Defense table. Fixed display issues with half and quarter damage notes.
Defense table. Added note section next to dodges to indicate encumberance penalty was applied.
+
Defense table. Combat Reflexes. If adding a brand new defense, Combat Reflexes will be added in, if checked.
+
+ Defense table. Combat Reflexes. Previously when Combat Reflexes was checked, the Reason for Mod was prepended with +1 from combat reflexes. .
+ This has been updated to use [+1 from combat reflexes]. This will help show that this description was automatically added after checking
+ Combat Reflexes. Please don't change this description, since it will be removed when unchecking Combat Reflexes, if it's changed, then the description
+ will not get deleted.
+
+
If you have already checked Combat Reflexes, simply uncheck then check Combat Reflexes to update the repeating tables.
+
+ Also, be sure to check your final modifiers and description when checking/unchecking Combat Reflexes, especially if you
+ manually added in Combat Reflexes or if you used the previous version where the description was prepended with +1 from combat reflexes.
+
+
+
@@ -10562,11 +10576,12 @@ visualize what it will look like in chat.
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+
+
-
-
+
-
+
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+
-
+
@@ -10723,7 +10738,7 @@ visualize what it will look like in chat.
-
+
@@ -10770,7 +10785,7 @@ visualize what it will look like in chat.
-
+
@@ -10782,7 +10797,7 @@ visualize what it will look like in chat.
Add custom notes for this active defense.
-
+
@@ -10794,7 +10809,7 @@ visualize what it will look like in chat.
Success Note:
-
+
@@ -10802,7 +10817,7 @@ visualize what it will look like in chat.
Critical Success Note:
-
+
@@ -10814,7 +10829,7 @@ visualize what it will look like in chat.
Fail Note:
-
+
@@ -10822,7 +10837,7 @@ visualize what it will look like in chat.
Critical Fail Note:
-
+
@@ -13633,6 +13648,20 @@ visualize what it will look like in chat.
Defense table. Fixed display issues with half and quarter damage notes.
Defense table. Added note section next to dodges to indicate encumberance penalty was applied.
+
Defense table. Combat Reflexes. If adding a brand new defense, Combat Reflexes will be added in, if checked.
+
+ Defense table. Combat Reflexes. Previously when Combat Reflexes was checked, the Reason for Mod was prepended with +1 from combat reflexes. .
+ This has been updated to use [+1 from combat reflexes]. This will help show that this description was automatically added after checking
+ Combat Reflexes. Please don't change this description, since it will be removed when unchecking Combat Reflexes, if it's changed, then the description
+ will not get deleted.
+
+
If you have already checked Combat Reflexes, simply uncheck then check Combat Reflexes to update the repeating tables.
+
+ Also, be sure to check your final modifiers and description when checking/unchecking Combat Reflexes, especially if you
+ manually added in Combat Reflexes or if you used the previous version where the description was prepended with +1 from combat reflexes.
+
+
+
Version: 2.7.4
@@ -19010,10 +19039,10 @@ visualize what it will look like in chat.
const useCombatReflexes = values.combat_reflexes === "1";
// this is needed to check if the sheet has never used the new repeating defenses modifier for combat reflexes
- // we DON'T to subtract values if it's new
+ // we DON'T want to subtract values if it's new
const applyToModifierColumnIsNew = values.apply_combat_reflexes_to_mod_is_new === "1";
- const combatReflexesDescription = "+1 from combat reflexes. ";
+ const combatReflexesDescription = "[+1 from combat reflexes]";
getSectionIDs("repeating_defense", ids => {
@@ -19043,7 +19072,7 @@ visualize what it will look like in chat.
activeDefenseModifier = 1;
// add combat reflexes description
- newModifierDescription = combatReflexesDescription + currentModifierDescription;
+ newModifierDescription = combatReflexesDescription + " " + currentModifierDescription;
} else if (applyToModifierColumnIsNew) {
@@ -24047,6 +24076,45 @@ visualize what it will look like in chat.
// Active Defense Methods
//------------------------------------
+ // check for new repeating defense, if new check to add combat reflexes modifier
+ on("change:repeating_defense:name", event => {
+
+ getAttrs(["repeating_defense_new", "repeating_defense_skill_mod", "repeating_defense_defense_mod_reason", "combat_reflexes"], values => {
+
+ const isNew = values.repeating_defense_new === "1";
+
+ const addCombatReflexes = values.combat_reflexes === "1";
+
+ const combatReflexesDescription = "[+1 from combat reflexes]";
+
+ const currentDescription = String(values.repeating_defense_defense_mod_reason);
+
+ let currentMod = Number(values.repeating_defense_skill_mod);
+
+ if (Number.isNaN(currentMod)) {
+ currentMod = 0;
+ }
+
+ if (isNew && addCombatReflexes) {
+
+ const newMod = currentMod + 1;
+
+ const newDescription = `${combatReflexesDescription} ${currentDescription}`;
+
+ fields = {
+ repeating_defense_skill_mod: newMod,
+ repeating_defense_defense_mod_reason: newDescription,
+ repeating_defense_new: 0
+ };
+
+ setAttrs(fields);
+
+ }
+
+ });
+
+ });
+
// check if an repeating active defense type changed
// update raw success/fail notes based on selected defense Type
on("change:repeating_defense:type", (event) => {