Combat tab: Added sub tabs for Defense, Attack, and Tools. Preliminary updates to improving Armor section of defense tab.
+
Combat tab -> Combat Tools: Remove redundant elevation direction, replaced by simple elevation field, if you're above the target, enter a positive number. If below the target, enter a negative number.
+
Gravity Field. Added a gravity field that can be applied to jumping distance and total inventory weight. Note: Gravity value can be updated in three places; Combat Tab -> Tools, Thrown Weapon. Inventory Tab on the totals line. General tab under the Jumping feat.
@@ -5701,7 +5703,8 @@ every second that your encumbrance is over 10xBL Current ()
-
+
+
@@ -6050,6 +6053,25 @@ instead of Basic Move to calculate jumping distances. B352
+
+
+
+ Gravity
+
+
+ Affects jumping distance. See B350.
+
+
+
+
+
+
+
+
+
+
+
+
@@ -8511,7 +8533,8 @@ visualize what it will look like in chat.
-
+
+
@@ -10616,6 +10639,14 @@ visualize what it will look like in chat.
Acc
+
+
+ GRAV
+
+
+ Gravity, affects throwing distance. See B350.
+
+
RNG
@@ -10727,6 +10758,9 @@ visualize what it will look like in chat.
+
+
+
@@ -10810,30 +10844,12 @@ visualize what it will look like in chat.
Size Mod
-
-
- Position
-
-
-
- Your vertical position relative to the target.
- Ignore up/down for beam type weapons like lasers.
- See FIRING UPWARD AND DOWNWARD B407.
- Firing downward decreases distance.
- For every 2 yards above your target, subtract 1 from distance.
- Firing upward increases distance.
- Example: Distance 40 yards, you are 10 yards above the target, so subtract 5 yards. Final distance is 35 yards.
- For every 1 yard below> your target, add 1 to distance.
- Example: Distance 40 yards, you are 10 yards below the target, so add 10 yards. Final distance is 50 yards.
-
-
-
Elevation
- The number of yards you are above or below the target.
+ If you're above the target, enter a positive number of hexes. If you're below the target, enter a negative number of hexes. See B407.
@@ -10859,15 +10875,8 @@ visualize what it will look like in chat.
-
-
-
-
+
@@ -10962,7 +10971,7 @@ visualize what it will look like in chat.
-
+
@@ -11359,7 +11368,7 @@ visualize what it will look like in chat.
- 1/2 Range
+ 1/2Range
Enter half-damage range of shotgun.
@@ -11589,11 +11598,16 @@ visualize what it will look like in chat.
-
TOTALS:
-
-
- Totals for all fields.
-
+
+
+ Gravity:
+
+
+ Standard gravity is based on 1G, earth normal. If gravity is over 1G, then add your weight and encumberance then multiply by Gravity - 1. Add this value to your encumbrance. If gravity is less than 1G, multiply the weight of your gear by the Gravity value, this is your new encumbrance. See B350.
+
+
+
+
@@ -11620,7 +11634,8 @@ visualize what it will look like in chat.
-
+
+
@@ -12103,6 +12118,8 @@ visualize what it will look like in chat.
Combat tab: Added sub tabs for Defense, Attack, and Tools. Preliminary updates to improving Armor section of defense tab.
+
Combat tab -> Combat Tools: Remove redundant elevation direction, replaced by simple elevation field, if you're above the target, enter a positive number. If below the target, enter a negative number.
+
Gravity Field. Added a gravity field that can be applied to jumping distance and total inventory weight. Note: Gravity value can be updated in three places; Combat Tab -> Tools, Thrown Weapon. Inventory Tab on the totals line. General tab under the Jumping feat.
Pull Request: 9/29/2020
@@ -15683,18 +15700,61 @@ See notes for weapon.
});
// Get Encumbrance Level:
- on('change:total_weight change:basic_lift', function (e) {
+ on('change:total_weight change:weight change:basic_lift change:gravity', function (e) {
updateEncLevel();
});
+ // factor in gravity difference
function updateEncLevel(callback) {
- getAttrs(['basic_lift', 'total_weight'], function(v) {
+
+ getAttrs(['basic_lift', 'total_weight', 'gravity', 'weight'], function(v) {
+
callback = callback || noop;
- var basicLift = +v.basic_lift;
- var encumbranceLevel = Math.floor(v.total_weight / basicLift);
- if (encumbranceLevel > 0 && (v.total_weight % basicLift) === 0) {
- encumbranceLevel--;
+
+ let basicLift = Number(v.basic_lift);
+
+ let totalWeight = Number(v.total_weight);
+
+ let totalGravityWeight = totalWeight;
+
+ let gravity = Number(v.gravity);
+
+ let characterWeight = Number(v.weight);
+
+ // don't factor in grand total weight
+ let grandTotalWeight = characterWeight + totalWeight;
+
+ // round to three decimal places
+ grandTotalWeight = Math.round( grandTotalWeight * 1000) / 1000;
+
+ // remove trailing zeros
+ grandTotalWeight = grandTotalWeight.toString();
+
+ // make sure it's a number again
+ grandTotalWeight = Number(grandTotalWeight);
+
+ if (gravity < 1 ) {
+
+ totalGravityWeight = totalWeight * gravity;
+
+ totalGravityWeight = Number(Math.round(totalGravityWeight * 1000) / 1000).toFixed(3)
+
+ } else if (gravity > 1) {
+
+ let gravityMod = (totalWeight + characterWeight) * (gravity - 1);
+
+ totalGravityWeight = totalWeight + gravityMod;
+
+ totalGravityWeight = Number(Math.round(totalGravityWeight * 1000) / 1000).toFixed(3)
+
}
+
+ var encumbranceLevel = Math.floor(totalGravityWeight / basicLift);
+
+ if (encumbranceLevel > 0 && (totalGravityWeight % basicLift) === 0) {
+ encumbranceLevel--;
+ }
+
if (encumbranceLevel >= 10) {
encumbranceLevel = 4;
} else if (encumbranceLevel >= 6) {
@@ -15702,11 +15762,16 @@ See notes for weapon.
} else if (encumbranceLevel >= 3) {
encumbranceLevel = 3;
}
- setAttrs(
- { encumbrance_level: encumbranceLevel },
- {silent: false},
+
+ setAttrs({
+ encumbrance_level: encumbranceLevel,
+ total_weight_gravity: totalGravityWeight,
+ grand_total_weight: grandTotalWeight
+ },
+ {silent: true},
callback
);
+
});
}
@@ -16916,7 +16981,7 @@ See notes for weapon.
}
// check for changes that affect jump distance
- on("change:use_st_for_jump change:jump_skill change:basic_move change:enhanced_ground_move change:super_jump_entered_level change:super_jump_points change:jump_encumbrance change:encumbrance_level change:jump_concentration change:running_jump_yards_moved change:running_high_jump_yards_moved change:strength change:encumbrance_level change:hit_points change:fatigue_points", function(e) {
+ on("change:use_st_for_jump change:jump_skill change:basic_move change:enhanced_ground_move change:super_jump_entered_level change:super_jump_points change:jump_encumbrance change:encumbrance_level change:jump_concentration change:running_jump_yards_moved change:running_high_jump_yards_moved change:strength change:encumbrance_level change:hit_points change:fatigue_points change:gravity", function(e) {
updateJumpDistanceValues();
@@ -16927,110 +16992,124 @@ See notes for weapon.
*/
function updateJumpDistanceValues() {
- console.log('***** UPDATE JUMP VALUES *****');
+ console.log('***** UPDATE JUMP VALUES *****');
+
+ let fields = [
+ "use_st_for_jump",
+ "jump_skill",
+ "basic_move",
+ "enhanced_ground_move",
+ "super_jump_entered_level",
+ "super_jump_points",
+ "strength",
+ "jump_concentration",
+ "running_jump_yards_moved",
+ "running_high_jump_yards_moved",
+ "encumbrance_level",
+ "hit_points",
+ "hit_points_max",
+ "fatigue_points",
+ "fatigue_points_max",
+ "jump_encumbrance",
+ "gravity",
+ ];
- getAttrs(["use_st_for_jump", "jump_skill", "basic_move", "enhanced_ground_move", "super_jump_entered_level",
- "super_jump_points", "strength", "jump_concentration", "running_jump_yards_moved", "running_high_jump_yards_moved",
- "encumbrance_level", "hit_points", "hit_points_max", "fatigue_points", "fatigue_points_max", "jump_encumbrance"], function(values) {
-
- var jumpSkill = +values.jump_skill;
+ getAttrs(fields, function(values) {
+
+ let gravity = Number(values.gravity);
+
+ let gravityRatio = 1 / gravity;
+
+ let jumpSkill = Number(values.jump_skill);
if (jumpSkill < 0) {
jumpSkill = 0;
}
- var jumpST = +values.strength;
+ let jumpST = Number(values.strength);
if (jumpST < 0) {
jumpST = 0;
}
- // + sign converts value to a number
- var superJumpPoints = +values.super_jump_points;
+ let superJumpPoints = Number(values.super_jump_points);
// ensure valid superJumpPoints
if (superJumpPoints < 0) {
superJumpPoints = 0;
}
- var superJumpEnteredLevel = +values.super_jump_entered_level;
+ let superJumpEnteredLevel = Number(values.super_jump_entered_level);
if (superJumpEnteredLevel < 0) {
superJumpEnteredLevel = 0;
}
- var basicMove = +values.basic_move;
-
- // ensure valid basicWaterMoveMod
- if (basicMove < 0) {
- basicMove = 0;
- }
+ let basicMove = Number(values.basic_move);
// check for super move
- var enhancedGroundMove = +values.enhanced_ground_move;
+ let enhancedGroundMove = Number(values.enhanced_ground_move);
if (enhancedGroundMove < 0) {
enhancedGroundMove = 0;
}
// check for running jump
- var runningJumpYardsMoved = +values.running_jump_yards_moved;
+ let runningJumpYardsMoved = Number(values.running_jump_yards_moved);
runningJumpYardsMoved = Math.floor(runningJumpYardsMoved);
- var runningHighJumpYardsMoved = +values.running_high_jump_yards_moved;
+ let runningHighJumpYardsMoved = Number(values.running_high_jump_yards_moved);
runningHighJumpYardsMoved = Math.floor(runningHighJumpYardsMoved);
- var runningMoveToUse = 0;
+ let runningMoveToUse = 0;
- var runningHighMoveToUse = 0;
+ let runningHighMoveToUse = 0;
- var jumpBroadFeet = 0;
+ let jumpBroadFeet = 0;
- var jumpBroadYards = 0;
+ let jumpBroadYards = 0;
- var runningBroadJumpFeet = 0;
+ let runningBroadJumpFeet = 0;
- var runningBroadJumpYards = 0;
+ let runningBroadJumpYards = 0;
- var jumpHighFeet = 0;
+ let jumpHighFeet = 0;
- var jumpHighYards = 0;
+ let jumpHighYards = 0;
- var runningHighJumpFeet = 0;
+ let runningHighJumpFeet = 0;
- var runningHighJumpYards = 0;
+ let runningHighJumpYards = 0;
- var superJumpLevelFromPoints = 0;
+ let superJumpLevelFromPoints = 0;
- var totalSuperJumpLevel = 0;
+ let totalSuperJumpLevel = 0;
- var encumberedDisplayMove0 = "";
+ let encumberedDisplayMove0 = "";
- var encumberedDisplayMove1 = "";
+ let encumberedDisplayMove1 = "";
- var encumberedDisplayMove2 = "";
+ let encumberedDisplayMove2 = "";
- var encumberedDisplayMove3 = "";
+ let encumberedDisplayMove3 = "";
- var encumberedDisplayMove4 = "";
+ let encumberedDisplayMove4 = "";
- var encumberedDisplayMove5 = "";
+ let encumberedDisplayMove5 = "";
- var totalSuperJumpLevel = 0;
+ let injuryFatigueMoveModifier = 1;
- var injuryFatigueMoveModifier = 1;
+ let jumpMoveSpeed = 0;
- var jumpMoveSpeed = 0;
+ let finalJumpMoveSpeed = 0;
- var finalJumpMoveSpeed = 0;
+ let statUsedForJump = "";
- var statUsedForJump = "";
+ let statUsedForRunningJump = "";
- var statUsedForRunningJump = "";
-
- var baseJumpMove = "";
+ let baseJumpMove = "";
// calculate broad and high jump
if (jumpSkill > 0) {
@@ -17045,7 +17124,9 @@ See notes for weapon.
if (jumpBroadFeet <= 0) {
jumpBroadFeet = 1;
}
-
+
+ jumpBroadFeet = jumpBroadFeet * gravityRatio;
+
statUsedForJump = "Jump Skill/2 = " + jumpBroadFeet;
jumpBroadFeet = (jumpBroadFeet * 2) - 3;
@@ -17053,25 +17134,26 @@ See notes for weapon.
if (jumpBroadFeet <= 0) {
jumpBroadFeet = 1;
}
-
+
// calc. running broad jump
if (enhancedGroundMove > Math.floor(jumpSkill/2)) {
// use enhanced move instead of jump skill
statUsedForRunningJump = "Basic Move * (2 ^ Enh MV Mod)";
- runningMoveToUse = enhancedGroundMove;
+ runningMoveToUse = enhancedGroundMove * gravityRatio
- runningHighMoveToUse = enhancedGroundMove;
+ runningHighMoveToUse = enhancedGroundMove * gravityRatio;
} else {
// use jump skill for running jump
statUsedForRunningJump = statUsedForJump + " + Yards Run";
- runningMoveToUse = Math.floor(jumpSkill/2) + runningJumpYardsMoved;
-
- runningHighMoveToUse = Math.floor(jumpSkill/2) + runningHighJumpYardsMoved;
+ runningMoveToUse = (Math.floor(jumpSkill/2) + runningJumpYardsMoved) * gravityRatio;
+
+ // do not apply gravity ratio to running start
+ runningHighMoveToUse = (Math.floor(jumpSkill/2 ) * gravityRatio) + runningHighJumpYardsMoved;
}
@@ -17089,7 +17171,9 @@ See notes for weapon.
if (jumpHighFeet <= 0) {
jumpHighFeet = 1;
}
-
+
+ jumpHighFeet = jumpHighFeet * gravityRatio;
+
jumpHighFeet = (6 * jumpHighFeet) - 10;
if (jumpHighFeet <= 0) {
@@ -17101,8 +17185,8 @@ See notes for weapon.
if (jumpHighFeet <= 0) {
jumpHighFeet = 1;
- }
-
+ }
+
// calc. running high jump
runningHighJumpFeet = (6 * runningHighMoveToUse) - 10;
@@ -17136,7 +17220,9 @@ See notes for weapon.
if (jumpBroadFeet <= 0) {
jumpBroadFeet = 1;
}
-
+
+ jumpBroadFeet = jumpBroadFeet * gravityRatio;
+
statUsedForJump = "ST / 4 = " + jumpBroadFeet;
jumpBroadFeet = (jumpBroadFeet * 2) - 3;
@@ -17151,17 +17237,18 @@ See notes for weapon.
// use enhanced move instead of strength
statUsedForRunningJump = "Basic Move * (2 ^ Enh MV Mod)";
- runningMoveToUse = enhancedGroundMove;
+ runningMoveToUse = enhancedGroundMove * gravityRatio;
- runningHighMoveToUse = enhancedGroundMove;
+ runningHighMoveToUse = enhancedGroundMove * gravityRatio;
} else {
statUsedForRunningJump = statUsedForJump + " + Yards Run";
- runningMoveToUse = Math.floor(jumpST/4) + runningJumpYardsMoved;
-
- runningHighMoveToUse = Math.floor(jumpST/2) + runningHighJumpYardsMoved;
+ runningMoveToUse = (Math.floor(jumpST/4) + runningJumpYardsMoved) * gravityRatio;
+
+ // do not apply gravity ratio to running start
+ runningHighMoveToUse = (Math.floor(jumpST/2) * gravityRatio) + runningHighJumpYardsMoved;
}
runningBroadJumpFeet = (runningMoveToUse * 2) - 3;
@@ -17178,7 +17265,9 @@ See notes for weapon.
if (jumpHighFeet <= 0) {
jumpHighFeet = 1;
}
-
+
+ jumpHighFeet = jumpHighFeet * gravityRatio;
+
jumpHighFeet = (6 * jumpHighFeet) - 10;
if (jumpHighFeet <= 0) {
@@ -17187,11 +17276,7 @@ See notes for weapon.
// convert to feet
jumpHighFeet = jumpHighFeet / 12;
-
- if (jumpHighFeet <= 0) {
- jumpHighFeet = 1;
- }
-
+
// calc. running high jump
runningHighJumpFeet = (6 * runningHighMoveToUse) - 10;
@@ -17226,7 +17311,9 @@ See notes for weapon.
if (jumpBroadFeet <= 0) {
jumpBroadFeet = 1;
- }
+ }
+
+ jumpBroadFeet = jumpBroadFeet * gravityRatio;
// calc. running broad jump
if (enhancedGroundMove > basicMove) {
@@ -17234,17 +17321,18 @@ See notes for weapon.
// use enhanced move instead of strength
statUsedForRunningJump = "Basic Move * (2 ^ Enh MV Mod)";
- runningMoveToUse = enhancedGroundMove;
+ runningMoveToUse = enhancedGroundMove * gravityRatio;
- runningHighMoveToUse = enhancedGroundMove;
+ runningHighMoveToUse = enhancedGroundMove * gravityRatio;
} else {
statUsedForRunningJump = statUsedForJump + " + Yards Run";
- runningMoveToUse = basicMove + runningJumpYardsMoved;
-
- runningHighMoveToUse = basicMove + runningHighJumpYardsMoved;
+ runningMoveToUse = (basicMove + runningJumpYardsMoved) * gravityRatio;
+
+ // do not apply gravity ratio to running start
+ runningHighMoveToUse = (basicMove * gravityRatio) + runningHighJumpYardsMoved;
}
@@ -17267,14 +17355,12 @@ See notes for weapon.
if (jumpHighFeet <= 0) {
jumpHighFeet = 1;
}
-
+
+ jumpHighFeet = jumpHighFeet * gravityRatio;
+
// convert to feet
jumpHighFeet = jumpHighFeet / 12;
- if (jumpHighFeet <= 0) {
- jumpHighFeet = 1;
- }
-
// calc. running high jump
runningHighJumpFeet = (6 * runningHighMoveToUse) - 10;
@@ -17775,7 +17861,7 @@ See notes for weapon.
}
// check for changes that affect thrown object stats
- on('change:thrown_object_weight change:basic_lift change:thrust change:super_throw_level change:thrown_object_strength_mod change:thrown_object_damage_mod', function(event) {
+ on('change:thrown_object_weight change:basic_lift change:thrust change:super_throw_level change:thrown_object_strength_mod change:thrown_object_damage_mod change:gravity', function(event) {
updateThrownObjectStats();
@@ -17795,7 +17881,8 @@ See notes for weapon.
'super_throw_level',
'thrust',
'basic_lift',
- 'thrown_object_damage_mod'
+ 'thrown_object_damage_mod',
+ 'gravity'
];
getAttrs(fields, function (values) {
@@ -17812,7 +17899,9 @@ See notes for weapon.
var enteredDamageMod = parseInt(values.thrown_object_damage_mod);
- var damageMod = 0;
+ var damageMod = 0;
+
+ let gravity = Number(values.gravity);
throwingST = throwingST + throwingStMod;
@@ -17848,9 +17937,12 @@ See notes for weapon.
// check to see if they entered a modifier
if (enteredDamageMod != 0) {
damageMod = damageMod + enteredDamageMod;
- }
+ }
+
+ // factor in gravity
+ let gravityRatio = 1 / gravity;
- distance = Math.floor(distance);
+ distance = Math.floor(distance * gravityRatio);
var finalDamage = getModifiedDamage(values.thrust, damageMod);
@@ -18053,14 +18145,13 @@ See notes for weapon.
"firing_distance": 0,
"firing_speed_difference": 0,
"firing_size_mod": 0,
- "firing_direction": "linear",
- "firing_up_dwn_distance": 0
+ "firing_elevation": 0
});
}
// Range Calculator
- on('change:firing_distance change:firing_speed_difference change:firing_size_mod change:firing_direction change:firing_up_dwn_distance', function(event) {
+ on('change:firing_distance change:firing_speed_difference change:firing_size_mod change:firing_elevation', function(event) {
updateRangeModifier();
@@ -18076,9 +18167,8 @@ See notes for weapon.
"firing_distance",
"firing_speed_difference",
"firing_size_mod",
- "firing_direction",
- "firing_up_dwn_distance"
- ];
+ "firing_elevation"
+ ];
getAttrs(fields, function(values) {
@@ -18088,7 +18178,7 @@ See notes for weapon.
var speed = +values.firing_speed_difference;
- var elevation = +values.firing_up_dwn_distance;
+ var elevation = +values.firing_elevation;
var elevationDown = 0;
@@ -18102,11 +18192,11 @@ See notes for weapon.
if (linearDistance < 0)
linearDistance = 0;
- if (elevation > 0 && values.firing_direction == "up") {
+ if (elevation < 0) {
rangeToTarget = linearDistance + elevation;
- } else if (elevation > 0 && values.firing_direction == "dn") {
+ } else if (elevation > 0) {
elevationDown = Math.floor(elevation/2);
@@ -20911,49 +21001,6 @@ See notes for weapon.
});
- on("change:total_value change:total_weight change:weight", function(event) {
-
- getAttrs(["weight", "total_weight"], function (values) {
-
- var characterWeight = 0;
-
- var carriedWeight = +values.total_weight;
-
- var grandTotalWeight = 0;
-
- // if someone entered a text for character weight.
- // then set value to zero
- if ( isNaN(+values.weight) ) {
-
- characterWeight = 0;
-
- } else {
-
- // else it's a number, we can convert
- characterWeight = +values.weight;
-
- }
-
- grandTotalWeight = characterWeight + carriedWeight;
-
- // round to three decimal places
- grandTotalWeight = Math.round( grandTotalWeight * 1000) / 1000;
-
- // remove trailing zeros
- grandTotalWeight = grandTotalWeight.toString();
-
- // make sure it's a number again
- grandTotalWeight = +grandTotalWeight;
-
- // conver to string to remove trailing zeros
- setAttrs({
- grand_total_weight: grandTotalWeight
- });
-
- });
-
- });
-
on("change:fragmentation_damage", function(event) {
getAttrs(["fragmentation_damage"], function(values) {
diff --git a/GURPS/translation.json b/GURPS/translation.json
index fbedf57c92..7e0e0eccf6 100644
--- a/GURPS/translation.json
+++ b/GURPS/translation.json
@@ -785,7 +785,7 @@
"firing-up-down-position-tooltipo": "Your vertical position relative to the target. Ignore up/down for beam type weapons like lasers. See FIRING UPWARD AND DOWNWARD B407. Firing downward decreases distance. For every 2 yards above your target, subtract 1 from distance. Firing upward increases distance. Example: Distance 40 yards, you are 10 yards above the target, so subtract 5 yards. Final distance is 35 yards. For every 1 yard below> your target, add 1 to distance. Example: Distance 40 yards, you are 10 yards below the target, so add 10 yards. Final distance is 50 yards. ",
"elevation-label": "Elevation",
"firing-up-down-elevation-tooltip": "The number of yards you are above or below the target.",
- "ranged-elevation-label": "If you're above the target, enter a positive number of hexes. If you're below the target, enter a negative number of hexes. See B407.",
+ "ranged-elevation-label": "If you're above the target, enter a positive number of hexes. If you're below the target, enter a negative number of hexes. See B407.",
"speed-range-label": "Speed/Range",
"abbreviation-hit-modifier-label": "Hit Mod",
"reset-label": "Reset",
@@ -842,18 +842,22 @@
"legality-class-tooltip": "Legality Class B267.",
"on-label": "On",
"inventory-carried-tooltip": "Carried Is the item being carried at the moment?",
+ "gravity-tooltip": "Standard gravity is based on 1G, earth normal. See B350. If gravity is over 1G, then add your weight and encumberance then multiply by Gravity - 1. Add this value to your encumbrance. If gravity is less than 1G, multiply the weight of your gear by the Gravity value, this is your new encumbrance. Important: For accurate results please enter your weight on the Bio\\Misc tab. Note: This modifier will be applied to the Total Inventory Weight which affects Encumbrance Level, it will not be applied to Grand Total Weight since that weight is applied to another person/transport.",
+ "abbreviation-gravity-label": "Grav",
+ "gravity-thrown-tooltip": "Gravity, affects throwing distance. See B350.",
+ "jump-gravity-tooltip": "Affects jumping distance. See B350.",
"inventory-totals-label": "TOTALS:",
"inventory-totals-tooltip": "Totals for all fields.",
"total-inventory-value-label": "Total Inventory Value:",
"total-inventory-value-tooltip": "Total monetary value of all items (carried or not).",
"total-inventory-weight-label": "Total Inventory Weight:",
- "total-inventory-weight-tooltip": "Total weight of all items carried.",
+ "total-inventory-weight-tooltip": "Total weight of all items carried. Note: Gravity will be factored into final weight.",
"grand-total-weight-label": "Grand Total Weight:",
- "grand-total-weight-tooltip": "Grand total of PC's weight: , and all items carried.",
+ "grand-total-weight-tooltip": "Grand total of PC's weight: , and all items carried. Note:Does not include gravity modifier.",
"spells-based-on-label": "Spells Based on:",
"magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:",
"cencentration-penalty-label": "Concentration Penalty",
- "cocentration-penalty-tooltip": "Concentration spell penalty Number of spells: . NOTE: Use options tab to adjust the penalty.",
+ "cocentration-penalty-tooltip": "Concentration spell penalty Number of spells: . NOTE: Use options tab to adjust the penalty.",
"spell-label": "Spell",
"spell-tooltip": "Name of spell",
"abbreviation-level-label": "LVL",