mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
synced 2026-08-31 20:22:29 +00:00
update gurps
ctive Defenses. Added the option to Dodge or Current Dodge as a link type.
This commit is contained in:
@@ -2781,6 +2781,20 @@ input.sheet-box-techniques-new[value="0"] + div.sheet-techniques-revised {
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display: block;
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}
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.sheet-active-defense .repcontainer .repitem .sheet-notebox input[name="attr_defense_row_type"][value="DODGE"] ~ .sheet-active-defense-formula .sheet-formula-as-is,
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.sheet-active-defense .repcontainer .repitem .sheet-notebox input[name="attr_defense_row_type"][value="CURRENT_DODGE"] ~ .sheet-active-defense-formula .sheet-formula-as-is
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{
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display: none!important;
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}
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.sheet-active-defense .repcontainer .repitem .sheet-notebox input[name="attr_defense_row_type"][value="DODGE"] ~ .sheet-active-defense-formula .sheet-formula-base-dodge {
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display: block;
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}
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.sheet-active-defense .repcontainer .repitem .sheet-notebox input[name="attr_defense_row_type"][value="CURRENT_DODGE"] ~ .sheet-active-defense-formula .sheet-formula-current-dodge {
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display: block;
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}
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.sheet-active-defense .repcontainer .repitem .sheet-notebox input[name="attr_type"][value="Parry"] ~ .sheet-active-defense-formula .sheet-formula-parry,
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.sheet-active-defense .repcontainer .repitem .sheet-notebox input[name="attr_type"][value="Unarmed Parry"] ~ .sheet-active-defense-formula .sheet-formula-parry {
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display: block;
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+42
-8
@@ -4371,6 +4371,9 @@
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Active Defenses. When adding a brand new active defense, the Combat Reflexes bonus is now applied to the final base skill
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instead of adding a modifier bonus. Missed feature when converting Combat Reflexes in Version 2.7.8.
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</li>
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<li>
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Active Defenses. Added the option to <b>Dodge</b> or <b>Current Dodge</b> as a link type.
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</li>
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</ul>
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<label class="check"><input type="checkbox" name="attr_announcements_hide" value="1"> <b><span data-i18n="hide-until-next-update">Hide until next update</span></b></label>
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@@ -10610,6 +10613,7 @@ visualize what it will look like in chat.
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<div class="row row-details notebox">
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<input type="hidden" name="attr_type" />
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<input type="hidden" name="attr_defense_row_type" />
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<div class="row active-defense-formula">
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<div class="cell label">
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<div class="popup">
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@@ -10641,6 +10645,12 @@ visualize what it will look like in chat.
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<div class="formula formula-power-block-mental">
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<span data-i18n="power-block-mental-description">3 + (WILL + Talent)/2, rounded down.</span>
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</div>
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<div class="formula formula-base-dodge">
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<span data-i18n="formula-base-dodge-description">Base Dodge attribute.</span>
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</div>
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<div class="formula formula-current-dodge">
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<span data-i18n="formula-current-dodge-description">Current Dodge affected by HP, FP, and Encumbrance.</span>
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</div>
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</div>
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<div class="cell formula-combat-reflexes">
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<b><span data-i18n="combat-reflexes-label">Combat Reflexes:</span></b>
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@@ -10673,6 +10683,8 @@ visualize what it will look like in chat.
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<option value="WILL" data-i18n="option-will">WILL</option>
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<option value="HT" data-i18n="option-health">HT</option>
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<option value="SPEED" data-i18n="option-basic-speed">Basic Speed</option>
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<option value="DODGE" data-i18n="option-dodge">Dodge</option>
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<option value="CURRENT_DODGE" data-i18n="option-current-dodge">Current Dodge</option>
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<option value="10">10</option>
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</select>
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</div>
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@@ -13662,6 +13674,9 @@ visualize what it will look like in chat.
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Active Defenses. When adding a brand new active defense, the Combat Reflexes bonus is now applied to the final base skill
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instead of adding a modifier bonus. Missed feature when converting Combat Reflexes in Version 2.7.8.
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</li>
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<li>
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Active Defenses. Added the option to <b>Dodge</b> or <b>Current Dodge</b> as a link type.
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</li>
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</ul>
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<h4>Version: 2.7.8</h4>
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@@ -23252,11 +23267,13 @@ visualize what it will look like in chat.
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// check if combat reflex was applied to active defense.
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on("change:repeating_defense:defense_combat_reflexes", event => {
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getAttrs(["repeating_defense_defense_combat_reflexes"], values => {
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getAttrs(["repeating_defense_defense_combat_reflexes", "repeating_defense_defense_row_type"], values => {
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const useReflexes = values.repeating_defense_defense_combat_reflexes === "1";
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const isDodge = values.repeating_defense_defense_row_type == "DODGE" || values.repeating_defense_defense_row_type == "CURRENT_DODGE";
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const reflexBonus = useReflexes ? 1 : 0;
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const useReflexes = values.repeating_defense_defense_combat_reflexes === "1" && isDodge === false;
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const reflexBonus = useReflexes ? "1" : "0";
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setAttrs({
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repeating_defense_defense_combat_reflexes_bonus: reflexBonus
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@@ -23463,6 +23480,10 @@ visualize what it will look like in chat.
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method = "attribute";
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break;
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case "CURRENT_DODGE":
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method = "attribute";
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break;
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case "SPEED":
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method = "attribute";
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break;
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@@ -23637,6 +23658,10 @@ visualize what it will look like in chat.
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fieldName = "dodge";
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break;
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case "CURRENT_DODGE":
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fieldName = "current_dodge";
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break;
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case "10":
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default:
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fieldName = "base_attribute_level";
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@@ -23680,7 +23705,16 @@ visualize what it will look like in chat.
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updateFields["repeating_defense_defense_formula_level"] = calculatedSkillLevel;
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updateFields["repeating_defense_skill"] = calculatedSkillLevel;
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// if dodge or current dodge is selected as the skill link make sure to turn OFF combat reflexes
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if (rowType === "DODGE" || rowType === "CURRENT_DODGE") {
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updateFields["repeating_defense_defense_combat_reflexes"] = "";
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updateFields["repeating_defense_defense_combat_reflexes_bonus"] = "0";
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}
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}
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setAttrs(updateFields, { silent: true });
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@@ -24439,7 +24473,7 @@ visualize what it will look like in chat.
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if (isNew) {
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let checked = "0";
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let checked = "";
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let bonus = 0;
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@@ -24447,12 +24481,12 @@ visualize what it will look like in chat.
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checked = "1";
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bonus = 1;
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bonus = "1";
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}
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const fields = {
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defense_combat_reflexes: checked,
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defense_combat_reflexes_bonus: bonus,
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repeating_defense_defense_combat_reflexes: checked,
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repeating_defense_defense_combat_reflexes_bonus: bonus,
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repeating_defense_new: 0
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};
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@@ -858,8 +858,11 @@
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"power-parry-description": "3 + (Innate Attack Skill + Talent)/2, rounded down.",
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"power-block-physical-description": "3 + (HT + Talent)/2, rounded down.",
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"power-block-mental-description": "3 + (WILL + Talent)/2, rounded down.",
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"formula-base-dodge-description": "Base Dodge attribute affected by Combat Reflexes.",
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"formula-current-dodge-description": "Current Dodge affected by Combat Reflexes, HP, FP, and Encumbrance.",
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"option-melee-weapon": "Melee Weapon",
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"option-basic-speed": "Basic Speed",
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"option-current-dodge": "Current Dodge",
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"talent-level-label": "Talent Level:",
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"formula-level-label": "Formula Level:",
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"abbreviation-information-notes": "INFO Notes",
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