diff --git a/Mongoose_Traveller2e/MongooseTraveller.css b/Mongoose_Traveller2e/MongooseTraveller.css index 390d1a32efa5..67ec2c4ce0b7 100644 --- a/Mongoose_Traveller2e/MongooseTraveller.css +++ b/Mongoose_Traveller2e/MongooseTraveller.css @@ -2159,12 +2159,14 @@ input.sheet-laf-ship-component-hider { } .sheet-laf-ship-hardpoint { + column-gap: 9px; margin-top: 3px !important; background-color: lightgrey; grid-template-columns: 0.25fr 2.2fr 1fr 1fr 1.5fr 1fr 0.5fr 0.5fr 1.5fr 0.25fr; } .sheet-laf-ship-hardpoint-px { + column-gap: 9px; grid-template-columns: 110px 150px 3.5em 3.5em 70px 70px 3.5em 110px 3.5em 25px; } diff --git a/Mongoose_Traveller2e/MongooseTraveller.html b/Mongoose_Traveller2e/MongooseTraveller.html index 63d1e511f720..441ecbaadadf 100644 --- a/Mongoose_Traveller2e/MongooseTraveller.html +++ b/Mongoose_Traveller2e/MongooseTraveller.html @@ -9432,17 +9432,24 @@

Trade Log

// We need to handle the weapon damage based on a) are they Destructive (DD) // DOES THIS APPLY: and b) number of weapons which adds the number of damage dice as extra damage - weaponDamage = formatWeaponDamage(weaponDamage).weaponDamage; + wD = formatWeaponDamage(weaponDamage); + + startRoll("@{whispertoggle}&{template:combat@{alt_rolltemplate_val}} {{character=@{character_name}}} {{weapon=" + mountName + ":" + weaponType + "}} {{effect=[[0D6]]}} @{ro_default_rolltype} + " + gunnerDM + " + " + dexMod + " + " + customMod + " @{ro_default_mod}]]}} {{damage=[[" + wD.weaponDamage + "]]}}", (results) => { - startRoll("@{whispertoggle}&{template:combat@{alt_rolltemplate_val}} {{character=@{character_name}}} {{weapon=" + mountName + ":" + weaponType + "}} @{ro_default_rolltype} + " + gunnerDM + " + " + dexMod + " + " + customMod + " @{ro_default_mod}]]}} {{damage=[[" + weaponDamage + "]]}}", (results) => { const toHit = results.results.roll.result; var damage = results.results.damage.result + var effect = results.results.effect.result; + if(toHit > 8 && !wD.isDestructive) { + damage += (toHit - 8); + effect = toHit - 8; + } finishRoll( results.rollId, { roll: toHit, damage: damage, + effect: effect } ); });