I finally announce I can't devote my full time to this project, and add the running list of known issues. Maybe one day I'll come back to make use of the new features to improve the sheet further.
Adds JS that checks for the Accurate prerequisites in Ranged Weapons and Vehicle Ranged Weapons, and appropriately adds +10 to hit.
Moved the Accurate damage DoS dialog to only appear when it's needed
Adds default values to attr_ammo (used for the ammo counter API), and vehicle weapons. [Thanks to ChtiKenny, now I know why default values are a thing.]
I don't have Pro and none of my contacts texted back, so this change is actually completely untested! I'll try to fix any visual flaw with next week's update, but thanks for your patience in the meantime.
I wish Sheet Authors could at least get a single Sheet Sandbox just to test these changes.
Added a space to {{loc=}}, to create {{loc= }}, which I have no idea if it'll work but it won't break anything to try
separated {{@{settings_hitroll}} to have a space before and after, for readability
adjusted whitespacing for hitroller
Added inlinemod to righteous fury
Fixed Scatter to ask for XdX and have use inlinemod (Thanks RageBob from 40k discord for bringing this to my attention)
Added Shock button to vehicle page, just because
added ChtiKenny's unedited json css, and Importer. We'll tailor this to fit in coming days
Added a movement mod, it's like an Agility Bonus modifier that only works on movement
WP_unnat no longer needs to be hardcoded, the sheetworker picks up values now
Massive thanks to ChtiKenny for taking 2hrs to help me troubleshoot every layer of this thing, I literally could not have done it without his help
adds a small hit counter beneath attack DoS.
Called Shot will proc the Suppressing Fire line, but fixing it will be pretty bloat heavy, so I'm leaving it for now.
fixed armor display not displaying total soak
made another attempt at the psyker thing, but it failed again. I went to go phone for help, we'll get em next time. In the meantime, the dropdown works as usual, but DoS adds willpower's unnat at the end. That should fit 80% of people's needs, and we'll have a more permanent fix soon.
refactored vehicle grid
vehicles now have left/right armor
vehicle Operate rolls take Limiter and Maneuverability into account
melee attacks now have Called Shot
removed erroneous "carry?" from vehicle weapons
added vestigial psy focus sheetworker, here's hoping i can get it to work before tonight's over
removed unused focus mod in rolltemplate
set psyroll to cf0 so fettered users don't see "psychic phenomena" on a nat 1
added "not an attack" to psy_multi, for the hypothetical hit counter
limiter, available on psy rolls
unnat WP is hardcoded, for now.
While playing with the Inspector, I found out that the select menu ugliness was due to bottom margin. When they can run around bottomless, things just work.
Finally! only took like 4 hrs of staring at the screen and comparing code screenshots back and forth.
Marks the first time I've perfected a weapon stat block change on Melee, then carried over to Ranged. Normally I get it the other way around.
I meant to just keep Tearing, but it turns out the textarea on existing sheets already has text so it won't update. Easier to just get rid of the offending section.
if you run those kinds of game.
Credit to ChtiKenny, that code commonality really helps with just lifting powerful features over.
(oh no i'm not fixing these grid locations, this might come back for me later)
The independent 1d100 hit location is inconsistent with OW rules, but traditionally there has been no easy way to find the true value. Now that the actual attack rolls are easily visible, it's easier for players to see the proper values for themselves.
Added a Carried button. If it's not checked, its weight doesn't count against carry limits.
Spray now counts into damage rolls, and will announce a jam on a natural 9.
What we don't have: working collapse buttons. (you'll know what those are if they ever get to work)
[we have the skeleton of that system though]
Changed Shadowbane's Accurate DoS to match OW rules
Added special weapon dmg settings next to weapon Special bar
weapon attacks can now be dragged to macro bar, if you're into that
correcting the attack rolltemplate, almost done
imported the ammo API script in case it's tied to the sheet's function
also testing if we can shrink the Special bar
I got it working after like 4 hours.
In the course, I've incurred some technical debt: at least 3 other sheetworkers were glued in with no modification because I can't figure out where I'm going wrong. I hope I can get this sorted, and everything else handled, before next week
I've wanted to do this for so long, but wasn't confident enough in my code to do so. I hated needing to count to 40 every single time I added a feature. I'm not about that life.
Credit to me. I did this.