0.9.64
Adds a specified number of actions to a game time to determine the correct phase and impulse in the future
(number)
A number of action points
(object)
An object of distributed action points (e.g. {"1": 2, "2": 1, "3": 2, "4": 2})
(object)
A game time object (e.g. {"impulse" : 1, "phase" : 1})
(number)
The amount of actions remaining this impulse in case of previous remainders
object
:
Returns an object with a correct time object as well as remaining actions {time: next, remaining: actions}
Returns a time object one impulse in the future
(object)
A phase and impulse object
object
:
A time object incremented one impulse
Returns a time object one impulse in the past
(object)
A phase and impulse object
object
:
A time object decremented one impulse
Returns a time some amount of phases in the future
object
:
The future time object
Converts time to phases
(string)
A length of time in the Incapacitation Table format
number
:
The total number of phases
Looks up results on a two-dimensional data table
(array)
A json representation of the book's lookup table
(string)
The exact header name of the input value
(string)
The header name of the column being cross-referenced with input
(any)
any
:
The resulting lookup
Returns the correct Accuracy Level Modifier for any distance
(number)
The distance to target in hexes (map) or inches (miniatures)
number
:
The ALM to add in to EAL calculation
Returns the correct Movement Modifier for targets and shooters
(number)
The speed the target is moving in hexes per inch
(number)
The speed the shooter is moving in hexes per inch
(number)
The distance between shooter and target in hexes
number
:
The ALM to add in to EAL calculation
Returns the correct Shot Accuracy Modifier for shooters
(number)
The aim mod imported from the shooter's weapon
(number)
The SAL imported from the shooter's character sheet
number
:
The ALM to add in to EAL calculation
Returns the Stance/Situation Modifier for shooters
(array)
A list of string labels of the stances/situations
number
:
The ALM to add in to EAL calculation
Returns the Visibility Modifier for shooters
(array)
A list of string labels of the visibilities
number
:
The ALM to add in to EAL calculation
Returns the Target Size Modifier based on target's size, either position or actual size
(array)
A list of string labels of the standard target sizes
(string)
Either 'Single Shot' or 'Burst'
(number)
Optional target size if there are no viable options from the list
number
:
The ALM to add in to EAL calculation
Returns the Skill Accuracy Level
(number)
The set skill level of the character
number
:
The Skill Accuracy Level
Returns the Intelligence Skill Factor
(number)
The set intelligence level of the character
(number)
The set skill level level of the character
number
:
The Intelligence Skill Factor rounded to an odd number
Returns the knockout value
number
:
The knockout value
Returns the number of hexes or inches a character can move each phase
(number)
The set strength attribute
(number)
The set agility level
(number)
The calculated encumbrance
number
:
The total hexes or inches per phase
Returns the total encumbrance for equipment and weapons
number
:
The total combined encumbrance
Returns the number of combat actions per impulse
(number)
The set strength attribute
(number)
The set agility attribute
(number)
The set intelligence attribute
(number)
The set skill level
(number)
The encumbrance level
object
:
The combat actions per impulse object
Returns the closest number in a list of numbers
number
:
The closest number from NumberList
Returns the EAL given all modifiers
(object)
The collection of mods
number
:
The effective accuracy level
Returns the chance of hitting
number
:
The effective accuracy level
Returns the minimum EAL required to succeed given a rolled to-hit
(number)
The to-hit roll generated externally
(string)
Either Single Shot or Burst Elevation
number
:
The minimum effective accuracy level
Returns the number of hexes away on a missed shot
number
:
The number of hexes away the shot hits
Returns the placement of a missed shot
(number)
A random roll of 0-9 generated externally
(number)
The number of hexes away the missed shot hit
string
:
The description of the shot placement
Returns the targets hit in burst fire
(number)
The arc of fire chosen by user
(number)
The rate of fire listed on the weapon
(number)
The number of targets as chosen by user
object
:
The targets object with booleans for hit success plus bullets
Returns the hit success for single shot
(number)
The percent chance of hitting
boolean
:
Whether it hit or not
Returns the targets hit in shotgun fire
(string)
Either APS or Shot
(number)
The Burst Pellet Hit Chance of the weapon ammo at range
object
:
The targets object with booleans for hit success plus bullets (pellets)
Returns the targets hit in explosive fire
(object)
The weapon object with bshc as a string with optional asterisk
(string)
The type of ammo used
object
:
The targets object with booleans for hit success plus bullets (shrapnel)
Returns the blast modifier for vaious conditions
(string)
The condition description
number
:
The mod to multipy damage by
Returns the asterisks numbers in auto chance
(number)
The chosen arc of fire
(number)
The weapon's rate of fire
(number)
The percent chance of hitting
boolean
:
Whether it is a multiple hit
Returns the DC for a weapon firing specific ammo at range
(object)
The database weapon
(number)
The range in hexes
(string)
One of three ammo types
number
:
The correct damage class
Returns the PEN for a weapon firing specific ammo at range
(object)
The database weapon
(number)
The range in hexes
(string)
One of three ammo types
number
:
The correct penetration value
Returns the Effective Penetration Factor value
number
:
The correct EPF
Returns the correct message for which type of reduction, if any
string
:
The correct reduction message
Returns the correct damage value
(number)
A random number generated externally
(boolean)
If there is cover or not
(number)
The damage class of the weapon ammo
(number)
The penetration of the wapon ammo
(number)
The effective penetration factor
number
:
The correct damage value
Returns the correct hit location
string
:
The correct location
Returns the knocked down or delayed status
(number)
A random 0-99 number generated externally
(boolean)
If there is cover or not
(weapon)
The gun firing at the target
string
:
The knocked down message
Returns the recovery chance and time
string
:
The recovery message
Returns the incapacitation effect
(number)
Physical damage
(number)
Knockout value
(number)
random number between 0-99 generated externally
object
:
The incapacitation effect and time
Returns the incapacitation chance
number
:
The incapacitation percent chance
Returns the incapacitation time
string
:
The incapacitation time
Returns the damage total
number
:
The damage total
Returns the ammo types for a gun
(string)
Name of the weapon
array
:
The array of ammo types
Returns a weapon by its name
(string)
The wapon's name
object
:
The weapon object
object
:
The entire weapons object
object
:
All tables
Returns the hit location spacing for a shotgun hit
(number)
The shotgun alm
number
:
The spacing to add or subtract from hit location