage: x4
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Knockback: A crushing attack can cause knockback regardless of whether it penetrates DR. (B378)
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---
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B380
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Unliving: Hit location has its usual effect
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Homogenous: x1
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Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
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const woundNotesCrushing = `**CRUSHING** *(Always round down)*
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**Damage:** x1 **Neck:** x1.5 **Skull:** x4
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**Knockback:** A crushing attack can cause knockback regardless of whether it penetrates DR. (B378)
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**Unliving:** Hit location has its usual effect
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**Homogenous:** x1
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**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
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(Additional Ref: B380)`;
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const woundNotesPiercingMinus = `PIERCING- (Always round down)
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Damage: x.5
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Vitals Damage: x3
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Skull Damage: x4
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----
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B380
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Unliving: x1/5 (other than the eye, skull, or vitals - otherwise per location) (B400)
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Homogenous: x1/10
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Diffuse: Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
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const woundNotesPiercingMinus = `**PIERCING-** *(Always round down)*
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**Damage:** x.5 **Vitals:** x3 **Skull:** x4
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**Unliving:** x1/5 (other than the eye, skull, or vitals - otherwise per location) (B400)
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**Homogenous:** x1/10
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**Diffuse:** Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
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(Additional Ref: B380)`;
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const woundNotesPiercing = `PIERCING (Always round down)
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Damage: x1
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Vitals Damage: x3
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Skull Damage: x4
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----
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B380
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Unliving: x1/3 (other than the eye, skull, or vitals - otherwise per location) (B400)
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Homogenous: x1/5
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Diffuse: Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
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const woundNotesPiercing = `**PIERCING** *(Always round down)*
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**Damage:** x1 **Vitals:** x3 **Skull:** x4
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**Unliving:** x1/3 (other than the eye, skull, or vitals - otherwise per location) (B400)
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**Homogenous:** x1/5
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**Diffuse:** Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
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(Additional Ref: B380)`;
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const woundNotesPiercingPlus = `PIERCING+ (Always round down)
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Damage: x1.5
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Arm, Leg, Foot, or Hand: x1 (B399)
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Vitals Damage: x3
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Skull Damage: x4
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----
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B380
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Unliving: x0.5 (other than the eye, skull, or vitals - otherwise per location) (B400)
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Homogenous: x1/3
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Diffuse: Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
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const woundNotesPiercingPlus = `**PIERCING+** *(Always round down)*
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**Damage:** x1.5 **Limbs**: x1 **Vitals:** x3 **Skull:** x4
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**Unliving:** x0.5 (other than the eye, skull, or vitals - otherwise per location) (B400)
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**Homogenous:** x1/3
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**Diffuse:** Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
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(Additional Ref: B380)`;
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const woundNotesPiercingPlusPlus = `PIERCING++ (Always round down)
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Damage: x2
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Arm, Leg, Foot, or Hand: x1 (B399)
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Vitals Damage: x3
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Skull Damage: x4
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----
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B380
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Unliving: x1 (other than the eye, skull, or vitals - otherwise per location) (B400)
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Homogenous: x0.5
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Diffuse: Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
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const woundNotesPiercingPlusPlus = `**PIERCING++** *(Always round down)*
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**Damage:** x2 **Limbs:** x1 **Vitals:** x3 **Skull:** x4
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**Unliving:** x1 (other than the eye, skull, or vitals - otherwise per location) (B400)
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**Homogenous:** x0.5
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**Diffuse:** Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
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(Additional Ref: B380)`;
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const woundNotesAffliction = `AFFLICTION (Always round down)
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const woundNotesAffliction = `**AFFLICTION** *(Always round down)*
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Special damage and affects based on affliction description
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----
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B380
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Unliving: Hit location has its usual effect
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Homogenous: x1`;
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**Unliving:** Hit location has its usual effect
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**Homogenous:** x1
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**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
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const woundNotesBurn = `BURN (Always round down)
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Damage: x1
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Skull Damage x4
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----
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B380
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Unliving: Hit location has its usual effect
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Homogenous: x1
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Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
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const woundNotesBurn = `**BURN** *(Always round down)*
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**Damage:** x1 **Skull:** x4
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**Unliving:** Hit location has its usual effect
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**Homogenous:** x1
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**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
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(Additional Ref: B380)`;
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const woundNotesCorrosion = `CORRROSION (Always round down)
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Damage: x1
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Face Damage x1.5, blind eye if major wound, both eyes if full HP
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Neck Damage x1.5
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Skull Damage x4
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-1 DR per 5 points damage
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----
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B380
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Unliving: Hit location has its usual effect
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Homogenous: x1
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Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
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const woundNotesCorrosion = `**CORROSION** *(Always round down)*
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**Damage:** x1 **Neck:** x1.5 **Skull:** x4 **Face** x1.5
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**Face** blind eye if major wound, both eyes if full HP
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**Armor:** -1 DR per 5 points damage
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**Unliving:** Hit location has its usual effect
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**Homogenous:** x1
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**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
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(Additional Ref: B380)`;
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const woundNotesFatigue = `FATIGUE (Always round down)
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Damage: x1
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----
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B380
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Unliving: Hit location has its usual effect
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Homogenous: x1
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Diffuse: Normal Fatigue Damage, but apply HP modifier if applicable. Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
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const woundNotesFatigue = `**FATIGUE** *(Always round down)*
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**Damage:** x1
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**Unliving:** Hit location has its usual effect
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**Homogenous:** x1
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**Diffuse:** Normal Fatigue Damage, but apply HP modifier if applicable. Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
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(Additional Ref: B380)`;
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const woundNotesToxic = `TOXIC (Always round down)
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Damage x1
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----
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B380
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Unliving: Hit location has its usual effect
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Homogenous: x1
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Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
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const woundNotesToxic = `**TOXIC** *(Always round down)*
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**Damage:** x1
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**Unliving:** Hit location has its usual effect
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**Homogenous:** x1
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**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)(Additional Ref: B380)`;
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const woundNotesSpecial = `SPECIAL (Always round down)
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const woundNotesSpecial = `**SPECIAL** *(Always round down)*
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See notes for weapon.
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----
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B380
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Unliving: Hit location has its usual effect
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Homogenous: x1
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Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
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**Unliving:** Hit location has its usual effect
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**Homogenous:** x1
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**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
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(Additional Ref: B380)`;
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const woundNotesKnockback = `Knockback Only. (B378) (Always round down)
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----
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B380
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Unliving: Hit location has its usual effect
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Homogenous: x1
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Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
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const woundNotesKnockback = `**Knockback Only** *(Always round down)*
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B378
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**Unliving:** Hit location has its usual effect
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**Homogenous:** x1
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**Diffuse:** Max 2HP Knockback (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
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(Additional Ref: B380)`;
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const notes = [
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{ code: "dodge_success_notes", value: dodgeSuccessNotes },
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