diff --git a/GURPS/gurps.css b/GURPS/gurps.css
index 2b92fd7189..2916753a39 100644
--- a/GURPS/gurps.css
+++ b/GURPS/gurps.css
@@ -2781,6 +2781,20 @@ input.sheet-box-techniques-new[value="0"] + div.sheet-techniques-revised {
display: block;
}
+.sheet-active-defense .repcontainer .repitem .sheet-notebox input[name="attr_defense_row_type"][value="DODGE"] ~ .sheet-active-defense-formula .sheet-formula-as-is,
+.sheet-active-defense .repcontainer .repitem .sheet-notebox input[name="attr_defense_row_type"][value="CURRENT_DODGE"] ~ .sheet-active-defense-formula .sheet-formula-as-is
+ {
+ display: none!important;
+}
+
+.sheet-active-defense .repcontainer .repitem .sheet-notebox input[name="attr_defense_row_type"][value="DODGE"] ~ .sheet-active-defense-formula .sheet-formula-base-dodge {
+ display: block;
+}
+
+.sheet-active-defense .repcontainer .repitem .sheet-notebox input[name="attr_defense_row_type"][value="CURRENT_DODGE"] ~ .sheet-active-defense-formula .sheet-formula-current-dodge {
+ display: block;
+}
+
.sheet-active-defense .repcontainer .repitem .sheet-notebox input[name="attr_type"][value="Parry"] ~ .sheet-active-defense-formula .sheet-formula-parry,
.sheet-active-defense .repcontainer .repitem .sheet-notebox input[name="attr_type"][value="Unarmed Parry"] ~ .sheet-active-defense-formula .sheet-formula-parry {
display: block;
diff --git a/GURPS/gurps.html b/GURPS/gurps.html
index c21dc372ce..0ad5d79952 100644
--- a/GURPS/gurps.html
+++ b/GURPS/gurps.html
@@ -4371,6 +4371,9 @@
Active Defenses. When adding a brand new active defense, the Combat Reflexes bonus is now applied to the final base skill
instead of adding a modifier bonus. Missed feature when converting Combat Reflexes in Version 2.7.8.
+
+ Active Defenses. Added the option to Dodge or Current Dodge as a link type.
+
@@ -10610,6 +10613,7 @@ visualize what it will look like in chat.
+
@@ -10641,6 +10645,12 @@ visualize what it will look like in chat.
3 + (WILL + Talent)/2, rounded down.
+
+ Base Dodge attribute.
+
+
+ Current Dodge affected by HP, FP, and Encumbrance.
+
Combat Reflexes:
@@ -10673,6 +10683,8 @@ visualize what it will look like in chat.
+
+
@@ -13662,6 +13674,9 @@ visualize what it will look like in chat.
Active Defenses. When adding a brand new active defense, the Combat Reflexes bonus is now applied to the final base skill
instead of adding a modifier bonus. Missed feature when converting Combat Reflexes in Version 2.7.8.
+
+ Active Defenses. Added the option to Dodge or Current Dodge as a link type.
+
Version: 2.7.8
@@ -23252,11 +23267,13 @@ visualize what it will look like in chat.
// check if combat reflex was applied to active defense.
on("change:repeating_defense:defense_combat_reflexes", event => {
- getAttrs(["repeating_defense_defense_combat_reflexes"], values => {
+ getAttrs(["repeating_defense_defense_combat_reflexes", "repeating_defense_defense_row_type"], values => {
- const useReflexes = values.repeating_defense_defense_combat_reflexes === "1";
+ const isDodge = values.repeating_defense_defense_row_type == "DODGE" || values.repeating_defense_defense_row_type == "CURRENT_DODGE";
- const reflexBonus = useReflexes ? 1 : 0;
+ const useReflexes = values.repeating_defense_defense_combat_reflexes === "1" && isDodge === false;
+
+ const reflexBonus = useReflexes ? "1" : "0";
setAttrs({
repeating_defense_defense_combat_reflexes_bonus: reflexBonus
@@ -23463,6 +23480,10 @@ visualize what it will look like in chat.
method = "attribute";
break;
+ case "CURRENT_DODGE":
+ method = "attribute";
+ break;
+
case "SPEED":
method = "attribute";
break;
@@ -23637,6 +23658,10 @@ visualize what it will look like in chat.
fieldName = "dodge";
break;
+ case "CURRENT_DODGE":
+ fieldName = "current_dodge";
+ break;
+
case "10":
default:
fieldName = "base_attribute_level";
@@ -23680,7 +23705,16 @@ visualize what it will look like in chat.
updateFields["repeating_defense_defense_formula_level"] = calculatedSkillLevel;
updateFields["repeating_defense_skill"] = calculatedSkillLevel;
-
+
+ // if dodge or current dodge is selected as the skill link make sure to turn OFF combat reflexes
+ if (rowType === "DODGE" || rowType === "CURRENT_DODGE") {
+
+ updateFields["repeating_defense_defense_combat_reflexes"] = "";
+
+ updateFields["repeating_defense_defense_combat_reflexes_bonus"] = "0";
+
+ }
+
}
setAttrs(updateFields, { silent: true });
@@ -24439,7 +24473,7 @@ visualize what it will look like in chat.
if (isNew) {
- let checked = "0";
+ let checked = "";
let bonus = 0;
@@ -24447,12 +24481,12 @@ visualize what it will look like in chat.
checked = "1";
- bonus = 1;
+ bonus = "1";
}
const fields = {
- defense_combat_reflexes: checked,
- defense_combat_reflexes_bonus: bonus,
+ repeating_defense_defense_combat_reflexes: checked,
+ repeating_defense_defense_combat_reflexes_bonus: bonus,
repeating_defense_new: 0
};
diff --git a/GURPS/translation.json b/GURPS/translation.json
index dc073eac7a..a470357926 100644
--- a/GURPS/translation.json
+++ b/GURPS/translation.json
@@ -858,8 +858,11 @@
"power-parry-description": "3 + (Innate Attack Skill + Talent)/2, rounded down.",
"power-block-physical-description": "3 + (HT + Talent)/2, rounded down.",
"power-block-mental-description": "3 + (WILL + Talent)/2, rounded down.",
+ "formula-base-dodge-description": "Base Dodge attribute affected by Combat Reflexes.",
+ "formula-current-dodge-description": "Current Dodge affected by Combat Reflexes, HP, FP, and Encumbrance.",
"option-melee-weapon": "Melee Weapon",
"option-basic-speed": "Basic Speed",
+ "option-current-dodge": "Current Dodge",
"talent-level-label": "Talent Level:",
"formula-level-label": "Formula Level:",
"abbreviation-information-notes": "INFO Notes",