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106 changes: 53 additions & 53 deletions acksTips.js
Original file line number Diff line number Diff line change
@@ -1,15 +1,15 @@

/*
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:
To optimize resources, the tooltips only change when the players (not GM) are viewing the page
*/

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
Expand All @@ -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!",
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