From a4e29ec6f72ed570032b48cb230d5f9a53e758c7 Mon Sep 17 00:00:00 2001 From: Ken Date: Sun, 8 Oct 2023 12:48:45 -0700 Subject: [PATCH 1/4] update gurps Added custom macro text boxes for Skills, Defense, Melee, Ranged, and Spell rolls. To view the custom macros, expand the notes section at the top of each section. --- GURPS/gurps.css | 13 +++- GURPS/gurps.html | 172 ++++++++++++++++++++++++++++++++++------- GURPS/translation.json | 10 ++- 3 files changed, 163 insertions(+), 32 deletions(-) diff --git a/GURPS/gurps.css b/GURPS/gurps.css index d99ac7c31234..6515f87272d3 100644 --- a/GURPS/gurps.css +++ b/GURPS/gurps.css @@ -522,6 +522,10 @@ input[name="attr_announcements_hide"][value="1"] ~ .sheet-update-alert { height: 24px; } +.sheet-table-generic-notes .sheet-cell.sheet-full-width { + width: 100%; +} + input.sheet-hidden-generic-notes-toggle ~ div.sheet-wrapper-generic-textarea-notes { display: none !important; } @@ -534,8 +538,15 @@ input.sheet-hidden-generic-notes-toggle[value="1"] ~ div.sheet-wrapper-generic-t padding-bottom: 3px; } +.sheet-wrapper-generic-textarea-notes.sheet-tall-row { + height: 163px; +} + +.sheet-wrapper-generic-textarea-notes.sheet-medium-row { + height: 80px; +} + .sheet-wrapper-generic-textarea-notes textarea.sheet-generic-textrea-notes { - height: 185px !important; width: 98%; } diff --git a/GURPS/gurps.html b/GURPS/gurps.html index bd48dd25b23b..81c7d38af3d6 100644 --- a/GURPS/gurps.html +++ b/GURPS/gurps.html @@ -4369,16 +4369,10 @@

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Notes

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+ + + + Enter a custom macro to apply to all defense rolls. + + +
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+ + + + Enter a custom macro to apply to all melee rolls. + + +
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+ + + + Enter a custom macro to apply to all ranged rolls. + + +
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Notes
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Version:

Pull Request:

- + + + +

Version: 2.9.16

+

Pull Request: 9/18/2023

+ @@ -4979,7 +4982,7 @@

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Version:

  • ENHANCEMENT On the Option Rules tab, added a Reset Spell Notes button. If clicked, the existing notes are replaced with the original notes.
  • +
  • + ENHANCEMENT Under Sheet Options\Rules, added text entries for the Success\Fail\Crit Success\Crit Fail text for Fright Check, Unstun, Knockdown and Stunning, and Unconsciousness. +
  • Version: 2.9.16

    @@ -17650,41 +17656,212 @@

    + +
    + + +
    + +
    + +
    + If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made. +
    + +

    + Knockdown Check Success Notes +

    + + +

    + Knockdown Check Critical Success Notes +

    + + +

    + Knockdown Check Fail Notes +

    + + +

    + Unstun Check Critical Failure Notes +

    + + +
    + + +
    + +
    + +
    + If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made. +
    + +

    + Unconscious Check Success Notes +

    + + +

    + Unconscious Check Critical Success Notes +

    + + +

    + Unconscious Check Fail Notes +

    + + +

    + Unconscious Check Critical Failure Notes +

    + + +
    + +
    +
    - +
    If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made.
    +

    Spell Critical Success Notes

    -
    -

    Spell Fail Notes

    + +

    + Spell Critical Failure Notes +

    + +
    +
    +
    + +
    + If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made. +
    +

    - Spell Critical Failure Notes + Fright Check Success Notes

    - + +

    + Fright Check Critical Success Notes +

    + + +

    + Fright Check Fail Notes +

    + + +

    + Fright Check Critical Failure Notes +

    + + +
    + +
    - **In Very High Mana Areas**, all actual Critical Failures produce spectacular disasters! (M6) +
    + +
    + If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made. +
    + +

    + Unstun Check Success Notes +

    + + +

    + Fright Check Critical Success Notes +

    + + +

    + Unstun Check Fail Notes +

    + + +

    + Unstun Check Critical Failure Notes +

    + + +
    - **In Low Mana Areas**, Critical Failures have mild effects or no effect at all. (M6) + +
    + +
    + +
    + If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made. +
    + +

    + Death Check Success Notes +

    + + +

    + Death Check Critical Success Notes +

    + + +

    + Death Check Fail Notes +

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    + Death Check Critical Failure Notes +

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    @@ -17720,7 +17897,9 @@

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    If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made.
    @@ -29273,6 +29452,7 @@

    Your feedback is most welcomed! See link below.

    **Diffuse:** Max 2HP Knockback (Exception: Area-effect, cone, and explosion attacks cause normal injury.) (Additional Ref: B380)`; + /* Spell Roll Result Notes */ const spellCriticalSuccessNotes = `The spell works especially well. **Details are up to the GM**, who should be both generous and creative. Whatever else occurs, there is never an energy cost if you get a critical success when you cast a spell. B235, M7`; const spellFailNotes = `The spell does not work. If success would have cost energy, you lose one energy point; otherwise, you lose nothing. (Exception: You must pay the full energy cost even on a failure for an Information spell; see Information Spells. B235, M7. @@ -29285,6 +29465,40 @@

    Your feedback is most welcomed! See link below.

    **In Low Mana Areas**, Critical Failures have mild effects or no effect at all. (M6)`; + /* Fright Check Success/Fail Notes */ + const frightCheckSuccessNotes = `You suffer no ill effects. (B360)`; + const frightCheckCriticalSuccessNotes = `You suffer no ill effects. (B360) The GM decides if there is some unusual benefit because of the Critical Success.`; + const frightCheckFailNotes = `Roll 3d6, add your margin of failure on the Fright Check, and consult the Fright Check Table B360-361. (B360). Also, if using GURPS Horror, add -1 to the Stress or Derangement value as appropriate (H141).`; + const frightCheckCriticalFailureNotes = `Roll 3d6, add your margin of failure on the Fright Check, and consult the Fright Check Table B360-361. (B360). Also, if using GURPS Horror, add -3 to the Stress or Derangement value as appropriate (H141). The GM decides if there is some unusual disaster because of the Critical Failure.`; + + /* Unstun Check Success/Fail Notes */ + const unstunCheckSuccessNotes = `You recover from stun and can act normally on subsequent turns. (B420)`; + const unstunCheckCriticalSuccessNotes = `You recover from stun and can act normally on subsequent turns. (B420) The GM decides if there is some unusual benefit because of the Critical Success.`; + const unstunCheckFailNotes = `You remain stunned; your next maneuver must also be Do Nothing, but you get another roll at the end of that turn... and so on, until you recover from stun. (B420)`; + const unstunCheckCriticalFailureNotes = `You remain stunned; your next maneuver must also be Do Nothing, but you get another roll at the end of that turn... and so on, until you recover from stun. (B420) The GM decides if there is some unusual disaster because of the Critical Failure.`; + + /* Knockdown Check Success/Fail Notes */ + const knockdownCheckSuccessNotes = `You suffer no penalty beyond ordinary shock. (B420)`; + const knockdownCheckCriticalSuccessNotes = `You suffer no penalty beyond ordinary shock.`; + const knockdownCheckFailNotes = `You're stunned; see Effects of Stun, B420. You fall prone (if you weren't already), and if you were holding anything, you drop it. + +**On a Failure by 5 or more:** You fall unconscious! See Recovering from Unconsciousness (B423). Obviously, you fall prone (if you weren't already), and if you were holding anything, you drop it. (B420)`; + const knockdownCheckCriticalFailureNotes = `You fall unconscious! See Recovering from Unconsciousness (B423). Obviously, you fall prone (if you weren't already), and if you were holding anything, you drop it. (B420)`; + + /* Unconscious Check Success/Fail Notes */ + const unconsciousCheckSuccessNotes = `You are able to remain conscious.`; + const unconsciousCheckCriticalSuccessNotes = `You are able to remain conscious. The GM decides if there is some unusual benefit because of the Critical Success.`; + const unconsciousCheckFailNotes = `The GM to decide whether you are truly unconscious or just totally incapacitated by pain and injury - but either way, you can't do anything. If you fall unconscious, see Recovering from Unconsciousness (B423).`; + const unconsciousCheckCriticalFailureNotes = `The GM to decide whether you are truly unconscious or just totally incapacitated by pain and injury - but either way, you can't do anything. If you fall unconscious, see Recovering from Unconsciousness (B423). The GM decides if there is some unusual disaster because of the Critical Failure.`; + + /* Death Check Success/Fail Notes */ + const deathCheckSuccessNotes = `You don't die.`; + const deathCheckCriticalSuccessNotes = `You don't die. The GM decides if there is some unusual benefit because of the Critical Success.`; + const deathCheckFailNotes = `You died! When a PC or important NPC is killed in any but the most sudden and thorough fashion, the GM should allow a "dying action." If this is a final blow to the enemy, it should take no more than a turn. (B423) +**On a Failure of only 1 or 2:** you don't drop dead, but suffer a “mortal wound.” This is a wound so severe that your internal injuries might kill you even after you stop bleeding. (See Mortal Wounds B423)`; + const deathCheckCriticalFailureNotes = `You died! When a PC or important NPC is killed in any but the most sudden and thorough fashion, the GM should allow a "dying action." If this is a final blow to the enemy, it should take no more than a turn. (B423) + **On a Failure of only 1 or 2:** you don't drop dead, but suffer a "mortal wound."" This is a wound so severe that your internal injuries might kill you even after you stop bleeding. (See Mortal Wounds B423)`; + const notes = [ { code: "dodge_success_notes", value: dodgeSuccessNotes }, { code: "dodge_critical_success_notes", value: dodgeCriticalSuccessNotes }, @@ -29324,7 +29538,23 @@

    Your feedback is most welcomed! See link below.

    { code: "wound_notes_knockback", value: woundNotesKnockback }, { code: "spell_critical_success_notes", value: spellCriticalSuccessNotes }, { code: "spell_fail_notes", value: spellFailNotes }, - { code: "spell_critical_failure_notes", value: spellCriticalFailureNotes } + { code: "spell_critical_failure_notes", value: spellCriticalFailureNotes }, + { code: "fright_check_success_notes", value: frightCheckSuccessNotes }, + { code: "fright_check_fail_notes", value: frightCheckFailNotes }, + { code: "fright_check_critical_success_notes", value: frightCheckCriticalSuccessNotes }, + { code: "fright_check_critical_failure_notes", value: frightCheckCriticalFailureNotes }, + { code: "unstun_check_success_notes", value: unstunCheckSuccessNotes }, + { code: "unstun_check_fail_notes", value: unstunCheckFailNotes }, + { code: "unstun_check_critical_success_notes", value: unstunCheckCriticalSuccessNotes }, + { code: "unstun_check_critical_failure_notes", value: unstunCheckCriticalFailureNotes }, + { code: "knockdown_check_success_notes", value: knockdownCheckSuccessNotes }, + { code: "knockdown_check_fail_notes", value: knockdownCheckFailNotes }, + { code: "knockdown_check_critical_success_notes", value: knockdownCheckCriticalSuccessNotes }, + { code: "knockdown_check_critical_failure_notes", value: knockdownCheckCriticalFailureNotes }, + { code: "unconscious_check_success_notes", value: unconsciousCheckSuccessNotes }, + { code: "unconscious_check_fail_notes", value: unconsciousCheckFailNotes }, + { code: "unconscious_check_critical_success_notes", value: unconsciousCheckCriticalSuccessNotes }, + { code: "unconscious_check_critical_failure_notes", value: unconsciousCheckCriticalFailureNotes } ]; return notes; @@ -37476,6 +37706,146 @@

    Your feedback is most welcomed! See link below.

    } + // reset fright check notes + on("clicked:fright_check_notes_reset", event => { + + resetFrightCheckRollNotes(); + + }); + + const resetFrightCheckRollNotes = () => { + + const frightCheckSuccessNotes = getNotesByCode("fright_check_success_notes"); + + const frightCheckFailNotes = getNotesByCode("fright_check_fail_notes"); + + const frightCheckCriticalSuccessNotes = getNotesByCode("fright_check_critical_success_notes"); + + const frightCheckCriticalFailureNotes = getNotesByCode("fright_check_critical_failure_notes"); + + const notesToUpdate = { + fright_check_success_notes: frightCheckSuccessNotes, + fright_check_fail_notes: frightCheckFailNotes, + fright_check_critical_success_notes: frightCheckCriticalSuccessNotes, + fright_check_critical_failure_notes: frightCheckCriticalFailureNotes + } + + setAttrs(notesToUpdate); + + } + + // reset unstun/recover from physical stun check notes + on("clicked:unstun_check_notes_reset", event => { + + resetUnstunCheckRollNotes(); + + }); + + const resetUnstunCheckRollNotes = () => { + + const unstunCheckSuccessNotes = getNotesByCode("unstun_check_success_notes"); + + const unstunCheckFailNotes = getNotesByCode("unstun_check_fail_notes"); + + const unstunCheckCriticalSuccessNotes = getNotesByCode("unstun_check_critical_success_notes"); + + const unstunCheckCriticalFailureNotes = getNotesByCode("unstun_check_critical_failure_notes"); + + const notesToUpdate = { + unstun_check_success_notes: unstunCheckSuccessNotes, + unstun_check_fail_notes: unstunCheckFailNotes, + unstun_check_critical_success_notes: unstunCheckCriticalSuccessNotes, + unstun_check_critical_failure_notes: unstunCheckCriticalFailureNotes + } + + setAttrs(notesToUpdate); + + } + + // reset knockdown/stun check notes + on("clicked:knockdown_check_notes_reset", event => { + + resetKnockdownCheckRollNotes(); + + }); + + const resetKnockdownCheckRollNotes = () => { + + const knockdownCheckSuccessNotes = getNotesByCode("knockdown_check_success_notes"); + + const knockdownCheckFailNotes = getNotesByCode("knockdown_check_fail_notes"); + + const knockdownCheckCriticalSuccessNotes = getNotesByCode("knockdown_check_critical_success_notes"); + + const knockdownCheckCriticalFailureNotes = getNotesByCode("knockdown_check_critical_failure_notes"); + + const notesToUpdate = { + knockdown_check_success_notes: knockdownCheckSuccessNotes, + knockdown_check_fail_notes: knockdownCheckFailNotes, + knockdown_check_critical_success_notes: knockdownCheckCriticalSuccessNotes, + knockdown_check_critical_failure_notes: knockdownCheckCriticalFailureNotes + } + + setAttrs(notesToUpdate); + + } + + // reset unconscious check notes + on("clicked:unconscious_check_notes_reset", event => { + + resetUnconsciousCheckRollNotes(); + + }); + + const resetUnconsciousCheckRollNotes = () => { + + const unconsciousCheckSuccessNotes = getNotesByCode("unconscious_check_success_notes"); + + const unconsciousCheckFailNotes = getNotesByCode("unconscious_check_fail_notes"); + + const unconsciousCheckCriticalSuccessNotes = getNotesByCode("unconscious_check_critical_success_notes"); + + const unconsciousCheckCriticalFailureNotes = getNotesByCode("unconscious_check_critical_failure_notes"); + + const notesToUpdate = { + unconscious_check_success_notes: unconsciousCheckSuccessNotes, + unconscious_check_fail_notes: unconsciousCheckFailNotes, + unconscious_check_critical_success_notes: unconsciousCheckCriticalSuccessNotes, + unconscious_check_critical_failure_notes: unconsciousCheckCriticalFailureNotes + } + + setAttrs(notesToUpdate); + + } + + // reset death check notes + on("clicked:death_check_notes_reset", event => { + + resetDeathCheckRollNotes(); + + }); + + const resetDeathCheckRollNotes = () => { + + const deathCheckSuccessNotes = getNotesByCode("death_check_success_notes"); + + const deathCheckFailNotes = getNotesByCode("death_check_fail_notes"); + + const deathCheckCriticalSuccessNotes = getNotesByCode("death_check_critical_success_notes"); + + const deathCheckCriticalFailureNotes = getNotesByCode("death_check_critical_failure_notes"); + + const notesToUpdate = { + death_check_success_notes: deathCheckSuccessNotes, + death_check_fail_notes: deathCheckFailNotes, + death_check_critical_success_notes: deathCheckCriticalSuccessNotes, + death_check_critical_failure_notes: deathCheckCriticalFailureNotes + } + + setAttrs(notesToUpdate); + + } + // resync character sheet on("clicked:resync", event => { diff --git a/GURPS/translation.json b/GURPS/translation.json index c3d1f1de52da..7c18689a7e6e 100644 --- a/GURPS/translation.json +++ b/GURPS/translation.json @@ -465,9 +465,9 @@ "attribute-unstun": "Unstun", "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
    Roll at the end of your turn after you Do Nothing.
    Notes: (These should be entered as a MOD)
    ● Fit +1 to Unstun, Very Fit +3 to Unstun.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
    Roll immediately whenever the following happens:
    Modifiers:
    ", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
    Roll immediately whenever the following happens:
    Modifiers:
    ", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
    Roll immediately when HP first reaches zero or less. (Per Kromm).
    At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
    -1 per full multiple of HP below zero.
    Notes: (These should be entered as a MOD)
    Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
    Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
    Roll to stay conscious.
    Roll immediately when HP first reaches zero or less. (Per Kromm).
    At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
    -1 per full multiple of HP below zero.
    Notes: (These should be entered as a MOD)
    Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
    Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", "abbreviation-death-check": "Death", "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
    On damage taken: Immediately Roll a Death Check if you are
    at-1xHP or more.
    Roll again each time you suffer injury equal to a further
    multiple of your HP. (-2xHP, -3xHP, -4xHP)
    Immediate Death at -5xHP
    Notes: (These should be entered as a MOD)
    Hard/Easy to Kill: Gives +/- per level to a Death Check
    Fit +1 to Death Check . Very Fit +2 to Death Check", "speed-label": "Speed", @@ -1241,8 +1241,40 @@ "show-notes-in-roll-template-label": "Show notes in roll template", "editable-wound-modifier-notes-label": "Editable Wound Modifier Notes", "editable-wound-modifier-notes-description": "Initial wound modifier notes based on GURPS 4th Edition - Campaigns", + "reset-button-label": "Reset", "wound-notes-button-description": "If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made.", + "reset-spell-notes-button-label": "Reset Spell Notes", "spell-notes-button-description": "If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made.", + "reset-fright-check-button-label": "Reset Fright Check Notes", + "fright-check-notes-button-description": "If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made.", + "fright-check-success-notes-label": "Fright Check Success Notes", + "fright-check-critical-success-notes-label": "Fright Check Critical Success Notes", + "fright-check-fail-notes-label": "Fright Check Fail Notes", + "fright-check-critical-failure-notes-label": "Fright Check Critical Failure Notes", + "reset-unstun-check-button-label": "Reset Unstun Check Notes", + "unstun-check-notes-button-description": "If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made.", + "unstun-check-success-notes-label": "Unstun Check Success Notes", + "unstun-check-critical-success-notes-label": "Unstun Check Critical Success Notes", + "unstun-check-fail-notes-label": "Unstun Check Fail Notes", + "unstun-check-critical-failure-notes-label": "Unstun Check Critical Failure Notes", + "reset-knockdown-check-button-label": "Reset Knockdown Check Notes", + "knockdown-check-notes-button-description": "If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made.", + "knockdown-check-success-notes-label": "Knockdown Check Success Notes", + "knockdown-check-critical-success-notes-label": "Knockdown Check Critical Success Notes", + "knockdown-check-fail-notes-label": "Knockdown Check Fail Notes", + "knockdown-check-critical-failure-notes-label": "Knockdown Check Critical Failure Notes", + "reset-unconscious-check-button-label": "Reset Unconscious Check Notes", + "unconscious-check-notes-button-description": "If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made.", + "unconscious-check-success-notes-label": "Unconscious Check Success Notes", + "unconscious-check-critical-success-notes-label": "Unconscious Check Critical Success Notes", + "unconscious-check-fail-notes-label": "Unconscious Check Fail Notes", + "unconscious-check-critical-failure-notes-label": "Unconscious Check Critical Failure Notes", + "reset-death-check-button-label": "Reset Death Check Notes", + "death-check-notes-button-description": "If you modified a note, you will not see the most recent rule updates. Press the button to get the recent rules. NOTE: this will replace any notes you made.", + "death-check-success-notes-label": "Death Check Success Notes", + "death-check-critical-success-notes-label": "Death Check Critical Success Notes", + "death-check-fail-notes-label": "Death Check Fail Notes", + "death-check-critical-failure-notes-label": "Death Check Critical Failure Notes", "cutting-label": "Cutting", "impaling-label": "Impaling", "crushing-label": "Crushing", From f66423b92a30394842f40ec7fa1485d3ce8f9ff5 Mon Sep 17 00:00:00 2001 From: Ken Date: Sun, 8 Oct 2023 22:00:39 -0700 Subject: [PATCH 4/4] update gurps fixed ranged tool reset button --- GURPS/gurps.html | 49 +++++++++++++++++++++++++++--------------- GURPS/translation.json | 1 + 2 files changed, 33 insertions(+), 17 deletions(-) diff --git a/GURPS/gurps.html b/GURPS/gurps.html index 7a95033f962d..7dc5de8d210c 100644 --- a/GURPS/gurps.html +++ b/GURPS/gurps.html @@ -4372,13 +4372,19 @@

    • - NEW Added custom macro text boxes for Skills, Defense, Melee, Ranged, and Spell rolls. To view the custom macros, expand the notes section at the top of each section. + NEW: Added custom macro text boxes for Skills, Defense, Melee, Ranged, and Spell rolls. To view the custom macros, expand the notes section at the top of each section.
    • - ENHANCEMENT On the Option Rules tab, added a Reset Spell Notes button. If clicked, the existing notes are replaced with the original notes. + ENHANCEMENT: On the Option Rules tab, added a Reset Spell Notes button. If clicked, the existing notes are replaced with the original notes.
    • - ENHANCEMENT Under Sheet Options\Rules, added text entries for the Success\Fail\Crit Success\Crit Fail text for Fright Check, Unstun, Knockdown and Stunning, and Unconsciousness. + ENHANCEMENT: Under Sheet Options\Rules, added text entries for the Success\Fail\Crit Success\Crit Fail text for Fright Check, Unstun, Knockdown and Stunning, and Unconsciousness. +
    • +
    • + ENHANCEMENT: Under the General Page for HT, updated the ToolTip. +
    • +
    • + FIX: Under Combat\Ranged for the Ranged Calculator Tool, fixed a synchronization issue with the Reset button that wasn't applying the updates to modifier tool.
    @@ -4615,7 +4621,9 @@

    Health 10pts/level - Unmodified: - +
    + +
    @@ -15705,13 +15713,19 @@

    Version:

    • - NEW Added custom macro text boxes for Skills, Defense, Melee, Ranged, and Spell rolls. To view the custom macros, expand the notes section at the top of each section. + NEW: Added custom macro text boxes for Skills, Defense, Melee, Ranged, and Spell rolls. To view the custom macros, expand the notes section at the top of each section. +
    • +
    • + ENHANCEMENT: On the Option Rules tab, added a Reset Spell Notes button. If clicked, the existing notes are replaced with the original notes. +
    • +
    • + ENHANCEMENT: Under Sheet Options\Rules, added text entries for the Success\Fail\Crit Success\Crit Fail text for Fright Check, Unstun, Knockdown and Stunning, and Unconsciousness.
    • - ENHANCEMENT On the Option Rules tab, added a Reset Spell Notes button. If clicked, the existing notes are replaced with the original notes. + ENHANCEMENT: Under the General Page for HT, updated the ToolTip.
    • - ENHANCEMENT Under Sheet Options\Rules, added text entries for the Success\Fail\Crit Success\Crit Fail text for Fright Check, Unstun, Knockdown and Stunning, and Unconsciousness. + FIX: Under Combat\Ranged for the Ranged Calculator Tool, fixed a synchronization issue with the Reset button that wasn't applying the updates to modifier tool.
    @@ -25437,19 +25451,20 @@

    Your feedback is most welcomed! See link below.

    } - on("clicked:range_calc_reset", function () { + on("clicked:range_calc_reset", async () => { + + await resetRangeCalculator(); + + await setAttrsAsync({roll_modifier_types: "ranged"}); + + resetRollModifiersToolBox(applyRollModifiers); - resetRangeCalculator(() => { - setAttrs({roll_modifier_types: "range"}, {select: false}, resetRollModifiersToolBox(applyRollModifiers)); - }); }); - function resetRangeCalculator(callback) { + resetRangeCalculator = async () => { - callback = callback || noop; - - setAttrs( + await setAttrsAsync( { "firing_distance": 0, "firing_speed_difference": 0, @@ -25459,7 +25474,7 @@

    Your feedback is most welcomed! See link below.

    "firing_braced": 0, "firing_aiming_bonus": 0, "firing_rof": 0, - }, null, callback); + }); } @@ -30042,7 +30057,7 @@

    Your feedback is most welcomed! See link below.

    ["melee", "ranged", "spell", "skill", "technique", "defense"].forEach(section => { - setAttrs({roll_modifier_types: section}, {select: false}, resetRollModifiersToolBox(applyRollModifiers)); + setAttrs({roll_modifier_types: section}, null, resetRollModifiersToolBox(applyRollModifiers)); }); diff --git a/GURPS/translation.json b/GURPS/translation.json index 7c18689a7e6e..36eb2e937559 100644 --- a/GURPS/translation.json +++ b/GURPS/translation.json @@ -445,6 +445,7 @@ "attributes-intelligence-tooltip": "Intelligence 20pts/level -Unmodified:", "abbreviation-health": "HT", "attributes-health-tooltip": "Health 10pts/level - Unmodified:", + "attributes-health-detailed-tooltip": "With the advent of the new Success/Fail results for the sections of Unstun, (Roll to check if recovering from a Stun result from the previous tun), K Down (Knockdown and Stunning), Unconsciousness, and Death, the HT roll should not be used for these. Instead, you should be using those specific sections as these rolls will have specific Success/Fail results associated with said topics.", "abbreviation-perception": "Per", "attributes-perception-tooltip": "Perception: Based on Intelligence
    5pts/level.
    Unmodified: ", "attribute-vision": "Vision",