A system for running games using various 2d6-based role-playing games, specifically with the Cepheus Engine Core Rules and similar systems. <br/>This Product is derived from the Traveller System Reference Document and other Open Gaming Content made available by the Open Gaming License, and does not contain closed content from products published by either Mongoose Publishing or Far Future Enterprises. This Product is not affiliated with either Mongoose Publishing or Far Future Enterprises, and it makes no claim to or challenge to any trademarks held by either entity. The use of the Traveller System Reference Document does not convey the endorsement of this Product by either Mongoose Publishing or Far Future Enterprises as a product of either of their product lines.<br/>Cepheus Engine and Samardan Press™ are the trademarks of Jason "Flynn" Kemp; I am not affiliated with Jason "Flynn" Kemp or Samardan Press™.<br/> See the files OpenGameLicense.md and LICENSE for license details..<br/>
Please check if the PR fulfills these requirements
[x] We use semantic versioning (https://github.com/semantic-release/semantic-release to be specific), so follow https://github.com/angular/angular.js/blob/master/DEVELOPERS.md#-git-commit-guidelines
[ ] Docs have been added / updated (for bug fixes / features)
What kind of change does this PR introduce? (Bug fix, feature, docs update, ...) bug fixes and refactor
What is the current behavior? (You can also link to an open issue here)
Hitting enter on actor sheets defaults to init roll or item sheets to create AE
Vehicle armaments don't show qty correctly
battle sheet not using max hit setting
Vehicle sheet doesn't have popup indicator
Redundant HTML for component qty, status, and popup state
Ship component headers not sticky
error when rolling weapon attack with invalid skill id
Animals and actors can't have skill AE's
What is the new behavior (if this is a feature change)?
Stop enter from auto rolling init and creating AE
Vehicle armaments show qty correctly
Battle sheet now uses max hit setting
Vehicle sheet now has popup indicator for armaments
Create partials for component qty, status and popup state
Make component headers sticky
Use untrained or show error when weapon skill id is invalid
Allow actors and animals to have derived data AE's (notably skills)
Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)
Other information: