Added Portal to setAttrDuration since the game mentions picking this enhancement when "USING PORTAL ON OTHERS" on page 112 of version 1.4.3-1 of the besm 4e rulebook pdf
* Added support to define Unique Defect category as per the core rulebook.
* Fixed doUpgrade(), will no longer repeat upgrades when build number is greater than 9.
v1..8.10
* Added support for Unique Attribute cost pre level. Was previously hardcoded to 0 without any method to change.
* When modifying Unique Attribute, the attribute cost per level or attribute level will update attribute cost.
v1.8.9
* Defect categories Serious and Greater were switched to reflect true Defect costs per the Core Rule Book.
* Upgrade to 1.8.9 routine iterates through each attribute group to apply the correct cost to each defect respective to the defect rank in the group and recalculates the total group cost, and overall character cost.
Deprecated skill picker UI for simpler select driven menu for selecting skills. Existing skills will be preserved, newly created skills will use the select driven menu.
When Targeted limiter is added to Massive Damage, now shows <not configured> if an enemy has not been defined.
The function setCombatRoll() no longer crashes if a maneuver is not selected. Previously this would cause some attributes not to activate until a maneuver was selected.
Fixed bug where non-weapon attributes would fail to activate.
Attributes with specialized configurations will now update when specialization is set. Previously only would set when level was adjusted.
Ranged Attack will now reflect which weapon it is specialized for. Would still apply to weapon it was configured for correctly, the weapon configuration just didn't display.
Changed stat cost to reflect Core Rulebook values, i.e. 2 character points per stat value up to stat value of 12, and 4 character points per stat value above stat value of 12. Existing sheets will upgrade to correct the stat value costs, and return overages as available character points.
Fixed two-handed arming bug, where activating a two handed weapon while a single handed weapon was active would cause the two handed weapon's off hand to be armed while the main hand was not.
Reduced cache file by 35%-40% by removing all falsey variables and hardcoding default falsey values. Such as when an attribute (Roll20) returns undefined then a default value of 0 will be assigned.
Fixed issue where activating STR-based shortcoming did not activate correctly.
Fix issue where after activating STR-based shortcoming, lift was not recalculated.
Fixed attributes with targeted configurations so their apply buttons become active when attribute is active, and correctly apply their value to rolls or damage, respectively.
Consolidating options and lock functionality into a single lock button surfaced a bug previously unnoticed. Resolved issues where a newly added attribute would get out of sync with lock button state, showing the options menu when locked, and hidden when unlocked.
Fixed bug where if an attribute was unlocked and options menu open when sheet upgraded to 1.7.1, the lock function would work with the lock icon open/close state reversed. Now lock icon should display correct state with open/close options menu.
Fixed upgrade code, was not reliably detecting lesser version in game, but worked fine in sandbox.
Merged attribute options button function with attribute lock button, and removed options button.
Changed roll template to change damage label as normal or stun, rather than have a separate line entry for stun.
Ability to switch between alternate deplete rules.
New alternate deplete rules use an Energy Point reservation system instead of subtracting EP spent due to Deplete limiter.
Deplete alt rule can be enabled/disabled in Default Sheet Settings for new characters, or in Sheet Options for existing characters.
Fixed ammo persistency when arming other weapons, previously only persisted when unarming before switching weapons.
Extra Arms attribute (and weapons with no hands enhancement) arming button now shows depressed when selected.