- Revised how the Combat Reflexes 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.
+
Wound Modifier Notes: Added formatting to improve legibility on roll template.
-
NOTE: When updating to the newest character sheet version, if you had combat reflexes checked, it should move...
-
- the +2 fright check bonus 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 Fright.
-
- the +1 dodge bonus from the Dodge Modifier Input box to the new Combat Reflexes Dodge Modifier.
- You can see this modifier by hovering over the tooltip for Dodge.
-
+
To update the Wound Modifier Notes for an existing character, go to the Options->Rules tab and under the section Editable Wound Modifier Notes click the reset button.
-
- GCA5 Point Summary Table. Split points for Cultural Familiarities into a separate row.
-
-
- Minor bugfix when adding a brand new language to set default values correctly.
-
-
- General tab - Left attribute column. Added a new section for Stress and Derangement for GURPS Horror 4th Edition.
-
-
- Combat tab - Damage table. Updated the layout by moving Wounds and Notes 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.
-
-
- Combat - Defense Tab. Fixed bug where the note on the roll table Alert: Max effective skill is 9 is displayed for new characters whenever an active defense is rolled.
-
-
+
@@ -14610,7 +14583,18 @@ Slam uses either DX, Brawling, or Sumo Wrestling. Note that the -4 to hit and ef
Pull Request:
-
+
+
+
Wound Modifier Notes: Added formatting to improve legibility on roll template.
+
+
To update the Wound Modifier Notes for an existing character, go to the Options->Rules tab and under the section Editable Wound Modifier Notes click the reset button.
+
+
+
+
+
Version: 2.9.3
+
+
Pull Request: 1/20/2023
@@ -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 },