[Rogue Trader Improved] patch 2-22-26

*Removed spellcheck from all elements.
*Fixed hitloc on NPC Melee Weapons
*Added Deadeye shot to ranged actions
*Added macro and field for Ramming ship damage
*Gear weight now allows decimals
This commit is contained in:
Mago
2026-02-22 23:01:39 -05:00
parent 30b6f2a789
commit add941bba8
2 changed files with 25 additions and 13 deletions
+22 -12
View File
@@ -1,4 +1,4 @@
<main class="rti"><!-- minimize everything except rolltemplate and scripts -->
<main class="rti" spellcheck="false"><!-- minimize everything except rolltemplate and scripts -->
<!-- Universal Header %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div>
<!-- Basic Player Character Information -->
@@ -1278,6 +1278,7 @@
<option data-i18n="shot-single" value="0" selected >Single Shot (+0)</option>
<option data-i18n="shot-semi" value="10" >Semi Auto (+10)</option>
<option data-i18n="shot-full" value="20" >Full Auto (+20)</option>
<option data-i18n="shot-deadeye" value="-10" >Deadeye Shot (-10)</option>
<option data-i18n="shot-called" value="-20" >Called Shot (-20)</option>
<option data-i18n="shot-supp" value="-20" >Suppressing (-20)</option>
<option data-i18n="run-gun-label" disabled style="background:gray;font-weight:bold;color:white">Run and Gun</option>
@@ -1825,7 +1826,7 @@
<div class="spacing" style="width:0.5%"></div>
<input name="attr_GearName" style="width:62%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<input name="attr_gearwt" style="width:8%" type="number" data-i18n-placeholder="weight-acronym" placeholder="Wgt." data-i18n-title="weight-title" title="Weight"/>
<input name="attr_gearwt" style="width:8%" type="number" data-i18n-placeholder="weight-acronym" placeholder="Wgt." data-i18n-title="weight-title" title="Weight" step="any"/>
<div class="spacing" style="width:0.5%"></div>
<span style="width:8%" name="attr_wgtxqty"></span>
<div class="spacing" style="width:0.5%"></div>
@@ -2575,7 +2576,7 @@
<input name="attr_NPCrangedweaponname" style="width:61.5%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NPCrangedattack" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCrangedweaponname}}} {{dosdof=[[((( ([[(@{NPCBS} + (@{gunaimbonus}) + (@{gunrangebonus}) + (@{NPCrangedweaponmod}) + (@{gunactionbonus}) - @{NPCfat} + (?{@{modifier}|0}))]] - [[@{gundice}]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }}">
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCrangedweaponname}}} {{dosdof=[[((( ([[(@{NPCBS} + (@{gunaimbonus}) + (@{gunrangebonus}) + (@{NPCrangedweaponmod}) + (@{gunactionbonus}) - @{NPCfat} + (?{@{modifier}|0}))]] - [[@{gundice}]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc=$[[1]]}}">
<label data-i18n="attack">Attack!</label>
</button>
<div class="spacing" style="width:0.5%"></div>
@@ -2611,6 +2612,7 @@
<option data-i18n="shot-single" value="0" selected>Single Shot (+0)</option>
<option data-i18n="shot-semi" value="10">Semi Auto (+10)</option>
<option data-i18n="shot-full" value="20">Full Auto (+20)</option>
<option data-i18n="shot-deadeye" value="-10" >Deadeye Shot (-10)</option>
<option data-i18n="shot-called" value="-20">Called Shot (-20)</option>
<option data-i18n="shot-supp" value="-20">Suppressing (-20)</option>
<option data-i18n="run-gun-label" disabled style="background:gray;font-weight:bold;color:white">Run and Gun</option>
@@ -2709,7 +2711,7 @@
<input name="attr_NPC1rangedweaponname" style="width:61.5%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NPCrangedattack" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPC1rangedweaponname}}} {{dosdof=[[((( ([[(@{NPCBS} + (@{1gunaimbonus}) + (@{1gunrangebonus}) + (@{NPC1rangedweaponmod}) + (@{1gunactionbonus}) - @{NPCfat} + (?{@{modifier}|0}))]] - [[@{1gundice}]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }}">
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPC1rangedweaponname}}} {{dosdof=[[((( ([[(@{NPCBS} + (@{1gunaimbonus}) + (@{1gunrangebonus}) + (@{NPC1rangedweaponmod}) + (@{1gunactionbonus}) - @{NPCfat} + (?{@{modifier}|0}))]] - [[@{1gundice}]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc=$[[1]]}}">
<label data-i18n="attack">Attack!</label>
</button>
<div class="spacing" style="width:0.5%"></div>
@@ -2744,6 +2746,7 @@
<option data-i18n="shot-single" value="0" selected>Single Shot (+0)</option>
<option data-i18n="shot-semi" value="10">Semi Auto (+10)</option>
<option data-i18n="shot-full" value="20">Full Auto (+20)</option>
<option data-i18n="shot-deadeye" value="-10" >Deadeye Shot (-10)</option>
<option data-i18n="shot-called" value="-20">Called Shot (-20)</option>
<option data-i18n="shot-supp" value="-20">Suppressing (-20)</option>
<option data-i18n="run-gun-label" disabled style="background:gray;font-weight:bold;color:white">Run and Gun</option>
@@ -2843,7 +2846,7 @@
<input name="attr_NPCmeleeweaponname" style="width:61.5%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NPCmeleeweaponattack" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCmeleeweaponname}}} {{dosdof=[[((( ([[(@{NPCWS} + (@{NPCmeleeaimbonus}) + (@{NPCmeleeactionbonus}) + (@{NPCmeleeweaponmod}) + (?{@{modifier}|0}))]] - [[1d100cs1cf101]]) * 100 % 999 % 100 )))]] }} {{testtarget=$[[0]]}} {{d100a=$[[1]]}} {{attack=}} {{hitloc=$[[1]]}}">
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCmeleeweaponname}}} {{dosdof=[[((( ([[(@{NPCWS} + (@{NPCmeleeaimbonus}) + (@{NPCmeleeactionbonus}) + (@{NPCmeleeweaponmod}) + (?{@{modifier}|0}))]] - [[1d100cs1cf101]]) * 100 % 999 % 100 )))]] }} {{testtarget=$[[0]]}} {{d100a=$[[1]]}} {{attack= }} {{hitloc=$[[1]]}}">
<label data-i18n="attack">Attack!</label>
</button>
<div class="spacing" style="width:0.5%"></div>
@@ -2925,7 +2928,7 @@
<input name="attr_NPC1meleeweaponname" style="width:61.5%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NPC1meleeweaponattack" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPC1meleeweaponname}}} {{dosdof=[[((( ([[(@{NPCWS} + (@{NPC1meleeaimbonus}) + (@{NPC1meleeactionbonus}) + (@{NPC1meleeweaponmod}) + (?{@{modifier}|0}))]] - [[1d100cs1cf101]]) * 100 % 999 % 100 )))]] }} {{testtarget=$[[0]]}} {{d100a=$[[1]]}} {{attack=}} {{hitloc=$[[1]]}}">
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPC1meleeweaponname}}} {{dosdof=[[((( ([[(@{NPCWS} + (@{NPC1meleeaimbonus}) + (@{NPC1meleeactionbonus}) + (@{NPC1meleeweaponmod}) + (?{@{modifier}|0}))]] - [[1d100cs1cf101]]) * 100 % 999 % 100 )))]] }} {{testtarget=$[[0]]}} {{d100a=$[[1]]}} {{attack= }} {{hitloc=$[[1]]}}">
<label data-i18n="attack">Attack!</label>
</button>
<div class="spacing" style="width:0.5%"></div>
@@ -3103,7 +3106,7 @@
<option data-i18n="Psy-Push" data-i18n-vars="4" value="66">Push +4</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_PsyHit" type="roll" style="width:15%" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{PsyName}}} {{dosdof=[[((( ([[@{PsyFocusPower} + (?{@{modifier}|0}) + (5 * (@{epr} + @{PsyRatingModifier} - @{Sustaining}) )]] - [[@{psydice}]] ) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100p= $[[1]] }} {{psydmg= [[@{PsyDamage} + (@{PsyDmgB} * (@{epr} + @{PsyRatingModifier} - (@{Sustaining})) )]] @{PsyDamageType}}} {{psypen= [[@{PsyPen}]]}}"><label data-i18n="manifest">Manifest</label></button>
<button name="roll_PsyHit" type="roll" style="width:15%" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{PsyName}}} {{dosdof=[[((( ([[@{PsyFocusPower} + (?{@{modifier}|0}) + (5 * (@{epr} + @{PsyRatingModifier} - @{Sustaining}) )]] - [[@{psydice}]] ) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100p= $[[1]] }} {{psydmg=^{damage} [[@{PsyDamage} + (@{PsyDmgB} * (@{epr} + @{PsyRatingModifier} - (@{Sustaining})) )]] @{PsyDamageType}}} {{psypen= [[@{PsyPen}]]}}"><label data-i18n="manifest">Manifest</label></button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_PsyInfo" type="roll" style="width:8%" value="@{gmroll}&{template:custom} {{name=@{PsyName}}} {{d1=^{activation-time} @{PsyAction}}} {{t1=^{range} @{PsyRange}}} {{p1=^{sustain} @{PsySustained}}} {{desc=@{PsyPowersEffect} }}"><label class="shct">R</label></button>
<input class="arrow icon" style="width:3.5%" name="attr_hidepsypower1" type="checkbox" value="1"/>
@@ -3698,14 +3701,16 @@
<button style="width:100%" name="roll_RamManu" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{ramming-manoeuvre}}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-20-@{crewmanu}-@{manumoralmod}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }} ">
<label style="width:90%" data-i18n="ramming-manoeuvre">Ramming Manoeuvre</label>
<b style="width:10%" data-i18n-title="ramming-title" title="Ramming Manoeuvre&#10;Hard (20) Pilot (Space Craft) + Manoeuvrability Test&#10;&#10;If a ship ends its Manoeuvre Action within 1 VU of an enemy vessel&#10;and its Prow is facing said vessel, the ship may give up its&#10;Shooting Action this turn and Ram the ship instead.&#10;&#10;If succeessful, the ship crashes and does damage based on Hull Size&#10;+ Prow Armour + Armored Prow Component (if any)&#10;&#10;The ramming ship then takes damage equal to the&#10;defending ships Armour plus 1d5 to their Prow armour.">?</b>
<b style="width:10%" data-i18n-title="ramming-title" title="Ramming Manoeuvre&#10;Hard (20) Pilot (Space Craft) + Manoeuvrability Test&#10;&#10;If a ship ends its Manoeuvre Action within 1 VU of an enemy vessel&#10;and its Prow is facing said vessel, the ship may give up its&#10;Shooting Action this turn and Ram the ship instead.&#10;&#10;If succeessful, the ship crashes and does damage (see button below)&#10;&#10;The ramming ship then takes damage equal to the&#10;defending ships Armour plus 1d5 to their Prow armour.">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_ejump" type="roll"
value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;^{emergency-warp-jump}}} {{dosdof=[[((( ([[(@{repeating_navigation_$0_navigation} -30 + (?{@{modifier}|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }} {{desc=^{crew-morale} [[1d10]] ^{damage}}}">
<label style="width:90%" data-i18n="emergency-warp-jump">Emergency Warp Jump</label>
<b style="width:10%" data-i18n-title="emergency-warp-title" title="Emergency Warp Jump - Very Hard (30) Navigation (Warp) Test -&#10;In hopeless situations, the Navigator can try to quickly plot an escape route into the Warp&#10;&#10;During the ship's strategic turn, If the test Succeeds, the ship escapes into the Warp.&#10;It can also be used to escape during Narrative Time.&#10;&#10;However most crew members are horrified of what could happen and as such&#10;after the action is taken the Crew suffers 1d10 to Morale (regardless of the result)&#10;&#10;This Action is not possible if the Warp or Plasma Drive is Damaged&#10;Unpowered or Destroyed.&#10;&#10;What happens after, is up to the GM (but it should be suitably horrible)&#10;&#10;WARNING: For this macro to work properly, the skill -Navigation (Warp)-&#10;Must be the FIRST (top of the list) skill in the NAVIGATION SKILL GROUP (Skills Tab)">?</b>
<button type="roll" name="roll_ramdmg" style="width:46%"
value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;^{ramming-manoeuvre}&#10;^{damage}}} {{d1= [[@{RammingDamage}]] }}">
<label style="width:75%" data-i18n="damage">Damage</label>
<b style="width:25%" data-i18n-title="ramdmg-title" title="Ramming Damage calculator&#10;Type here the Ship's total ramming damage based on:&#10;Hull Size + Armour value (+ Prow value) + Armored Prow Component (if any)&#10;&#10;Transport or Raider: 1d5&#10;Frigate: 1d10&#10;Light Cruiser: 2d5&#10;Cruiser: 2d10&#10;Larger ships: 3d10&#10;&#10;No Component: +0&#10;Reinforced Prow: +1d5&#10;Armoured Prow: +1d10">?</b>
</button>
<i style="width:8%">&#10095;</i>
<input type="text" name="attr_RammingDamage" style="width:46%" data-i18n-placeholder="damage" placeholder="Damage"/>
</div>
<div class="gridbox3">
<button style="width:100%" name="roll_ComeNewHead" type="roll"
@@ -3719,6 +3724,11 @@
<label style="width:90%" data-i18n="boarding-action">Boarding Action</label>
<b style="width:10%" data-i18n-title="boarding-title" title="Boarding Action&#10;Hard (20) Pilot (Space Craft) + Manoeuvrability Test&#10;&#10;If a starship ends its Manoeuvre Action within 1 VU of its target&#10;it may give up its shooting action to Board the target.&#10;&#10;If he succeeds, the two ships crash together&#10;and the boarding action begins.&#10;&#10;See Page 215 RTC for rules on Boarding enemy ships.">?</b>
</button>
<button style="width:100%" name="roll_ejump" type="roll"
value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;^{emergency-warp-jump}}} {{dosdof=[[((( ([[(@{repeating_navigation_$0_navigation} -30 + (?{@{modifier}|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }} {{desc=^{crew-morale} [[1d10]] ^{damage}}}">
<label style="width:90%" data-i18n="emergency-warp-jump">Emergency Warp Jump</label>
<b style="width:10%" data-i18n-title="emergency-warp-title" title="Emergency Warp Jump - Very Hard (30) Navigation (Warp) Test -&#10;In hopeless situations, the Navigator can try to quickly plot an escape route into the Warp&#10;&#10;During the ship's strategic turn, If the test Succeeds, the ship escapes into the Warp.&#10;It can also be used to escape during Narrative Time.&#10;&#10;However most crew members are horrified of what could happen and as such&#10;after the action is taken the Crew suffers 1d10 to Morale (regardless of the result)&#10;&#10;This Action is not possible if the Warp or Plasma Drive is Damaged&#10;Unpowered or Destroyed.&#10;&#10;What happens after, is up to the GM (but it should be suitably horrible)&#10;&#10;WARNING: For this macro to work properly, the skill -Navigation (Warp)-&#10;Must be the FIRST (top of the list) skill in the NAVIGATION SKILL GROUP (Skills Tab)">?</b>
</button>
</div>
<div class="gridbox4">
<button style="width:100%" name="roll_DisManu" type="roll"
+3 -1
View File
@@ -401,7 +401,8 @@
"adjust-speed-and-bearing": "Adjust Speed and Bearing",
"adjust-sp-be-title": "Adjust Speed and Bearing\nHard (20) Pilot (Space Craft) + Manoeuvrability Test\n\nCombines the effects of Adjust Speed and Adjust Bearing\nin a single manoeuvre, the limitations of both still apply.",
"ramming-manoeuvre": "Ramming Manoeuvre",
"ramming-title": "Ramming Manoeuvre\nHard (20) Pilot (Space Craft) + Manoeuvrability Test\n\nIf a ship ends its Manoeuvre Action within 1 VU of an enemy vessel\nand its Prow is facing said vessel, the ship may give up its\nShooting Action this turn and Ram the ship instead.\n\nIf succeessful, the ship crashes and does damage based on Hull Size\n+ Prow Armour + Armored Prow Component (if any)\n\nThe ramming ship then takes damage equal to the\ndefending ships Armour plus 1d5 to their Prow armour.",
"ramming-title": "Ramming Manoeuvre\nHard (20) Pilot (Space Craft) + Manoeuvrability Test\n\nIf a ship ends its Manoeuvre Action within 1 VU of an enemy vessel\nand its Prow is facing said vessel, the ship may give up its\nShooting Action this turn and Ram the ship instead.\n\nIf succeessful, the ship crashes and does damage (see button below)\n\nThe ramming ship then takes damage equal to the\ndefending ships Armour plus 1d5 to their Prow armour.",
"ramdmg-title": "Ramming Damage calculator\nType here the Ship's total ramming damage based on:\nHull Size + Armour value (+ Prow value) + Special Components\n\nTransport or Raider: 1d5\nFrigate: 1d10\nLight Cruiser: 2d5\nCruiser: 2d10\nLarger ships: 3d10\n\nReinforced Prow: +1d5\nArmoured Prow: +1d10\nPower Ram: +1d10",
"emergency-warp-jump": "Emergency Warp Jump",
"emergency-warp-title": "Emergency Warp Jump - Very Hard (30) Navigation (Warp) Test -\nIn hopeless situations, the Navigator can try to quickly plot an escape route into the Warp\n\nDuring the ship's strategic turn, If the test Succeeds, the ship escapes into the Warp.\nIt can also be used to escape during Narrative Time.\n\nHowever most crew members are horrified of what could happen and as such\nafter the action is taken the Crew suffers 1d10 to Morale (regardless of the result)\n\nThis Action is not possible if the Warp or Plasma Drive is Damaged\nUnpowered or Destroyed.\n\nWhat happens after, is up to the GM (but it should be suitably horrible)\n\nWARNING: For this macro to work properly, the skill -Navigation (Warp)-\nMust be the FIRST (top of the list) skill in the NAVIGATION SKILL GROUP (Skills Tab)",
"come-to-new-heading": "Come to New Heading",
@@ -529,6 +530,7 @@
"shot-single": "Single Shot (+0)",
"shot-semi": "Semi Auto (+10)",
"shot-full": "Full Auto (+20)",
"shot-deadeye": "Deadeye Shot (-10)",
"shot-called": "Called Shot (-20)",
"shot-supp": "Suppressing (-20)",
"run-gun-label": "Run and Gun",