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maxima_2025.html
490
maxima_2025.html
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</head>
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@@ -389,30 +428,218 @@
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<span class="mono">Perception +3</span> <br />
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A Modifier provided by the Source above ("Ring of Perception").
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</p>
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<div class="section c2">
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<h3>Modifiers</h3>
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<p class="c10 aside notes">This section requires more work.</p>
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<p>Modifiers are any attribute of a Character which increases or decreases their chance of passing a Check.<span class="c2 minor"><br />For example: skills, damage, buff and debuff effects, etc.</span></p>
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<p class="c3">
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Modifier names define the 'scope' they are relevant in.
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</p>
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</div>
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<div class="section c2">
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<h3>Sources</h3>
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<p>Sources are anything which can provide Modifiers to a Character.<span class="c2 minor"><br />For example: items, buffs and debuffs, or the Character themselves.</span></p>
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</div>
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</div>
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<div class="section c2">
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<h2>Modifiers</h2>
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<p>Modifiers are any attribute of a Character which increases or decreases their chance of passing a check.<span class="c3"><br />For example: skills, damage, buffs and debuffs, etc.</span></p>
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<div class="section">
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<h2>Character Creation</h2>
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<p class="c10 aside notes">This section requires more work.</p>
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<div class="section c2">
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<h2>Campaign Limits</h2>
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<p class="c10 aside notes">This section requires more work.</p>
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<p>
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Each Campaign can impose limits on which Characters can participate.
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<br />
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The common means to do so are detailed below.
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</p>
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<div class="section c2">
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<h2 id="balance">Balance</h2>
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<p class="c7 aside caution">This implementation is somewhat inelegant and is likely to change.</p>
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<p class="c10 aside notes">This section requires more work, specifically better detail levels, and some character-sheet examples.</p>
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<p>
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Balance is the current points spent improving a Character.
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<br />
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<span class="minor">
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It starts at zero, and can go negative.
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</span>
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</p>
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<p></p>
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<p>
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Any Modifier or Source which is intended as a permanent part of a Character counts towards Balance.
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<br />
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<span class="minor">
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This includes everything the Player chooses.
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</span>
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</p>
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<p>
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Modifiers contribute their total value to Balance, meaning the sum of their <span class="mono">+</span> and <span class="mono">-</span> values.
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</p>
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<p>
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Some Sources can also contribute to Balance, which are usually custom packages of Modifiers, such as racials. These are usually defined alongside a Balance-cost.
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</p>
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<div class="aside">
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<p>
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On the Character Sheet, a Modifier or Source which contributes towards Balance can be marked with a letter <span class="mono">b</span> at the end of the line to make this easier to track.
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</p>
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<p>
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Sources with a custom Balance-contibution can be marked as, for example <span class="mono">b+4</span> or <span class="mono">b-2</span> for plus 4 and minus 2 Balance respectively.
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</p>
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</div>
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<p>
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The Storyteller should set a Balance limit for each campaign.
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<br />
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If a Character's Balance exceeds that limit, they are not allowed to participate in the Campaign.
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</p>
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<p>The recommended default limit is 25.</p>
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</div>
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<div class="section c3">
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<h2>Cognia</h2>
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<p class="c10 aside notes">This section requires more work.</p>
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<p>
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Cognia is a measure of the mental weight required to include this Character in a campaign accurately.
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</p>
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<p><a href="#balance">Balanced</a>-for Modifiers and Sources with <span class="mono">-</span> values increase Cognia (1 per Modifier/Source).</p>
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<div class="c6 aside commentary">
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<p>
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Players are naturally motivated to remember Modifiers with <span class="mono">+</span> values, but not so for the <span class="mono">-</span> values. Given this, the Storyteller needs to always remember which Modifiers may apply, not just during Checks but during any interaction to which the Modifier might be relevant.
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</p>
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<p>
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A Campaign with 5 Player-Characters, each of whom have 3 Negative Modifiers, would require the Storyteller to reliably remember 15 Modifiers at all times. This would be difficult, and thus this mechanism helps regulate this potential excess.
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</p>
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</div>
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<p>
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The Storyteller may set a Cognia limit for each campaign.
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<br />
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If a Character's Cognia exceeds that limit, they are not allowed to participate in the Campaign.
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</p>
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<p>It is recommended to start with a conservative Cognia limit of 2 per Character.</p>
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</div>
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<p class="c3">
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Modifier names define the 'scope' they are relevant in.
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</div>
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</div>
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</div>
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<div class="section c7">
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<h1 id="tasks">Tasks</h1>
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<p>
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Anything a Character can attempt to do, but might not complete successfully is a Task.
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<br />
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Tasks are usually used with Checks, and don't need to be recorded otherwise.
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</p>
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<p class="aside">
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Most Tasks are implicit, are communicated as part of a Check, are Ephemeral, and only have a Workload rating.
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<br />
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For more advanced Tasks, such as a long project, it may be worth communicating the Task explicitly.
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</p>
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<p>
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Tasks are recorded as Sources, and defined by the following information:
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<ul>
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<li>Workload rating</li>
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<li>Ephemeral or Persistent</li>
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<li>Complexity rating (Defaults to 0)</li>
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<li>Current Progress (Starts at 0)</li>
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</ul>
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</p>
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<div class="section">
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<h2>Workload</h2>
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<p>
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The Workload of a task is the total Progress required to complete it.
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||||
</p>
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<p>
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The Storyteller may choose to tell Players the Workload, especially if the Character would be able to ascertain it.
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</p>
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</div>
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<div class="section c2">
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<h2>Sources</h2>
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<p>Sources are anything which can provide Modifiers to a Character.<span class="c3"><br />For example: items, enchantments, or the Character themselves.</span></p>
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<div class="section">
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<h2>Ephemeral or Persistent</h2>
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<p>
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Ephemeral Tasks either Succeed or Fail as soon as they are progressed.
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<br />
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||||
Most Tasks are Ephemeral.
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<br />
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||||
Ephemeral Tasks don't usually need to be recorded.
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||||
</p>
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||||
<p>
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||||
Persistent Tasks can exist in a partially-completed state, and can be progressed by multiple Checks over time.
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</p>
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</div>
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<div class="section">
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<h2>Complexity Rating</h2>
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<p>
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A Task's Complexity Rating is the minimum Success Rating required to make any progress in it.
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||||
</p>
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||||
<p class="aside">
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||||
For example, for a Task with a Complexity of 6, if a Check to progress the Task has a Success Rating of 5, no progress is made.
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<br />
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||||
If the Success Rating is 6, then 6 progress is made.
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||||
</p>
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||||
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||||
</div>
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||||
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||||
<div class="section">
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<h2>Progressing a Task</h2>
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<p>
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||||
First, run a Check for the Character, to determine the Success Rating in this Task.
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</p>
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||||
<p>
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||||
If the Success Rating is greater than or equal to the Task's Complexity, add the Success Rating to the Task's Progress.
|
||||
</p>
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||||
<p>
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||||
If the Progress is greater than or equal to the Workload, the Task completes.
|
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</p>
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<div class="section">
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||||
<h3>Gradient Completion</h3>
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<p>
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||||
As the Progress of a Task approaches the required amount, a less-than-total conclusion can be reached, ending the Task.
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</p>
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||||
<p>
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||||
This is at the Storyteller's discretion, but should not be done if the Player wants to fully complete the Task.
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</p>
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</div>
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</div>
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</div>
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|
||||
<div class="section">
|
||||
<h1>Checks</h1>
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||||
<p>Whenever a Character may fail at something they are trying to do, run a Check.</p>
|
||||
<p class="cl7">Whenever a Character may fail at something they are trying to do, run a Check.</p>
|
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<p class="c7">Checks are usually run to determine the level of success a Character has at a <a href="#tasks">Task</a>.</p>
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<div class="section">
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<div class="section cl7">
|
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<h2>Difficulty</h2>
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<p>
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The Storyteller determines a Difficulty, usually between 1 and 10.
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@@ -420,16 +647,29 @@
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<p class="c4">
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The Storyteller may choose to tell Players the difficulty<span class="c5">, especially if the Character would be able to ascertain it</span>.
|
||||
</p>
|
||||
<p class="c3">
|
||||
The Storyteller may choose to use a range of values, allowing partial success.
|
||||
<br />
|
||||
This is called Gradient Difficulty.
|
||||
<br />
|
||||
<span class="minor">
|
||||
For example, a Check might give a better result with a Success Rating of 3 than with 1, even though 6 is required for a complete success.
|
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</span>
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||||
</p>
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|
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</div>
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|
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<div class="section">
|
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<h2>Performance</h2>
|
||||
<p class="c10 aside notes">This section requires more work.</p>
|
||||
<p class="c10 aside notes">This section requires more work, particularly in presentation.</p>
|
||||
|
||||
<p class="c1">
|
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Find Modifiers which are relevant to this Check.
|
||||
<br />
|
||||
<span class="ce1 minor">
|
||||
Use the highest Modifier per source, one for positive, one for negative.
|
||||
<br />
|
||||
</span>
|
||||
<span class="c2">
|
||||
The Storyteller determines whether Modifiers are relevant.
|
||||
</span>
|
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@@ -483,30 +723,23 @@
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<div class="section">
|
||||
<h3>Boost (Optional)</h3>
|
||||
<p class="c10 aside notes">This section requires more work.</p>
|
||||
|
||||
<p>
|
||||
The Character may choose to improve their chances by rolling any number of 6-sided dice.
|
||||
The Character may choose to improve their chances by rolling 6-sided dice.
|
||||
<br />
|
||||
<span class="c4 minor"> If the Storyteller agrees, any RNG method the Storyteller can see can be used.</span>
|
||||
</p>
|
||||
|
||||
<p class="aside c7">
|
||||
Thematically, the number of rolls represents exertion, and the roll results represent luck.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
Any roll can be discarded at the cost of taking 1 Stress Damage.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
If any of the non-discarded rolls are 1, the Character Blunders this Check.
|
||||
If two 1's are rolled in a single check, no further rolls are allowed, and the result is a Catastrophic Failure.
|
||||
<br />
|
||||
<span class="minor c2">Check the Blunder section below.</span>
|
||||
<span class="minor c3">
|
||||
This incurs a major detrimental narrative side-effect<span class="c5">, unless none are applicable</span>.
|
||||
</span>
|
||||
</p>
|
||||
|
||||
<p>
|
||||
Otherwise, the Character chooses one of their results:
|
||||
Otherwise, using the most recent roll, apply the given effect:
|
||||
<table>
|
||||
<tr>
|
||||
<td>6</td>
|
||||
@@ -533,106 +766,109 @@
|
||||
<td><span class="dice-face">⚁</span></td>
|
||||
<td class="ignore">No Effect</td>
|
||||
</tr>
|
||||
<tr class="c2">
|
||||
<tr>
|
||||
<td>1</td>
|
||||
<td><span class="dice-face">⚀</span></td>
|
||||
<td>Blunder</td>
|
||||
<td>Simple Failure</td>
|
||||
</tr>
|
||||
</table>
|
||||
</p>
|
||||
|
||||
<div class="section c2">
|
||||
<h4>Blunder</h4>
|
||||
<p>
|
||||
Roll a 6-sided di.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
<table>
|
||||
<tr>
|
||||
<td>6</td>
|
||||
<td><span class="dice-face">⚅</span></td>
|
||||
<td>Bypass this Blunder for free, as if you had taken 1 Stress Damage to discard it</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>5</td>
|
||||
<td><span class="dice-face">⚄</span></td>
|
||||
<td>Simple failure</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>4</td>
|
||||
<td><span class="dice-face">⚃</span></td>
|
||||
<td>Moderate undesired side-effect</td>
|
||||
</tr>
|
||||
<tr class="c2">
|
||||
<td>3</td>
|
||||
<td><span class="dice-face">⚂</span></td>
|
||||
<td>Severe undesired side-effect</td>
|
||||
</tr>
|
||||
<tr class="c2">
|
||||
<td>2</td>
|
||||
<td><span class="dice-face">⚁</span></td>
|
||||
<td>Very severe undesired side-effect</td>
|
||||
</tr>
|
||||
<tr class="c2">
|
||||
<td>1</td>
|
||||
<td><span class="dice-face">⚀</span></td>
|
||||
<td>
|
||||
Cosmic Blunder
|
||||
<br/>
|
||||
Roll another 6-sided di.
|
||||
<br />
|
||||
Every roll produces undesired side-effects which can originate from or affect anything in the universe.
|
||||
<br />
|
||||
The effect is worse the lower the roll result.
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
</p>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
|
||||
<p>
|
||||
<p class="cl3">
|
||||
The Success Rating is compared to the Difficulty, and if it is greater or equal, the Challenge is successful, otherwise it fails.
|
||||
</p>
|
||||
<div class="section c3">
|
||||
<h2 class="cl7">Completion</h2>
|
||||
<p class="cl7">
|
||||
The Storyteller determines the outcome by comparing the Success Rating to the Difficulty.
|
||||
<br />
|
||||
The result can be failure, partial success, or complete success.
|
||||
</p>
|
||||
<h2 class="c7">Success Rating</h2>
|
||||
<p class="c7">
|
||||
The Success Rating of this Check can now be used, including to progress a Task.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
|
||||
<div class="section ce1 ce10">
|
||||
<h1>Vigour</h1>
|
||||
<p class="c10 aside notes">This section requires more work.</p>
|
||||
<p class="c10 aside notes">Vigour may be renamed, likely to "Cohesion" or "Stability".</p>
|
||||
<p class="ce1">Keep track of a Modifier called "Vigour", which starts at zero, and applies to all Checks.</p>
|
||||
|
||||
<div class="section">
|
||||
<h1>Reprieve</h1>
|
||||
<p class="c10 aside notes">This section requires more work.</p>
|
||||
<p class="ce1">When a Character enters a comfortable situation, coming from a tense or hazardous one, they gain 1-3 Vigour depending on the level of comfort.</p>
|
||||
|
||||
</div>
|
||||
|
||||
<div class="section">
|
||||
<h1>Collapse</h1>
|
||||
<p class="c10 aside notes">This section requires more work.</p>
|
||||
<p class="ce1">When Vigour gets low enough, the Character collapses, and cannot take actions.</p>
|
||||
|
||||
</div>
|
||||
|
||||
<div class="section">
|
||||
<h1>Focus</h1>
|
||||
<p class="c10 aside notes">This section requires more work.</p>
|
||||
<p class="ce1">At any time, a Character can spend 1 Vigour, to "switch focus" to a new Modifier named at their choice, which has +2.</p>
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
|
||||
<div class="section c10">
|
||||
<h1>Reprieve</h1>
|
||||
<p class="c10 aside notes">This section requires more work.</p>
|
||||
|
||||
</div>
|
||||
|
||||
<div class="section c10">
|
||||
<h1>Projects</h1>
|
||||
<p class="c10 aside notes">This section requires more work.</p>
|
||||
|
||||
</div>
|
||||
|
||||
<div class="section c10">
|
||||
<h1>Collapse</h1>
|
||||
<p class="c10 aside notes">This section requires more work.</p>
|
||||
|
||||
</div>
|
||||
|
||||
<div class="section c10">
|
||||
<h1>Instant Reaction</h1>
|
||||
<p class="c10 aside notes">This section requires more work.</p>
|
||||
|
||||
</div>
|
||||
|
||||
<div class="section c3">
|
||||
<h1>Common Tasks</h1>
|
||||
<p class="c10 aside notes">This section requires more work.</p>
|
||||
<p class="c10 aside notes">This section's title should be improved.</p>
|
||||
|
||||
<div class="section c2">
|
||||
<h1>Combat</h1>
|
||||
<p class="c10 aside notes">This section requires more work.</p>
|
||||
|
||||
</div>
|
||||
|
||||
<div class="section c10">
|
||||
<h1>Damage</h1>
|
||||
<p class="c10 aside notes">This section requires more work.</p>
|
||||
|
||||
</div>
|
||||
|
||||
<div class="section c3">
|
||||
<h1>Instant Reaction</h1>
|
||||
|
||||
<p class="c6 aside notes">
|
||||
This is intended for Characters with human-like sensory systems, in Campaigns running at relevant timescales.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
If a Character is confronted by a sudden change of circumstances for which they need to gather information using their senses in preparation for a potential reaction, the Storyteller can initiate an Instant Reaction.
|
||||
</p>
|
||||
|
||||
<p class="aside">
|
||||
An example of an Instant Reaction scenario is opening a door whilst expecting combat.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
The Player is told what they can sense in the first tenth of a second.
|
||||
<br />
|
||||
This will usually be very vague and general information about shapes, layout, etc.
|
||||
</p>
|
||||
<p>
|
||||
The Player can either choose to act instantly on the limited information, or wait a tiny bit longer for much more detailed information.
|
||||
<br />
|
||||
The delay should be half a second for humans, and an equivalent time for different Characters.
|
||||
</p>
|
||||
|
||||
|
||||
</div>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -648,11 +884,17 @@
|
||||
function updateTexts(){
|
||||
updateDisplay()
|
||||
let classes = "";
|
||||
for(let i = 1; i <= input.value; i++) {
|
||||
classes += " show-c" + i;
|
||||
}
|
||||
for(let i = input.value; i <= 10; i++) {
|
||||
classes += " show-cl" + i;
|
||||
let v = input.value;
|
||||
for(let i = 1; i <= 10; i++) {
|
||||
if(v >= i){
|
||||
classes += " show-c" + i;
|
||||
}
|
||||
if(v < i){
|
||||
classes += " show-cl" + i;
|
||||
}
|
||||
if(v <= i){
|
||||
classes += " show-cle" + i;
|
||||
}
|
||||
}
|
||||
classes += " show-ce" + input.value;
|
||||
body.className = classes.trim();
|
||||
@@ -661,16 +903,26 @@
|
||||
input.addEventListener("change", updateTexts);
|
||||
updateTexts();
|
||||
|
||||
const header = document.querySelector("#header");
|
||||
const headerSpacer = document.querySelector("#header-spacer");
|
||||
headerSpacer.style.height = header.offsetHeight;
|
||||
setInterval(() => {
|
||||
headerSpacer.style.height = header.offsetHeight;
|
||||
},1000);
|
||||
|
||||
const bg = document.querySelector("#bg");
|
||||
bg.style.backgroundImage = "url(\"images/bg/maxima_bg_" + Math.floor(Math.random() * 15) + ".jpg\")";
|
||||
bg.style.opacity = 1;
|
||||
bg.style.backgroundImage = "url(\"images/bg/maxima_bg_" + Math.floor(Math.random() * 21) + ".jpg\")";
|
||||
setTimeout(() => {
|
||||
bg.style.opacity = 1;
|
||||
},100);
|
||||
|
||||
const header = document.querySelector("#header");
|
||||
const rt = document.querySelector(":root");
|
||||
|
||||
var currentHeaderSpace = 0;
|
||||
function updateHeaderSpacer() {
|
||||
let oh = header.offsetHeight;
|
||||
if(oh != currentHeaderSpace) {
|
||||
console.log("updating header space: " + oh);
|
||||
currentHeaderSpace = oh;
|
||||
rt.style.setProperty("--headheight", oh + "px");
|
||||
}
|
||||
}
|
||||
updateHeaderSpacer();
|
||||
setInterval(updateHeaderSpacer,1000);
|
||||
|
||||
</script>
|
||||
|
||||
|
||||
Reference in New Issue
Block a user