update gurps

updated wound modifier notes to have formatting
This commit is contained in:
Ken
2023-01-31 23:04:54 -08:00
parent 80d1174851
commit 9b125fc0ce
+102 -152
View File
@@ -4358,41 +4358,14 @@
<input type="text" name="attr_announcement_version" readonly="readonly" value="0" title="GURPS Character Sheet Version" />
</h4>
<!-- current version notes: 2.9.3 -->
<!-- current version notes: 2.9.4 -->
<ul>
<li>
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,
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.
This also fixes an error that was occurring when importing characters.
<li>Wound Modifier Notes: Added formatting to improve legibility on roll template.
<ul>
<li><b>NOTE:</b> When updating to the newest character sheet version, if you had combat reflexes checked, it should <b>move</b>...
<li>
the <b>+2 fright check bonus</b> from the Fright Check Modifier Input box to the new Combat Reflexes Fright Check Modifier.
You can see this modifier by hovering over the tooltip for <b style="color: red;">Fright</b>.
<li>
the <b>+1 dodge bonus</b> from the Dodge Modifier Input box to the new Combat Reflexes Dodge Modifier.
You can see this modifier by hovering over the tooltip for <b style="color: red;">Dodge</b>.
</li>
<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>
</ul>
<li>
GCA5 Point Summary Table. Split points for Cultural Familiarities into a separate row.
</li>
</li>
<li>
Minor bugfix when adding a brand new language to set default values correctly.
</li>
<li>
General tab - Left attribute column. Added a new section for Stress and Derangement for GURPS Horror 4th Edition.
</li>
<li>
Combat tab - Damage table. Updated the layout by moving <b>Wounds</b> and <b>Notes</b> text boxes below the armor location data row.
The summary table is now editable but be aware that editing one of the other layer text boxes will overwrite any changes you made.
The order of the columns changed a little in order to accommodate the responsiveness of different armor layers.
</li>
<li>
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.
</li>
</ul>
</ul>
<label class="check"><input type="checkbox" name="attr_announcements_hide" value="1">&nbsp;<b><span data-i18n="hide-until-next-update">Hide until next update</span></b></label>
<button type="action" name="act_view_updates_tab" class="reset"><span data-i18n="view-all-updates">View All Updates</span></button>
@@ -14610,7 +14583,18 @@ Slam uses either DX, Brawling, or Sumo Wrestling. Note that the -4 to hit and ef
<p>Pull Request: <span name="attr_latest_changes"></span></p>
<!-- current version notes: 2.9.3 -->
<!-- current version notes: 2.9.4 -->
<ul>
<li>Wound Modifier Notes: Added formatting to improve legibility on roll template.
<ul>
<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>
</ul>
</li>
</ul>
<h4>Version: 2.9.3</h4>
<p>Pull Request: 1/20/2023</p>
<ul>
<li>
@@ -18067,9 +18051,9 @@ Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause norm
const noop = function () { }; // do nothing callback function.
const version = "2.9.3";
const version = "2.9.4";
const latestChangesDate = "1/20/2023";
const latestChangesDate = "2/6/2023";
let modCascade = true;
@@ -26505,139 +26489,105 @@ The attacker may choose to hit the original target or the limb you used to parry
const slamDamageNotes = getTranslationByKey("slam-damage-notes");
const woundNotesCutting = `CUTTING (Always round down)
Damage: x1.5
Neck Damage: x2
Skull Damage: x4
Knockback: A cutting attack can cause knockback only if it fails to penetrate DR. (B378)
----
B380
Unliving: Hit location has its usual effect
Homogenous: x1
Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
const woundNotesCutting = `**CUTTING** *(Always round down)*
**Damage:** x1.5 **Neck:** x2 **Skull:** x4
**Knockback:** A cutting attack can cause knockback only if it fails to penetrate DR. (B378)
**Unliving:** Hit location has its usual effect
**Homogenous:** x1
**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
(Additional Ref: B380)`;
const woundNotesImpaling = `IMPALING (Always round down)
Damage: x2
Arm, Leg, Foot, or Hand: x1 (B399)
Vitals Damage: x3
Skull Damage: x4
----
B380
Unliving: x1 (other than the eye, skull, or vitals - otherwise per location) (B400)
Homogenous: x0.5
Diffuse: Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
const woundNotesImpaling = `**IMPALING** *(Always round down)*
**Damage:** x2 **Limbs:** x1 **Vitals:** x3 **Skull:** x4
**Unliving:** x1 (other than the eye, skull, or vitals - otherwise per location) (B400)
**Homogenous:** x0.5
**Diffuse:** Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
(Additional Ref: B380)`;
const woundNotesCrushing = `CRUSHING (Always round down)
Damage: x1
Neck Damage: x1.5
Skull Damage: x4
Knockback: A crushing attack can cause knockback regardless of whether it penetrates DR. (B378)
---
B380
Unliving: Hit location has its usual effect
Homogenous: x1
Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
const woundNotesCrushing = `**CRUSHING** *(Always round down)*
**Damage:** x1 **Neck:** x1.5 **Skull:** x4
**Knockback:** A crushing attack can cause knockback regardless of whether it penetrates DR. (B378)
**Unliving:** Hit location has its usual effect
**Homogenous:** x1
**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
(Additional Ref: B380)`;
const woundNotesPiercingMinus = `PIERCING- (Always round down)
Damage: x.5
Vitals Damage: x3
Skull Damage: x4
----
B380
Unliving: x1/5 (other than the eye, skull, or vitals - otherwise per location) (B400)
Homogenous: x1/10
Diffuse: Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
const woundNotesPiercingMinus = `**PIERCING-** *(Always round down)*
**Damage:** x.5 **Vitals:** x3 **Skull:** x4
**Unliving:** x1/5 (other than the eye, skull, or vitals - otherwise per location) (B400)
**Homogenous:** x1/10
**Diffuse:** Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
(Additional Ref: B380)`;
const woundNotesPiercing = `PIERCING (Always round down)
Damage: x1
Vitals Damage: x3
Skull Damage: x4
----
B380
Unliving: x1/3 (other than the eye, skull, or vitals - otherwise per location) (B400)
Homogenous: x1/5
Diffuse: Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
const woundNotesPiercing = `**PIERCING** *(Always round down)*
**Damage:** x1 **Vitals:** x3 **Skull:** x4
**Unliving:** x1/3 (other than the eye, skull, or vitals - otherwise per location) (B400)
**Homogenous:** x1/5
**Diffuse:** Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
(Additional Ref: B380)`;
const woundNotesPiercingPlus = `PIERCING+ (Always round down)
Damage: x1.5
Arm, Leg, Foot, or Hand: x1 (B399)
Vitals Damage: x3
Skull Damage: x4
----
B380
Unliving: x0.5 (other than the eye, skull, or vitals - otherwise per location) (B400)
Homogenous: x1/3
Diffuse: Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
const woundNotesPiercingPlus = `**PIERCING+** *(Always round down)*
**Damage:** x1.5 **Limbs**: x1 **Vitals:** x3 **Skull:** x4
**Unliving:** x0.5 (other than the eye, skull, or vitals - otherwise per location) (B400)
**Homogenous:** x1/3
**Diffuse:** Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
(Additional Ref: B380)`;
const woundNotesPiercingPlusPlus = `PIERCING++ (Always round down)
Damage: x2
Arm, Leg, Foot, or Hand: x1 (B399)
Vitals Damage: x3
Skull Damage: x4
----
B380
Unliving: x1 (other than the eye, skull, or vitals - otherwise per location) (B400)
Homogenous: x0.5
Diffuse: Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
const woundNotesPiercingPlusPlus = `**PIERCING++** *(Always round down)*
**Damage:** x2 **Limbs:** x1 **Vitals:** x3 **Skull:** x4
**Unliving:** x1 (other than the eye, skull, or vitals - otherwise per location) (B400)
**Homogenous:** x0.5
**Diffuse:** Max 1HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
(Additional Ref: B380)`;
const woundNotesAffliction = `AFFLICTION (Always round down)
const woundNotesAffliction = `**AFFLICTION** *(Always round down)*
Special damage and affects based on affliction description
----
B380
Unliving: Hit location has its usual effect
Homogenous: x1`;
**Unliving:** Hit location has its usual effect
**Homogenous:** x1
**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
const woundNotesBurn = `BURN (Always round down)
Damage: x1
Skull Damage x4
----
B380
Unliving: Hit location has its usual effect
Homogenous: x1
Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
const woundNotesBurn = `**BURN** *(Always round down)*
**Damage:** x1 **Skull:** x4
**Unliving:** Hit location has its usual effect
**Homogenous:** x1
**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
(Additional Ref: B380)`;
const woundNotesCorrosion = `CORRROSION (Always round down)
Damage: x1
Face Damage x1.5, blind eye if major wound, both eyes if full HP
Neck Damage x1.5
Skull Damage x4
-1 DR per 5 points damage
----
B380
Unliving: Hit location has its usual effect
Homogenous: x1
Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
const woundNotesCorrosion = `**CORROSION** *(Always round down)*
**Damage:** x1 **Neck:** x1.5 **Skull:** x4 **Face** x1.5
**Face** blind eye if major wound, both eyes if full HP
**Armor:** -1 DR per 5 points damage
**Unliving:** Hit location has its usual effect
**Homogenous:** x1
**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
(Additional Ref: B380)`;
const woundNotesFatigue = `FATIGUE (Always round down)
Damage: x1
----
B380
Unliving: Hit location has its usual effect
Homogenous: x1
Diffuse: Normal Fatigue Damage, but apply HP modifier if applicable. Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
const woundNotesFatigue = `**FATIGUE** *(Always round down)*
**Damage:** x1
**Unliving:** Hit location has its usual effect
**Homogenous:** x1
**Diffuse:** Normal Fatigue Damage, but apply HP modifier if applicable. Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
(Additional Ref: B380)`;
const woundNotesToxic = `TOXIC (Always round down)
Damage x1
----
B380
Unliving: Hit location has its usual effect
Homogenous: x1
Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
const woundNotesToxic = `**TOXIC** *(Always round down)*
**Damage:** x1
**Unliving:** Hit location has its usual effect
**Homogenous:** x1
**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)(Additional Ref: B380)`;
const woundNotesSpecial = `SPECIAL (Always round down)
const woundNotesSpecial = `**SPECIAL** *(Always round down)*
See notes for weapon.
----
B380
Unliving: Hit location has its usual effect
Homogenous: x1
Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
**Unliving:** Hit location has its usual effect
**Homogenous:** x1
**Diffuse:** Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
(Additional Ref: B380)`;
const woundNotesKnockback = `Knockback Only. (B378) (Always round down)
----
B380
Unliving: Hit location has its usual effect
Homogenous: x1
Diffuse: Max 2HP (Exception: Area-effect, cone, and explosion attacks cause normal injury.)`;
const woundNotesKnockback = `**Knockback Only** *(Always round down)*
B378
**Unliving:** Hit location has its usual effect
**Homogenous:** x1
**Diffuse:** Max 2HP Knockback (Exception: Area-effect, cone, and explosion attacks cause normal injury.)
(Additional Ref: B380)`;
const notes = [
{ code: "dodge_success_notes", value: dodgeSuccessNotes },