From a91d86984753eb678729897b9230d34813802023 Mon Sep 17 00:00:00 2001 From: Kerry Harrison Date: Thu, 7 Mar 2024 12:14:24 -0600 Subject: [PATCH] Update acksTips.js updated to use more ACKS II specific terminology --- acksTips.js | 106 ++++++++++++++++++++++++++-------------------------- 1 file changed, 53 insertions(+), 53 deletions(-) diff --git a/acksTips.js b/acksTips.js index 1c9061f..8e0cdb2 100644 --- a/acksTips.js +++ b/acksTips.js @@ -1,7 +1,7 @@ /* To use: - 1. Create a page called "Loading" (you can change this in variables) + 1. Create a page called "Party Assemble" (you can change this in variables) 2. On the object layer create a textbox (will be auto created if none exists) Note: @@ -9,7 +9,7 @@ */ var displaySpeed = 30000; //Sets speed (in milleseconds) at which to cycle tips - var numChars = 35; //Set maximum number of characters per line + var numChars = 30; //Set maximum number of characters per line var targetPageName = "Party Assemble"; //The name of the page you want to use for your loading screen var onlyChangeIfVisible = true; //Only rotates tips when players are on Loading screen var debug = false; //Enables debugging messages @@ -20,60 +20,60 @@ "General OSR Tip #03\nDon't assume you can defeat any monster you encounter.", "General OSR Tip #04\nKeep some sort of map, even if it's just a flow chart. If you get lost, you can end up in real trouble – especially in a dungeon where wandering monster rolls are made frequently.", "General OSR Tip #05\nAsk lots of questions about what you see. Look up. Ask about unusual stonework. Test floors before stepping.", - "General OSR Tip #06\nProtect the magic-user. He's your nuke.", + "General OSR Tip #06\nProtect the mage. He's your nuke.", "General OSR Tip #07\nHire some cannon fodder. Don't let the cannon fodder start to view you as a weak source of treasure.", "General OSR Tip #08\nSpears can usually reach past your first rank of fighters, so a phalanx of hirelings works well.", "General OSR Tip #09\nCheck in with the grizzled one-armed guy in the tavern before each foray; he may have suddenly remembered more details about the area.", - "ACK System Tip #01\nEvery adventurer maintains a standard of living appropriate for their level. This is a monthly expense.", - "ACK System Tip #02\nEvery settlement has a market class which defines what is available for purchase. Don't assume!", - "ACK System Tip #03\nEquipment can be commissioned if it is not available right away.", - "ACK System Tip #04\nMany one-handed weapons can be wielded with two hands for a bump to their damage die.", - "ACK System Tip #05\nHenchmen will accompany you into a dungeon. Mercenaries and Specialists will not.", - "ACK System Tip #06\nHenchmen are entitled to a share of experience and treasure, in addition to their wage.", - "ACK System Tip #07\nSpell casters do not have to memorize their spells every day. Instead they keep a limited repertoire with a number of castings per day for each spell level.", - "ACK System Tip #08\nFor an arcane caster to learn a new spell its formula must be found or researched.", - "ACK System Tip #09\nAn arcane caster may have more spell formulae than he can keep in his repertoire. Modifying your repertoire is possible.. given enough time and gold.", - "ACK System Tip #10\nSpell casters have a spell signature.. a sensory effect that makes their spells unique to them.", - "ACK System Tip #11\nWhile exploring, each turn is 10 minutes.", - "ACK System Tip #12\nWhile exploring, it is recommended that you take a 10 minute break every hour.", - "ACK System Tip #13\nWhile exploring, most actions take a full turn to complete.", - "ACK System Tip #14\nIn combat, each round is 10 seconds.", - "ACK System Tip #15\nWhen in darkness, or targeting an invisible adversary, there is a -4 penalty to the attack throw.", - "ACK System Tip #16\nWhen forcing a door open, any help will give a +4 to the attempt.", - "ACK System Tip #17\nSearching a 10'x10' area takes a full turn.", - "ACK System Tip #18\nAnyone can attempt to search for traps, not just Thieves.", - "ACK System Tip #19\nIf you need to get somewhere fast, you can force march. You will be tired until you take it easy for a full day afterward.", - "ACK System Tip #20\nWhile marching through the wilderness, it is recommended that you rest for one day in every six.", - "ACK System Tip #21\nWhile on the march it is possible to forage for rations without slowing down, if the environment permits.", - "ACK System Tip #22\nWhen an encounter begins a surprise check may be necessary for one or both sides. Then the reaction of what you've encountered is determined.", -// "ACK System Tip #23\nSneaking is best explained via a flowchart: http://crowbarandbrick.blogspot.com/2016/05/surprise-itsa-flowchart.html", - "ACK System Tip #24\nDuring an encounter initiative is rolled every round!", - "ACK System Tip #25\nCasting a spell must be declared before initiative is rolled for the round.", - "ACK System Tip #26\nWithdrawing or Retreating from melee must be declared before initiative is rolled for the round.", - "ACK System Tip #27\nIf a faster opponent approaches you and you have a weapon with long reach, or a readied missile weapon, you may attack on the same initiative (simultaneously).", - "ACK System Tip #28\nAfter attacking, a combatant may not move again until the next round.", - "ACK System Tip #29\nCharging gives a +2 to the next attack throw and a -2 penalty to your armor class until your next initiative.", - "ACK System Tip #30\nA helpless target can be automatically slain.", - "ACK System Tip #31\nWhen making a ranged attack it is possible that your target may have cover that will penalize the attack by up to -4.", - "ACK System Tip #32\nFlasks of oil can be lit and thrown as missile attacks. Mind the splash!", - "ACK System Tip #33\nIf between declaring a spell and casting it you take any damage or fail any saving throw, the spell is interrupted and lost.", - "ACK System Tip #34\nA caster may not move or perform any other action on a round in which they attempt to cast a spell.", - "ACK System Tip #35\nDamage multipliers are applied to the die result, additional dice are not rolled.", - "ACK System Tip #36\nIf you are reduced to 0 hitpoints, prepare to roll on the Mortal Wounds table when someone checks on you.", - "ACK System Tip #37\nPermanent damage and even death can be reversed with a Restore Life and Limb spell. There may be other consequences, however.", - "ACK System Tip #38\nFor each full day of complete rest in sanitary conditions, a character will recover 1d3 hitpoints.", - "ACK System Tip #39\nThe healing proficiency can improve a characters natural healing rate.", - "ACK System Tip #40\nSometimes an injury requires a period of rest to fully recover. Unless specified otherwise, natural healing does not occur until the injury has recovered.", - "ACK System Tip #41\nCharacters that attack as Fighters can cleave after downing an opponent, moving up to 5' to do so. This can be done a number of times in a single round equal to their hit dice.", - "ACK System Tip #42\nCharacters that attack as Clerics or Thieves can cleave like Fighters, up to a number of times in a single round equal to half their hit dice (rounded down).", - "ACK System Tip #43\nIt is possible to cleave with missile weapons, but the number of times you can cleave in a round is limited by the type of weapon.", - "ACK System Tip #44\nSpecial Maneuvers can always be attempted in combat, generally with a -4 penalty to the attack throw.", - "ACK System Tip #45\nMorale can play a key factor in combat, for or against you and your hirelings.", - "ACK System Tip #46\nThe difficulty of a swimming throw is determined by your encumbrance.", - "ACK System Tip #47\nIf a swimming throw is failed, you will begin to sink, and drown in 10 rounds unless you are rescued.", - "ACK System Tip #48\nThe majority of experience toward your advancement will come from treasure, not slaying foes.", - "ACK System Tip #49\nYou can 'bank' gold toward an experience reserve should your character die and need to be replaced.", - "ACK System Tip #50\nThere are many useful things that can be done with a little downtime between adventures.", + "ACKS Tip #01\nEvery adventurer maintains a standard of living appropriate for their level. This is a monthly expense.", + "ACKS Tip #02\nEvery settlement has a market class which defines what is available for purchase. Don't assume!", + "ACKS Tip #03\nEquipment can be commissioned if it is not available right away.", + "ACKS Tip #04\nMany one-handed weapons can be wielded with two hands for a bump to their damage die.", + "ACKS Tip #05\nHenchmen will accompany you into a dungeon. Mercenaries and Specialists will not.", + "ACKS Tip #06\nHenchmen are entitled to a share of experience and treasure, in addition to their wage.", + "ACKS Tip #07\nSpell casters do not have to memorize their spells every day. Instead they keep a limited repertoire with a number of castings per day for each spell level.", + "ACKS Tip #08\nFor an arcane caster to learn a new spell its formula must be found or researched.", + "ACKS Tip #09\nAn arcane caster may have more spell formulae than he can keep in his repertoire. Modifying your repertoire is possible.. given enough time and gold.", + "ACKS Tip #10\nSpell casters have a spell signature.. a sensory effect that makes their spells unique to them.", + "ACKS Tip #11\nWhile exploring, each turn is 10 minutes.", + "ACKS Tip #12\nWhile exploring, it is recommended that you take a 10 minute break every hour.", + "ACKS Tip #13\nWhile exploring, most actions take a full turn to complete.", + "ACKS Tip #14\nIn combat, each round is 10 seconds.", + "ACKS Tip #15\nWhen in darkness, or targeting an invisible adversary, there is a -4 penalty to the attack throw.", + "ACKS Tip #16\nWhen forcing a door open, any help will give a +4 to the attempt.", + "ACKS Tip #17\nSearching a 10'x10' area takes a full turn.", + "ACKS Tip #18\nAnyone can attempt to search for traps, not just Thieves.", + "ACKS Tip #19\nIf you need to get somewhere fast, you can force march. You will be tired until you take it easy for a full day afterward.", + "ACKS Tip #20\nWhile marching through the wilderness, it is recommended that you rest for one day in every six.", + "ACKS Tip #21\nWhile on the march it is possible to forage for rations without slowing down, if the environment permits.", + "ACKS Tip #22\nWhen an encounter begins a surprise check may be necessary for one or both sides. Then the reaction of what you've encountered is determined.", + "ACKS Tip #23\nSneaking is best explained via a flowchart: http://crowbarandbrick.blogspot.com/2016/05/surprise-itsa-flowchart.html", + "ACKS Tip #24\nDuring an encounter initiative is rolled every round!", + "ACKS Tip #25\nCasting a spell must be declared before initiative is rolled for the round.", + "ACKS Tip #26\nWithdrawing or Retreating from melee must be declared before initiative is rolled for the round.", + "ACKS Tip #27\nIf a faster opponent approaches you and you have a weapon with long reach, or a readied missile weapon, you may attack on the same initiative (simultaneously).", + "ACKS Tip #28\nAfter attacking, a combatant may not move again until the next round.", + "ACKS Tip #29\nCharging gives a +2 to the next attack throw and a -2 penalty to your armor class until your next initiative.", + "ACKS Tip #30\nA helpless target can be automatically slain.", + "ACKS Tip #31\nWhen making a ranged attack it is possible that your target may have cover that will penalize the attack by up to -4.", + "ACKS Tip #32\nFlasks of oil can be lit and thrown as missile attacks. Mind the splash!", + "ACKS Tip #33\nIf between declaring a spell and casting it you take any damage or fail any saving throw, the spell is interrupted and lost.", + "ACKS Tip #34\nA caster may not move or perform any other action on a round in which they attempt to cast a spell.", + "ACKS Tip #35\nDamage multipliers are applied to the die result, additional dice are not rolled.", + "ACKS Tip #36\nIf you are reduced to 0 hitpoints, prepare to roll on the Mortal Wounds table when someone checks on you.", + "ACKS Tip #37\nPermanent damage and even death can be reversed with a Restore Life and Limb spell. There may be other consequences, however.", + "ACKS Tip #38\nFor each full day of complete rest in sanitary conditions, a character will recover 1d3 hitpoints.", + "ACKS Tip #39\nThe healing proficiency can improve a characters natural healing rate.", + "ACKS Tip #40\nSometimes an injury requires a period of rest to fully recover. Unless specified otherwise, natural healing does not occur until the injury has recovered.", + "ACKS Tip #41\nCharacters that attack as Fighters can cleave after downing an opponent, moving up to 5' to do so. This can be done a number of times in a single round equal to their hit dice.", + "ACKS Tip #42\nCharacters that attack as Crusaders or Thieves can cleave like Fighters, up to a number of times in a single round equal to half their hit dice (rounded down).", + "ACKS Tip #43\nIt is possible to cleave with missile weapons, but the number of times you can cleave in a round is limited by the type of weapon.", + "ACKS Tip #44\nSpecial Maneuvers can always be attempted in combat, generally with a -4 penalty to the attack throw.", + "ACKS Tip #45\nMorale can play a key factor in combat, for or against you and your hirelings.", + "ACKS Tip #46\nThe difficulty of a swimming throw is determined by your encumbrance.", + "ACKS Tip #47\nIf a swimming throw is failed, you will begin to sink, and drown in 10 rounds unless you are rescued.", + "ACKS Tip #48\nThe majority of experience toward your advancement will come from treasure, not slaying foes.", + "ACKS Tip #49\nYou can 'bank' gold toward an experience point reserve should your character die and need to be replaced.", + "ACKS Tip #50\nThere are many useful things that can be done with a little downtime between adventures.", "Additional Tip #01\nWhen dividing a number, always round down!", "Additional Tip #02\nMaybe your adventuring party should have a name!", "Additional Tip #03\nMake sure to establish your marching order!",