update gurps
update tooltips with suggestions provided by Captain Joy
This commit is contained in:
+24
-6
@@ -4358,12 +4358,15 @@
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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: 2.8.4 -->
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<!-- current version notes: 2.9.0 -->
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<ul>
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<li>Options tab. Sheet Options sub-tab. Updated <b>Resync</b> button to change colors when clicked. Thanks to Onyxring's Roll20Async functions!</li>
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<li>Options -> Import subtab. This is a new feature with the ability to import GCA5 characters and can be used for importing GCS characters.
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<ul>
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<li><b>NOTE:</b> The GCA4 Import has been depracted and will not be updated.</li>
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</ul>
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</li>
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<li>
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Repeating Skills, attribute drop-down. The character sheet uses an old method to link skills to an attribute. The old method might not trigger correctly
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when an attribute like Dexterity is changed. Solved the issue by tricking the system into resyncing skills when an attribute is changed.
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A few tooltip updates requested by Captain Joy.
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</li>
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</ul>
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@@ -14028,8 +14031,23 @@ Slam uses either DX, Brawling, or Sumo Wrestling. Note that the -4 to hit and ef
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<h4>Version: <span name="attr_announcement_version"></span></h4>
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<p>Pull Request: <span name="attr_latest_changes"></span></p>
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<ul>
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<li>Options -> Import subtab. This is a new feature with the ability to import GCA5 characters and can be used for importing GCS characters.
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<ul>
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<li><b>NOTE:</b> The GCA4 Import has been depracted and will not be updated.</li>
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</ul>
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</li>
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<li>
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A few tooltip updates requested by Captain Joy.
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</li>
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</ul>
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<!-- current version notes: 2.8.4 -->
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<h4>Version: 2.8.4</h4>
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<p>Pull Request: 9/6/2022</p>
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<ul>
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<li>Options tab. Sheet Options sub-tab. Updated <b>Resync</b> button to change colors when clicked. Thanks to Onyxring's Roll20Async functions!</li>
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<li>
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@@ -17356,9 +17374,9 @@ 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 = "2.8.4";
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const version = "2.9.0";
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const latestChangesDate = "9/6/2022";
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const latestChangesDate = "9/20/2022";
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let modCascade = true;
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@@ -436,14 +436,14 @@
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"attribute-will": "Will",
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"attribute-will-tooltip": "Willpower<br>Based on Intelligence<br>5pts/level<br>Unmodified: <span name=\"attr_willpower_base\"></span>",
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"attribute-fright": "Fright",
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"attribute-fright-tooltip": "Fright Check (B360)<br>Based on Willpower<br>2pts/level<br>Unmodified: <span name=\"attr_fear_check_base\"></span><br>See extensive list of Modifiers B360 & GURPS Horror p139-142.",
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"attribute-fright-tooltip": "Fright Check (B360)<br>Based on Willpower<br>2pts/level<br>Unmodified: <span name=\"attr_fear_check_base\"></span><br>See extensive list of Modifiers B360 & GURPS Horror p139-142.<br />If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)",
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"abbreviation-threshold": "Thresh",
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"attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses <strong>Rule of 14</strong> (B360). By default this value is 13.<br>This means that a roll of 14 or more is automatically a failure.<br>This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15 <br>(Power Ups 2, p13).<br>Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this<br>to be useful, of course!<br>Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and<br>Confusion Check Table for failures. (Powers p85).",
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"fright-check-label": "Fright Check",
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"attribute-unstun": "Unstun",
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"attribute-unstun-tooltip": "Recover from physical stun, based on Health.<br>Roll at the end of your turn after Do Nothing ",
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"abbreviation-knock-down": "K Down",
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"attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).<br />Roll <span style=\"font-style: italic; font-weight: bold; text-decoration: underline;\">immediately</span> whenever the following happens:<br /><ul><li>You suffer a Major Wound (B420) - This is any <span style=\"font-style: italic; font-weight: bold; text-decoration: underline;\">single injury</span> that inflicts a wound in excess of ½ your HP.</li><li>You suffer any Crippling Injury (B420-421).</li><li>Whenever you are struck in the Head (Skull, Face, or Eye) or Vitals for enough injury to cause a Shock (B419) penalty.</li></ul><span style=\"font-style: italic;\">Modifiers:</span><br /><ul><li>- 5 for a Major Wound (B420) to the Face or Vitals (or to the Groin on a humanoid male).</li><li>- 10 for a Major Wound (B420) to the Skull or Eye.</li></ul>",
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"attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).<br />Roll <span style=\"font-style: italic; font-weight: bold; text-decoration: underline;\">immediately</span> whenever the following happens:<br /><ul><li>You suffer a Major Wound (B420) - This is any <span style=\"font-style: italic; font-weight: bold; text-decoration: underline;\">single injury</span> that inflicts a wound in excess of ½ your HP.</li><li>You suffer any Crippling Injury (B420-421).</li><li>Whenever you are struck in the Head (Skull, Face, or Eye) or Vitals for enough injury to cause a Shock (B419) penalty.</li></ul><span style=\"font-style: italic;\">Modifiers:</span><br /><ul><li>- 5 for a Major Wound (B420) to the Face or Vitals (or to the Groin on a humanoid male).</li><li>- 10 for a Major Wound (B420) to the Skull or Eye.</li><li>If manually creating and/or maintaining this sheet, High Pain Threshold adds +3 to Knockdown (Enter as a MOD with a value of 3)</li></ul>",
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"abbreviation-unconscious": "Unc.",
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"attribute-unconscious-check-tooltip": "Unconscious Check, based on Health<br>If HP zero or less, roll per turn to take an Active Action.<br>-1 per full multiple of HP below zero.<br>Hard/Easy to Subdue: Gives +/- per level to Unconscious Check<br>Fit +1 to Unc. Check . Very Fit +2 to Unc. Check",
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"abbreviation-death-check": "Death",
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@@ -887,7 +887,7 @@
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"melee-attacks-label": "Melee Attacks",
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"attacks-label": "Attacks",
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"targets-label": "Targets",
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"melee-attack-damage-tooltip": "For an <strong>Armor Divisor</strong>: A number in parenthesis after<br>the damage - eg. (2) - is an armor divisor.<br>Enter this number in the <strong>Damage Notes</strong> as AD(#) or as<br>Armor Divisor(#).<br><strong>ex</strong>: indicates the attack causes an explosion.<br>See B269. Enter in the <strong>Damage Notes</strong>",
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"melee-attack-damage-tooltip": "For an <strong>Armor Divisor</strong>: A number in parenthesis after<br>the damage - eg. (2) - is an armor divisor.<br>Enter this number in the <strong>Damage Notes</strong> as AD(#) or as<br>Armor Divisor(#).<br><strong>ex</strong>: indicates the attack causes an explosion.<br>See B269. Enter in the <strong>Damage Notes</strong><br /><b>Macros</b> You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.",
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"damage-type-tooltip": "<table><thead><tr><th>Abbr</th><th>Name</th></tr></thead><tbody><tr><td>aff</td> <td>Affliction</td></tr><tr><td>burn</td><td>Burning</td></tr><tr><td>cor</td> <td>Corrosion</td></tr><tr><td>cr</td> <td>Crushing</td></tr><tr><td>cut</td> <td>Cutting</td></tr><tr><td>fat</td> <td>Fatigue</td></tr><tr><td>imp</td> <td>Impaling</td></tr><tr><td>pi-</td> <td>Small Piercing</td></tr><tr><td>pi</td> <td>Piercing</td></tr><tr><td>pi+</td> <td>Large Piercing</td></tr><tr><td>pi++</td><td>Huge Piercing</td></tr><tr><td>spec</td><td>Special</td></tr><tr><td>tox</td> <td>Toxic</td></tr></tbody></table>",
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"reach-label": "Reach",
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"melee-reach-tooltip": "The distance in yards that the weapon can reach.<br><strong>C</strong>: this weapon can be used in close combat.<br><strong>*</strong>: the weapon is awkward, and requires a Ready<br>maneuver to switch between different reaches.",
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@@ -930,7 +930,7 @@
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"ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
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"ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
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"ranged-attacks-label": "Ranged Attacks",
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"ranged-damage-tooltip": "For an <strong>Armor Divisor</strong>: A number in parenthesis after<br>the damage - eg. (2) - is an armor divisor.<br>Enter this number in the <strong>Damage Notes</strong> as AD(#) or as<br>Armor Divisor(#).<br><strong>ex</strong>: indicates the attack causes an explosion.<br><strong>[#d]</strong>: indicates the attack causes fragmentation.<br>See B269. Enter in the <strong>Damage Notes</strong>",
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"ranged-damage-tooltip": "For an <strong>Armor Divisor</strong>: A number in parenthesis after<br>the damage - eg. (2) - is an armor divisor.<br>Enter this number in the <strong>Damage Notes</strong> as AD(#) or as<br>Armor Divisor(#).<br><strong>ex</strong>: indicates the attack causes an explosion.<br><strong>[#d]</strong>: indicates the attack causes fragmentation.<br>See B269. Enter in the <strong>Damage Notes</strong>.<br /><b>Macros</b> You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.",
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"abbreviation-range-label": "RNG",
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"range-tooltip": "Range. See B269.",
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"shots-label": "Shots",
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