diff --git a/ADnD_2E_Revised/2ESheet.html b/ADnD_2E_Revised/2ESheet.html index d3a2273572bc..0f533ccbbf4e 100644 --- a/ADnD_2E_Revised/2ESheet.html +++ b/ADnD_2E_Revised/2ESheet.html @@ -317,14 +317,18 @@ <h4>Hit points and Armor Class</h4> </tr> <tr> - <td>AC Head:</td> + <td>AC Head (opt):</td> <td><input type="number" name="attr_AChead" title="@{AChead}" class="sheet-short"/></td> - <td colspan="2" class="sheet-note">* Optional: Head without helmet or other exposed body parts have AC 10. PO: C&T p. 43, 146-150</td> + <td colspan="2" class="sheet-note"> + <span title="The Complete Fighter's Handbook p. 107: No helmet = AC 10 + Dex bonus + Shield + Magic items. Requires a Called Shot at -8 to hit">* The Complete Fighter's Handbook p. 107+122 ⓘ</span> + <br> + <span title="Player's Option: Combat & Tactics p. 43: No helmet = AC 10. Requires Called Shot at -4 to hit. Individual helmet ACs can be found on p. 146-150">* Player's Option: Combat & Tactics p. 43, 146-150 ⓘ</span> + </td> </tr> <tr> - <td>AC Touch:</td> + <td>AC Touch (opt):</td> <td><input type="number" name="attr_ACtouch" title="@{ACtouch}" class="sheet-short"/></td> - <td colspan="2" class="sheet-note">* Optional: No base AC from Armor. Magical bonuses from Armor still apply. PO: S&M p. 120</td> + <td colspan="2" class="sheet-note">* Player's Option: Spells & Magic p. 120: No base AC from Armor. Magical bonuses from Armor still apply.</td> </tr> </table> <br> @@ -1929,7 +1933,7 @@ <h4>Weapon Notes</h4> <td><label><input type="checkbox" name="attr_weaptype-pierce2" title="@{repeating_weapons2_$X_weaptype-pierce2}" value="1"/><span></span></label></td> <td><label><input type="checkbox" name="attr_weaptype-blunt2" title="@{repeating_weapons2_$X_weaptype-blunt2}" value="1"/><span></span></label></td> <td><input type="text" name="attr_weapspeed2" title="@{repeating_weapons2_$X_weapspeed2}" class="sheet-small"></td> - <td><button type="roll" name="roll_init2" title="%{repeating_weapons2_$X_init2}" value="/gmroll [[{1d10+((@{weapspeed2} [Weapon])-(@{temp-speedadj} [Temp buff])-(@{misc-mod})), {1}}kh1]] [Initiative (@{weaponname2})]&{tracker}">Initiative</button></td> + <td><button type="roll" name="roll_init2" title="%{repeating_weapons2_$X_init2}" value="/gmroll [[{1d10+(@{weapspeed2} [Weapon])-(@{temp-speedadj} [Temp buff])-(@{misc-mod}), {1}}kh1]] [Initiative (@{weaponname2})]&{tracker}">Initiative</button></td> </tr> </table> </fieldset> diff --git a/ADnD_2E_Revised/html/tabs/character-tab/character-info-tab/character-info-tracker-tab.html b/ADnD_2E_Revised/html/tabs/character-tab/character-info-tab/character-info-tracker-tab.html index 4105df46d38b..222eee18b3c9 100644 --- a/ADnD_2E_Revised/html/tabs/character-tab/character-info-tab/character-info-tracker-tab.html +++ b/ADnD_2E_Revised/html/tabs/character-tab/character-info-tab/character-info-tracker-tab.html @@ -49,14 +49,18 @@ <h4>Hit points and Armor Class</h4> </tr> <tr> - <td>AC Head:</td> + <td>AC Head (opt):</td> <td><input type="number" name="attr_AChead" title="@{AChead}" class="sheet-short"/></td> - <td colspan="2" class="sheet-note">* Optional: Head without helmet or other exposed body parts have AC 10. PO: C&T p. 43, 146-150</td> + <td colspan="2" class="sheet-note"> + <span title="The Complete Fighter's Handbook p. 107: No helmet = AC 10 + Dex bonus + Shield + Magic items. Requires a Called Shot at -8 to hit">* The Complete Fighter's Handbook p. 107+122 ⓘ</span> + <br> + <span title="Player's Option: Combat & Tactics p. 43: No helmet = AC 10. Requires Called Shot at -4 to hit. Individual helmet ACs can be found on p. 146-150">* Player's Option: Combat & Tactics p. 43, 146-150 ⓘ</span> + </td> </tr> <tr> - <td>AC Touch:</td> + <td>AC Touch (opt):</td> <td><input type="number" name="attr_ACtouch" title="@{ACtouch}" class="sheet-short"/></td> - <td colspan="2" class="sheet-note">* Optional: No base AC from Armor. Magical bonuses from Armor still apply. PO: S&M p. 120</td> + <td colspan="2" class="sheet-note">* Player's Option: Spells & Magic p. 120: No base AC from Armor. Magical bonuses from Armor still apply.</td> </tr> </table> <br>