mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
synced 2026-08-30 11:42:29 +00:00
11655 lines
524 KiB
HTML
11655 lines
524 KiB
HTML
<div>
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<!--Sets default value for trainings-->
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<input name='attr_strength_training' value=0 hidden />
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<input name='attr_accuracy_training' value=0 hidden />
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<input name='attr_quickness_training' value=0 hidden />
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<input name='attr_finesse_training' value=0 hidden />
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<input name='attr_vitality_training' value=0 hidden />
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<input name='attr_stamina_training' value=0 hidden />
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<input name='attr_presence_training' value=0 hidden />
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<input name='attr_willpower_training' value=0 hidden />
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<input name='attr_knowledge_training' value=0 hidden />
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<input name='attr_disposition_training' value=0 hidden />
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<input name='attr_connection_training' value=0 hidden />
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<input name='attr_instinct_training' value=0 hidden />
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<input name='attr_purity_training' value=0 hidden />
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<input name='attr_corruption_training' value=0 hidden />
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<input name='attr_strengthCheckDie' value=1 hidden />
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<input name='attr_accuracyCheckDie' value=1 hidden />
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<input name='attr_quicknessCheckDie' value=1 hidden />
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<input name='attr_finesseCheckDie' value=1 hidden />
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<input name='attr_vitalityCheckDie' value=1 hidden />
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<input name='attr_staminaCheckDie' value=1 hidden />
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<input name='attr_presenceCheckDie' value=1 hidden />
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<input name='attr_willpowerCheckDie' value=1 hidden />
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<input name='attr_knowledgeCheckDie' value=1 hidden />
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<input name='attr_dispositionCheckDie' value=1 hidden />
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<input name='attr_connectionCheckDie' value=1 hidden />
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<input name='attr_instinctCheckDie' value=1 hidden />
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<input name='attr_purityCheckDie' value=1 hidden />
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<input name='attr_corruptionCheckDie' value=1 hidden />
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<input name='attr_strengthThresholdDie' value=0 hidden />
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<input name='attr_accuracyThresholdDie' value=0 hidden />
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<input name='attr_quicknessThresholdDie' value=0 hidden />
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<input name='attr_finesseThresholdDie' value=0 hidden />
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<input name='attr_vitalityThresholdDie' value=0 hidden />
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<input name='attr_staminaThresholdDie' value=0 hidden />
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<input name='attr_presenceThresholdDie' value=0 hidden />
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<input name='attr_willpowerThresholdDie' value=0 hidden />
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<input name='attr_knowledgeThresholdDie' value=0 hidden />
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<input name='attr_dispositionThresholdDie' value=0 hidden />
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<input name='attr_connectionThresholdDie' value=0 hidden />
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<input name='attr_instinctThresholdDie' value=0 hidden />
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<input name='attr_purityThresholdDie' value=0 hidden />
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<input name='attr_corruptionThresholdDie' value=0 hidden />
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<input type="number" name="attr_ap_max" value=6 hidden />
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<input type="number" name="attr_cs_max" value=5 hidden />
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<input type="number" name="attr_touch_max" value=5 hidden />
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<input type="number" name="attr_movement" value=30 hidden />
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<input type="number" name="attr_break_threshold" value=18 hidden />
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<input type="number" name="attr_critical_threshold" value=10 hidden />
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<input type="number" name="attr_miscCriticalThreshold" value=0 hidden />
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<input type="number" name="attr_death_threshold" value=0 hidden />
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<input type="number" name="attr_death_threshold_max" value=3 hidden />
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<input type="number" name="attr_damageBonus1" value=0 hidden />
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<input type="number" name="attr_damageBonus2" value=0 hidden />
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<input type="number" name="attr_ar" value=0 hidden />
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<input type="number" name="attr_attP" value=0 hidden />
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<input type="number" name="attr_attP_max" value=18 hidden />
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<input type="number" name="attr_techniqueCostTotal" value=0 hidden />
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<input type="number" name="attr_techniqueCostTotalIC" value=0 hidden />
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<input type="number" name="attr_techniqueCostTotalOOC" value=0 hidden />
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<input type="number" name="attr_techniqueCostTotal_max" value=18 hidden />
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<input type="number" name="attr_xenosHeft" value=0 hidden />
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<input type="number" name="attr_encumberedLimit" value=10 hidden />
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<input type="number" name="attr_overcapacityLimit" value=15 hidden />
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<input type="number" name="attr_tiredThreshold" value=2 hidden />
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<input type="number" name="attr_drainedThreshold" value=4 hidden />
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<input type="number" name="attr_armorAR" value=0 hidden />
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<input type="number" name="attr_miscAP" value=0 hidden />
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<input type="number" name="attr_baseCS" value=5 hidden />
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<input type="number" name="attr_staminaCS" value=0 hidden />
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<input type="number" name="attr_conditionCS" value=0 hidden />
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<input type="number" name="attr_miscCS" value=0 hidden />
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<input type="number" name="attr_touch_max" value=5 hidden />
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<input type="number" name="attr_baseTouch" value=5 hidden />
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<input type="number" name="attr_connectionTouch" value=0 hidden />
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<input type="number" name="attr_miscTouch" value=0 hidden />
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<input type="number" name="attr_break_threshold" value=18 hidden />
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<input type="number" name="attr_baseBreakThreshold" value=18 hidden />
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<input type="number" name="attr_willpowerBreakThreshold" value=0 hidden />
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<input type="number" name="attr_miscBreakThreshold" value=0 hidden />
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<input type="number" name="attr_quicknessMovement" value=0 hidden />
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<input type="number" name="attr_baseMovement" value=30 hidden />
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<input type="number" name="attr_miscMovement" value=0 hidden />
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<input type="number" name="attr_strikeBonus" value=0 hidden />
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<input type="number" name="attr_miscStrike" value=0 hidden />
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<input type="number" name="attr_miscDamage" value=0 hidden />
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<input type="number" name="attr_miscBlock" value=0 hidden />
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<input type="number" name="attr_miscParry" value=0 hidden />
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<input type="number" name="attr_miscDodge" value=0 hidden />
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<input type="number" name="attr_baseTiredThreshold" value=2 hidden />
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<input type="number" name="attr_miscTiredThreshold" value=0 hidden />
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<input type="number" name="attr_baseDeathThreshold" value=3 hidden />
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<input type="number" name="attr_miscDeathThreshold" value=0 hidden />
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<input type="number" name="attr_baseHeft" value=10 hidden />
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<input type="number" name="attr_strengthHeft" value=0 hidden />
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<input type="number" name="attr_bagHeft" value=0 hidden />
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<input type="number" name="attr_miscHeft" value=0 hidden />
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<input type="number" name="attr_weaponsHeft" value=0 hidden />
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<input type="number" name="attr_shieldsHeft" value=0 hidden />
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<input type="number" name="attr_armorHeft" value=0 hidden />
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<input type="number" name="attr_consumablesHeft" value=0 hidden />
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<input type="number" name="attr_itemsHeft" value=0 hidden />
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<input type="text" name="attr_wornArmor" value="" hidden />
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<input type="number" name="attr_wornArmorAR" value=0 hidden />
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<input type="text" name="attr_heldShield" value="" hidden />
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<input type="number" name="attr_heldShieldBlock" value=0 hidden />
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<input type="text" name="attr_heldWeapon1" value="" hidden />
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<input type="number" name="attr_heldWeapon1Damage" value=0 hidden />
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<input type="text" name="attr_heldWeapon1Att" value=Strength hidden />
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<input type="number" name="attr_heldWeapon1Cap" value=0 hidden />
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<input type="text" name="attr_heldWeapon2" value="" hidden />
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<input type="number" name="attr_heldWeapon2Damage" value=0 hidden />
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<input type="text" name="attr_heldWeapon2Att" value=Strength hidden />
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<input type="number" name="attr_heldWeapon2Cap" value=0 hidden />
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<input type="number" name="attr_miscAR" value=0 hidden />
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<input type="number" name="attr_goodReputation" value=0 hidden />
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<input type="number" name="attr_badReputation" value=0 hidden />
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<input type="number" name="attr_awedReputation" value=0 hidden />
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<input type="number" name="attr_weaponProf" value=0 hidden />
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<input type="number" name="attr_weaponProf_max" value=1 hidden />
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<input type="number" name="attr_weaponProfBase" value=1 hidden />
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<input type="number" name="attr_weaponProfMisc" value=0 hidden />
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<input type="number" name="attr_tumbleDieFin" value=1 hidden />
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<input type="number" name="attr_tumbleDieQui" value=1 hidden />
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<input type="number" name="attr_tumbleDieMisc" value=0 hidden />
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<input type="number" name="attr_shoveDieVit" value=1 hidden />
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<input type="number" name="attr_shoveDieStr" value=1 hidden />
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<input type="number" name="attr_shoveDieMisc" value=0 hidden />
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<input type="number" name="attr_invadeDieFin" value=1 hidden />
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<input type="number" name="attr_invadeDieQui" value=1 hidden />
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<input type="number" name="attr_invadeDieMisc" value=0 hidden />
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<input type="number" name="attr_intimidateDiePre" value=1 hidden />
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<input type="number" name="attr_intimidateDieStr" value=1 hidden />
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<input type="number" name="attr_intimidateDieMisc" value=0 hidden />
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<input type="number" name="attr_grabDieFin" value=1 hidden />
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<input type="number" name="attr_grabDieStr" value=1 hidden />
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<input type="number" name="attr_grabDieMisc" value=0 hidden />
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<input type="number" name="attr_finishDieCor" value=1 hidden />
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<input type="number" name="attr_finishDieAcc" value=1 hidden />
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<input type="number" name="attr_finishDieMisc" value=0 hidden />
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<input type="number" name="attr_findDieIns" value=1 hidden />
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<input type="number" name="attr_findDieAcc" value=1 hidden />
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<input type="number" name="attr_findDieMisc" value=0 hidden />
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<input type="number" name="attr_feintDiePre" value=1 hidden />
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<input type="number" name="attr_feintDieAcc" value=1 hidden />
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<input type="number" name="attr_feintDieMisc" value=0 hidden />
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<input type="number" name="attr_escapeDieFin" value=1 hidden />
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<input type="number" name="attr_escapeDieQui" value=1 hidden />
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<input type="number" name="attr_escapeDieMisc" value=0 hidden />
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<input type="number" name="attr_doubtDie" value=1 hidden />
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<input type="number" name="attr_doubtDieMisc" value=0 hidden />
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<input type="number" name="attr_distractDie" value=1 hidden />
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<input type="number" name="attr_distractDieMisc" value=0 hidden />
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<input type="number" name="attr_destroyDieSta" value=1 hidden />
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<input type="number" name="attr_destroyDieStr" value=1 hidden />
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<input type="number" name="attr_destroyDieMisc" value=0 hidden />
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<input type="number" name="attr_strikeDie" value=1 hidden />
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<input type="number" name="attr_initiativeDie" value=1 hidden />
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<input type="number" name="attr_initiativeDieMisc" value=0 hidden />
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<input type="number" name="attr_checkBase" value=1 hidden />
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<input type="number" name="attr_thresholdBase" value=0 hidden />
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<input type="text" name="attr_destroyThresholdType" value="Basic" hidden />
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<input type="number" name="attr_destroyThresholdDieStr" value=0 hidden />
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<input type="number" name="attr_destroyThresholdDieAcc" value=0 hidden />
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<input type="number" name="attr_destroyThresholdDieMisc" value=0 hidden />
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<input type="text" name="attr_distractThresholdType" value="Standard" hidden />
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<input type="number" name="attr_distractThresholdDieDis" value=0 hidden />
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<input type="number" name="attr_distractThresholdDieWil" value=0 hidden />
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<input type="number" name="attr_distractThresholdDieMisc" value=0 hidden />
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<input type="text" name="attr_doubtThresholdType" value="Standard" hidden />
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<input type="number" name="attr_doubtThresholdDie" value=0 hidden />
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<input type="number" name="attr_doubtThresholdDieMisc" value=0 hidden />
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<input type="text" name="attr_escapeThresholdType" value="Basic" hidden />
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<input type="number" name="attr_escapeThresholdDieStr" value=0 hidden />
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<input type="number" name="attr_escapeThresholdDieFin" value=0 hidden />
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<input type="number" name="attr_escapeThresholdDieMisc" value=0 hidden />
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<input type="text" name="attr_feintThresholdType" value="Basic" hidden />
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<input type="number" name="attr_feintThresholdDieKno" value=0 hidden />
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<input type="number" name="attr_feintThresholdDieIns" value=0 hidden />
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<input type="number" name="attr_feintThresholdDieMisc" value=0 hidden />
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<input type="text" name="attr_finishThresholdType" value="Standard" hidden />
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<input type="number" name="attr_finishThresholdDieVit" value=0 hidden />
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<input type="number" name="attr_finishThresholdDiePur" value=0 hidden />
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<input type="number" name="attr_finishThresholdDieMisc" value=0 hidden />
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<input type="text" name="attr_grabThresholdType" value="Standard" hidden />
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<input type="number" name="attr_grabThresholdDieStr" value=0 hidden />
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<input type="number" name="attr_grabThresholdDieQui" value=0 hidden />
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<input type="number" name="attr_grabThresholdDieMisc" value=0 hidden />
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<input type="text" name="attr_hideThresholdType" value="Tough" hidden />
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<input type="number" name="attr_hideThresholdDieFin" value=0 hidden />
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<input type="number" name="attr_hideThresholdDieCor" value=0 hidden />
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<input type="number" name="attr_hideThresholdDieMisc" value=0 hidden />
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<input type="text" name="attr_intimidateThresholdType" value="Standard" hidden />
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<input type="number" name="attr_intimidateThresholdDieWil" value=0 hidden />
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<input type="number" name="attr_intimidateThresholdDiePur" value=0 hidden />
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<input type="number" name="attr_intimidateThresholdDieMisc" value=0 hidden />
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<input type="text" name="attr_invadeThresholdType" value="Basic" hidden />
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<input type="number" name="attr_invadeThresholdDieFin" value=0 hidden />
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<input type="number" name="attr_invadeThresholdDieVit" value=0 hidden />
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<input type="number" name="attr_invadeThresholdDieMisc" value=0 hidden />
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<input type="text" name="attr_shoveThresholdType" value="Basic" hidden />
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<input type="number" name="attr_shoveThresholdDieStr" value=0 hidden />
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<input type="number" name="attr_shoveThresholdDieFin" value=0 hidden />
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<input type="number" name="attr_shoveThresholdDieMisc" value=0 hidden />
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<input type="text" name="attr_tumbleThresholdType" value="Standard" hidden />
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<input type="number" name="attr_tumbleThresholdDieQui" value=0 hidden />
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<input type="number" name="attr_tumbleThresholdDieVit" value=0 hidden />
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<input type="number" name="attr_tumbleThresholdDieMisc" value=0 hidden />
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<input type="text" name="attr_blockThresholdType" value="Standard" hidden />
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<input type="number" name="attr_blockThresholdDie" value=0 hidden />
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<input type="number" name="attr_blockThresholdDieMisc" value=0 hidden />
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<input type="text" name="attr_dodgeThresholdType" value="Standard" hidden />
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<input type="number" name="attr_dodgeThresholdDie" value=0 hidden />
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<input type="number" name="attr_dodgeThresholdDieMisc" value=0 hidden />
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<input type="text" name="attr_parryThresholdType" value="Standard" hidden />
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<input type="number" name="attr_parryThresholdDie" value=0 hidden />
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<input type="number" name="attr_parryThresholdDieMisc" value=0 hidden />
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<input type="text" name="attr_evadeThresholdType" value="Easy" hidden />
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<input type="number" name="attr_evadeThresholdDie" value="0" hidden />
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<input type="number" name="attr_destroyThresholdDie" value=0 hidden />
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<input type="number" name="attr_destroyThresholdDieMisc" value=0 hidden />
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<input type="number" name="attr_conditionBreakThreshold" value=0 hidden />
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<input type="number" name="attr_conditionChecks" value=0 hidden />
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<input type="number" name="attr_conditionThresholds" value=0 hidden />
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<input type="number" name="attr_conditionActionPoints" value=0 hidden />
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<input type="number" name="attr_conditionMovement" value=0 hidden />
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<input type="number" name="attr_conditionStrikeCheck" value=0 hidden />
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<input type="number" name="attr_conditionDefensiveThreshold" value=0 hidden />
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<input type="number" name="attr_conditionArmorRanking" value=0 hidden />
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<input type="number" name="attr_conditionStrikeDamage" value=0 hidden />
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<input type="number" name="attr_conditionStrengthBonus" value=0 hidden />
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<input type="number" name="attr_conditionAccuracyBonus" value=0 hidden />
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<input type="number" name="attr_conditionQuicknessBonus" value=0 hidden />
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<input type="number" name="attr_conditionFinesseBonus" value=0 hidden />
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<input type="number" name="attr_conditionVitalityBonus" value=0 hidden />
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<input type="number" name="attr_conditionStaminaBonus" value=0 hidden />
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<input type="number" name="attr_conditionPresenceBonus" value=0 hidden />
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<input type="number" name="attr_conditionWillpowerBonus" value=0 hidden />
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<input type="number" name="attr_conditionKnowledgeBonus" value=0 hidden />
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<input type="number" name="attr_conditionDispositionBonus" value=0 hidden />
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<input type="number" name="attr_conditionConnectionBonus" value=0 hidden />
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<input type="number" name="attr_conditionInstinctBonus" value=0 hidden />
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<input type="number" name="attr_conditionPurityBonus" value=0 hidden />
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<input type="number" name="attr_conditionCorruptionBonus" value=0 hidden />
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<div class="buttonSection">
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<button type="roll" name="roll_strengthCheck" class="checkButton"
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value="&{template:check} {{type=Strength}} {{character=@{character_name}}} {{Die=[[@{strengthCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
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Strength
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</button>
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<button type="roll" name="roll_accuracyCheck" class="checkButton"
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value="&{template:check} {{type=Accuracy}} {{character=@{character_name}}} {{Die=[[@{accuracyCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
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Accuracy
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||
</button>
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<button type="roll" name="roll_quicknessCheck" class="checkButton"
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value="&{template:check} {{type=Quickness}} {{character=@{character_name}}} {{Die=[[@{quicknessCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
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Quickness
|
||
</button>
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<button type="roll" name="roll_finesseCheck" class="checkButton"
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||
value="&{template:check} {{type=Finesse}} {{character=@{character_name}}} {{Die=[[@{finesseCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
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Finesse
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</button>
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<button type="roll" name="roll_vitalityCheck" class="checkButton"
|
||
value="&{template:check} {{type=Vitality}} {{character=@{character_name}}} {{Die=[[@{vitalityCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Vitality
|
||
</button>
|
||
<button type="roll" name="roll_staminaCheck" class="checkButton"
|
||
value="&{template:check} {{type=Stamina}} {{character=@{character_name}}} {{Die=[[@{staminaCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Stamina
|
||
</button>
|
||
<button type="roll" name="roll_presenceCheck" class="checkButton"
|
||
value="&{template:check} {{type=Presence}} {{character=@{character_name}}} {{Die=[[@{presenceCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Presence
|
||
</button>
|
||
<button type="roll" name="roll_willpowerCheck" class="checkButton"
|
||
value="&{template:check} {{type=Willpower}} {{character=@{character_name}}} {{Die=[[@{willpowerCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Willpower
|
||
</button>
|
||
<button type="roll" name="roll_knowledgeCheck" class="checkButton"
|
||
value="&{template:check} {{type=Knowledge}} {{character=@{character_name}}} {{Die=[[@{knowledgeCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Knowledge
|
||
</button>
|
||
<button type="roll" name="roll_dispositionCheck" class="checkButton"
|
||
value="&{template:check} {{type=Disposition}} {{character=@{character_name}}} {{Die=[[@{dispositionCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Disposition
|
||
</button>
|
||
<button type="roll" name="roll_connectionCheck" class="checkButton"
|
||
value="&{template:check} {{type=Connection}} {{character=@{character_name}}} {{Die=[[@{connectionCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Connection
|
||
</button>
|
||
<button type="roll" name="roll_instinctCheck" class="checkButton"
|
||
value="&{template:check} {{type=Instinct}} {{character=@{character_name}}} {{Die=[[@{instinctCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Instinct
|
||
</button>
|
||
<button type="roll" name="roll_purityCheck" class="checkButton"
|
||
value="&{template:check} {{type=Purity}} {{character=@{character_name}}} {{Die=[[@{purityCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Purity
|
||
</button>
|
||
<button type="roll" name="roll_corruptionCheck" class="checkButton"
|
||
value="&{template:check} {{type=Corruption}} {{character=@{character_name}}} {{Die=[[@{corruptionCheckDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Corruption
|
||
</button>
|
||
</div>
|
||
<div class="statSection">
|
||
<div class="statLine">
|
||
<div class="statHeader">Attribute</div>
|
||
<div class="scoreHeader">Score</div>
|
||
<div class="trainingHeader">Training</div>
|
||
</div>
|
||
<div class="statLine">
|
||
<div class="statSquare">
|
||
<div class="statName strength-color">Strength</div>
|
||
</div>
|
||
<input type="number" name='attr_strength' class="scoreInput" value=0 />
|
||
<div>
|
||
<span name='attr_strength_training' class="trainingInput float-left" value=0></span>
|
||
</div>
|
||
</div>
|
||
<div class="statLine">
|
||
<div class="statSquare">
|
||
<div class="statName accuracy-color">Accuracy</div>
|
||
</div>
|
||
<input type="number" name='attr_accuracy' class="scoreInput" value=0 />
|
||
<div>
|
||
<span name='attr_accuracy_training' class="trainingInput float-left"></span>
|
||
</div>
|
||
</div>
|
||
<div class="statLine">
|
||
<div class="statSquare">
|
||
<div class="statName quickness-color">Quickness</div>
|
||
</div>
|
||
<input type="number" name='attr_quickness' class="scoreInput" value=0 />
|
||
<div>
|
||
<span name='attr_quickness_training' class="trainingInput float-left"></span>
|
||
</div>
|
||
</div>
|
||
<div class="statLine">
|
||
<div class="statSquare">
|
||
<div class="statName finesse-color">Finesse</div>
|
||
</div>
|
||
<input type="number" name='attr_finesse' class="scoreInput" value=0 />
|
||
<div>
|
||
<span name='attr_finesse_training' class="trainingInput float-left"></span>
|
||
</div>
|
||
</div>
|
||
<div class="statLine">
|
||
<div class="statSquare">
|
||
<div class="statName vitality-color">Vitality</div>
|
||
</div>
|
||
<input type="number" name='attr_vitality' class="scoreInput" value=0 />
|
||
<div>
|
||
<span name='attr_vitality_training' class="trainingInput float-left"></span>
|
||
</div>
|
||
</div>
|
||
<div class="statLine">
|
||
<div class="statSquare">
|
||
<div class="statName stamina-color">Stamina</div>
|
||
</div>
|
||
<input type="number" name='attr_stamina' class="scoreInput" value=0 />
|
||
<div>
|
||
<span name='attr_stamina_training' class="trainingInput float-left"></span>
|
||
</div>
|
||
</div>
|
||
<div class="statLine">
|
||
<div class="statSquare">
|
||
<div class="statName presence-color">Presence</div>
|
||
</div>
|
||
<input type="number" name='attr_presence' class="scoreInput" value=0 />
|
||
<div>
|
||
<span name='attr_presence_training' class="trainingInput float-left"></span>
|
||
</div>
|
||
</div>
|
||
<div class="statLine">
|
||
<div class="statSquare">
|
||
<div class="statName willpower-color">Willpower</div>
|
||
</div>
|
||
<input type="number" name='attr_willpower' class="scoreInput" value=0 />
|
||
<div>
|
||
<span name='attr_willpower_training' class="trainingInput float-left"></span>
|
||
</div>
|
||
</div>
|
||
<div class="statLine">
|
||
<div class="statSquare">
|
||
<div class="statName knowledge-color">Knowledge</div>
|
||
</div>
|
||
<input type="number" name='attr_knowledge' class="scoreInput" value=0 />
|
||
<div>
|
||
<span name='attr_knowledge_training' class="trainingInput float-left"></span>
|
||
</div>
|
||
</div>
|
||
<div class="statLine">
|
||
<div class="statSquare">
|
||
<div class="statName disposition-color">Disposition</div>
|
||
</div>
|
||
<input type="number" name='attr_disposition' class="scoreInput" value=0 />
|
||
<div>
|
||
<span name='attr_disposition_training' class="trainingInput float-left"></span>
|
||
</div>
|
||
</div>
|
||
<div class="statLine">
|
||
<div class="statSquare">
|
||
<div class="statName connection-color">Connection</div>
|
||
</div>
|
||
<input type="number" name='attr_connection' class="scoreInput" value=0 />
|
||
<div>
|
||
<span name='attr_connection_training' class="trainingInput float-left"></span>
|
||
</div>
|
||
</div>
|
||
<div class="statLine">
|
||
<div class="statSquare">
|
||
<div class="statName instinct-color">Instinct</div>
|
||
</div>
|
||
<input type="number" name='attr_instinct' class="scoreInput" value=0 />
|
||
<div>
|
||
<span name='attr_instinct_training' class="trainingInput float-left"></span>
|
||
</div>
|
||
</div>
|
||
<div class="statLine">
|
||
<div class="statSquare">
|
||
<div class="statName purity-color">Purity</div>
|
||
</div>
|
||
<input type="number" name='attr_purity' class="scoreInput" value=0 />
|
||
<div>
|
||
<span name='attr_purity_training' class="trainingInput float-left"></span>
|
||
</div>
|
||
</div>
|
||
<div class="statLine">
|
||
<div class="statSquare">
|
||
<div class="statName corruption-color">Corruption</div>
|
||
</div>
|
||
<input type="number" name='attr_corruption' class="scoreInput" value=0 />
|
||
<div>
|
||
<span name='attr_corruption_training' class="trainingInput float-left"></span>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left resourceContainer pad-1-t">
|
||
<div class="resourceHeader">Attribute Points</div>
|
||
<span class="trainingInput span50" name="attr_attP"></span>
|
||
<span class="trainingInput span50" name="attr_attP_max"></span>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="attributeSection">
|
||
|
||
<div class="float-left nameContainer">
|
||
<div class="nameHeader">Name</div>
|
||
<input class="nameSection" type="text" name="attr_character_name" />
|
||
</div>
|
||
|
||
<div class="float-left nameContainer">
|
||
<div class="levelHeader">Level</div>
|
||
<input class="levelSection" type="number" name="attr_character_level" value=1 />
|
||
</div>
|
||
<div class="float-left">
|
||
<div class="levelHeader">EXP</div>
|
||
<input class="levelSection" type="number" name="attr_character_exp" value=0 />
|
||
</div>
|
||
|
||
<div class="float-right resourceWrapper">
|
||
<div class="float-left resourceContainer">
|
||
<div class="resourceHeader vitality-color">Hit Points</div>
|
||
<input class="input50" type="number" name="attr_hp" value=0 />
|
||
<input class="input50" type="number" name="attr_hp_max" value=0 />
|
||
</div>
|
||
|
||
<div class="float-left resourceContainer pad-2-t">
|
||
<div class="resourceHeader instinct-color">Action Points</div>
|
||
<input class="input50" type="number" name="attr_ap" value=6 />
|
||
<span class="trainingInput span50" name="attr_ap_max"></span>
|
||
</div>
|
||
|
||
<div class="float-left resourceContainer">
|
||
<div class="float-left">
|
||
<div class="resourceHeader stamina-color">Combat Stamina</div>
|
||
<input class="input50" type="number" name="attr_cs" value=5 />
|
||
<span class="trainingInput span50" name="attr_cs_max"></span>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left resourceContainer">
|
||
<div class="float-left">
|
||
<div class="resourceHeader connection-color">Touch: </div>
|
||
<input class="input50" type="number" name="attr_touch" value=5 />
|
||
<span class="trainingInput span50" name="attr_touch_max"></span>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left resourceContainer pad-2-t">
|
||
<div class="float-left">
|
||
<div class="resourceHeader quickness-color">Movement</div>
|
||
<span class="trainingInput span100" name="attr_movement"></span>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left resourceContainer pad-4-t">
|
||
<div class="float-left">
|
||
<div class="resourceHeader willpower-color">Break Threshold</div>
|
||
<span class="trainingInput span100" name="attr_break_threshold"></span>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left resourceContainer">
|
||
<div class="resourceHeader accuracy-color">Critical Threshold</div>
|
||
<span class="trainingInput span100" name="attr_critical_threshold"></span>
|
||
</div>
|
||
|
||
<div class="float-left resourceContainer">
|
||
<div class="resourceHeader stamina-color">Death Threshold</div>
|
||
<span class="trainingInput span50" name="attr_death_threshold" value=0></span>
|
||
<span class="trainingInput span50" name="attr_death_threshold_max"></span>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="selectedItemWrapper">
|
||
<div class="selectedItemSection">
|
||
<div class="selectedItemTitle">Held Weapon</div>
|
||
<span class="trainingInput selectedItemName" name="attr_heldWeapon1"></span>
|
||
<div class="trainingInput selectedItemValue">
|
||
<span class="float-left selectedItemValueSpace" name="attr_heldWeapon1Damage"></span>
|
||
<span class="float-left">Damage</span>
|
||
</div>
|
||
<button type="roll" name="mainDamage" class="selectedItemRoll"
|
||
title="Roll a Strike Check and Strike Damage for mainhand weapon"
|
||
value="&{template:strike} {{weapon=@{heldWeapon1}}} {{weaponAtt=@{heldWeapon1Att}}} {{character=@{character_name}}} {{defender=@{target|character_name}}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}} ?{Defense?|Evade, {{defense=[[0]]&#125;&#125; {{Die=[[@{strikeDie}-@{target|evadeThresholdDie}+?{Strike Modifier?&#124;0&#125;]]&#125;&#125; {{damage=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)d6]]&#125;&#125; {{dieTotal1=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*1]]&#125;&#125; {{dieTotal2=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*2]]&#125;&#125;{{dieTotal3=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*3]]&#125;&#125; {{dieTotal4=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*4]]&#125;&#125; {{dieTotal5=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*5]]&#125;&#125; {{dieTotal6=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*6]]&#125;&#125;|Block, {{defense=[[1]]&#125;&#125; {{Die=[[@{strikeDie}-@{target|blockThresholdDie}+?{Strike Modifier?&#124;0&#125;]]&#125;&#125; {{damage=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&#124;0&#125;)d6]]&#125;&#125; {{dieTotal1=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&#124;0&#125;)*1]]&#125;&#125; {{dieTotal2=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&#124;0&#125;)*2]]&#125;&#125;{{dieTotal3=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&#124;0&#125;)*3]]&#125;&#125; {{dieTotal4=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&#124;0&#125;)*4]]&#125;&#125; {{dieTotal5=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&#124;0&#125;)*5]]&#125;&#125; {{dieTotal6=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&#124;0&#125;)*6]]&#125;&#125;|Parry, {{defense=[[2]]&#125;&#125; {{Die=[[@{strikeDie}-@{target|parryThresholdDie}+?{Strike Modifier?&#124;0&#125;]]&#125;&#125; {{damage=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 1 + ?{Damage Modifier?&#124;0&#125;)d6]]&#125;&#125; {{dieTotal1=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 1 + ?{Damage Modifier?&#124;0&#125;)*1]]&#125;&#125; {{dieTotal2=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 1 + ?{Damage Modifier?&#124;0&#125;)*2]]&#125;&#125;{{dieTotal3=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 1 + ?{Damage Modifier?&#124;0&#125;)*3]]&#125;&#125; {{dieTotal4=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 1 + ?{Damage Modifier?&#124;0&#125;)*4]]&#125;&#125; {{dieTotal5=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 1 + ?{Damage Modifier?&#124;0&#125;)*5]]&#125;&#125; {{dieTotal6=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 1 + ?{Damage Modifier?&#124;0&#125;)*6]]&#125;&#125;|Dodge, {{defense=[[3]]&#125;&#125; {{Die=[[@{strikeDie}-@{target|dodgeThresholdDie}+?{Strike Modifier?&#124;0&#125;]]&#125;&#125; {{damage=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)d6]]&#125;&#125; {{dieTotal1=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*1]]&#125;&#125; {{dieTotal2=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*2]]&#125;&#125;{{dieTotal3=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*3]]&#125;&#125; {{dieTotal4=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*4]]&#125;&#125; {{dieTotal5=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*5]]&#125;&#125; {{dieTotal6=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*6]]&#125;&#125;|Nothing, {{defense=[[4]]&#125;&#125; {{Die=[[@{strikeDie}+?{Strike Modifier?&#124;0&#125;]]&#125;&#125; {{damage=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)d6]]&#125;&#125; {{dieTotal1=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*1]]&#125;&#125; {{dieTotal2=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*2]]&#125;&#125;{{dieTotal3=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*3]]&#125;&#125; {{dieTotal4=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*4]]&#125;&#125; {{dieTotal5=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*5]]&#125;&#125; {{dieTotal6=[[(@{heldWeapon1Damage} + @{damageBonus1} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*6]]&#125;&#125;}">
|
||
</button>
|
||
</div>
|
||
|
||
<div class="selectedItemSection">
|
||
<div class="selectedItemTitle">Held Weapon</div>
|
||
<span class="trainingInput selectedItemName" name="attr_heldWeapon2"></span>
|
||
<div class="trainingInput selectedItemValue">
|
||
<span class="float-left selectedItemValueSpace" name="attr_heldWeapon2Damage"></span>
|
||
<span class="float-left">Damage</span>
|
||
</div>
|
||
<button type="roll" name="useWeapon" class="selectedItemRoll"
|
||
title="Roll a Strike Check and Strike Damage for offhand weapon"
|
||
value="&{template:strike} {{weapon=@{heldWeapon2}}} {{weaponAtt=@{heldWeapon2Att}}} {{character=@{character_name}}} {{defender=@{target|character_name}}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}} ?{Defense?|Evade, {{defense=[[0]]&#125;&#125; {{Die=[[@{strikeDie}-@{target|evadeThresholdDie}+?{Strike Modifier?&#124;0&#125;]]&#125;&#125; {{damage=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)d6]]&#125;&#125; {{dieTotal1=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*1]]&#125;&#125; {{dieTotal2=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*2]]&#125;&#125;{{dieTotal3=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*3]]&#125;&#125; {{dieTotal4=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*4]]&#125;&#125; {{dieTotal5=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*5]]&#125;&#125; {{dieTotal6=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*6]]&#125;&#125;|Block, {{defense=[[1]]&#125;&#125; {{Die=[[@{strikeDie}-@{target|blockThresholdDie}+?{Strike Modifier?&#124;0&#125;]]&#125;&#125; {{damage=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&#124;0&#125;)d6]]&#125;&#125; {{dieTotal1=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&#124;0&#125;)*1]]&#125;&#125; {{dieTotal2=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&#124;0&#125;)*2]]&#125;&#125;{{dieTotal3=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&#124;0&#125;)*3]]&#125;&#125; {{dieTotal4=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&#124;0&#125;)*4]]&#125;&#125; {{dieTotal5=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&#124;0&#125;)*5]]&#125;&#125; {{dieTotal6=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - @{target|heldShieldBlock} + ?{Damage Modifier?&#124;0&#125;)*6]]&#125;&#125;|Parry, {{defense=[[2]]&#125;&#125; {{Die=[[@{strikeDie}-@{target|parryThresholdDie}+?{Strike Modifier?&#124;0&#125;]]&#125;&#125; {{damage=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 1 + ?{Damage Modifier?&#124;0&#125;)d6]]&#125;&#125; {{dieTotal1=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 1 + ?{Damage Modifier?&#124;0&#125;)*1]]&#125;&#125; {{dieTotal2=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 1 + ?{Damage Modifier?&#124;0&#125;)*2]]&#125;&#125;{{dieTotal3=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 1 + ?{Damage Modifier?&#124;0&#125;)*3]]&#125;&#125; {{dieTotal4=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 1 + ?{Damage Modifier?&#124;0&#125;)*4]]&#125;&#125; {{dieTotal5=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 1 + ?{Damage Modifier?&#124;0&#125;)*5]]&#125;&#125; {{dieTotal6=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 1 + ?{Damage Modifier?&#124;0&#125;)*6]]&#125;&#125;|Dodge, {{defense=[[3]]&#125;&#125; {{Die=[[@{strikeDie}-@{target|dodgeThresholdDie}+?{Strike Modifier?&#124;0&#125;]]&#125;&#125; {{damage=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)d6]]&#125;&#125; {{dieTotal1=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*1]]&#125;&#125; {{dieTotal2=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*2]]&#125;&#125;{{dieTotal3=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*3]]&#125;&#125; {{dieTotal4=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*4]]&#125;&#125; {{dieTotal5=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*5]]&#125;&#125; {{dieTotal6=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*6]]&#125;&#125;|Nothing, {{defense=[[4]]&#125;&#125; {{Die=[[@{strikeDie}+?{Strike Modifier?&#124;0&#125;]]&#125;&#125; {{damage=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)d6]]&#125;&#125; {{dieTotal1=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*1]]&#125;&#125; {{dieTotal2=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*2]]&#125;&#125;{{dieTotal3=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*3]]&#125;&#125; {{dieTotal4=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*4]]&#125;&#125; {{dieTotal5=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*5]]&#125;&#125; {{dieTotal6=[[(@{heldWeapon2Damage} + @{damageBonus2} - @{target|ar} - 0 + ?{Damage Modifier?&#124;0&#125;)*6]]&#125;&#125;}">
|
||
</button>
|
||
</div>
|
||
|
||
<div class="selectedItemSection">
|
||
<div class="selectedItemTitle">Held Shield</div>
|
||
<span class="trainingInput selectedItemName" name="attr_heldShield"></span>
|
||
<div class="trainingInput selectedItemValue">
|
||
<span class="float-left selectedItemValueSpace" name="attr_heldShieldBlock"></span>
|
||
<span class="float-left">Block</span>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="selectedItemSection">
|
||
<div class="selectedItemTitle">Worn Armor</div>
|
||
<span class="trainingInput selectedItemName" name="attr_wornArmor"></span>
|
||
<div class="trainingInput selectedItemValue">
|
||
<span class="float-left selectedItemValueSpace" name="attr_wornArmorAR"></span>
|
||
<span class="float-left">Armor</span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left actionWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Quick References
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection33">
|
||
Strike Bonus
|
||
</div>
|
||
<div class="groupingTitleSection33">
|
||
Damage Bonus
|
||
</div>
|
||
<div class="groupingTitleSection33">
|
||
Armor Ranking
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="groupingSection33">
|
||
<span class="groupingSpan trainingInput" name="attr_strikeBonus" value=0></span>
|
||
</div>
|
||
<div class="groupingSection33">
|
||
<span class="groupingSpan trainingInput" name="attr_damageBonus1" value=0></span>
|
||
</div>
|
||
<div class="groupingSection33">
|
||
<span class="groupingSpan trainingInput" name="attr_ar" value=0></span>
|
||
</div>
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection33">
|
||
Dodge Bonus
|
||
</div>
|
||
<div class="groupingTitleSection33">
|
||
Block Bonus
|
||
</div>
|
||
<div class="groupingTitleSection33">
|
||
Parry Bonus
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="groupingSection33">
|
||
<span class="groupingSpan trainingInput" name="attr_dodgeThresholdDie" value=0></span>
|
||
</div>
|
||
<div class="groupingSection33">
|
||
<span class="groupingSpan trainingInput" name="attr_blockThresholdDie" value=0></span>
|
||
</div>
|
||
<div class="groupingSection33">
|
||
<span class="groupingSpan trainingInput" name="attr_parryThresholdDie" value=0></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left actionWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Limited Speeds
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection20">
|
||
Walk
|
||
</div>
|
||
<div class="groupingTitleSection20">
|
||
Swim
|
||
</div>
|
||
<div class="groupingTitleSection20">
|
||
Fly
|
||
</div>
|
||
<div class="groupingTitleSection20">
|
||
Burrow
|
||
</div>
|
||
<div class="groupingTitleSection20">
|
||
Climb
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="groupingSection20">
|
||
<input class="groupingInput" type="number" name="attr_walkSpeed" value=0 />
|
||
</div>
|
||
<div class="groupingSection20">
|
||
<input class="groupingInput" type="number" name="attr_swimSpeed" value=0 />
|
||
</div>
|
||
<div class="groupingSection20">
|
||
<input class="groupingInput" type="number" name="attr_flySpeed" value=0 />
|
||
</div>
|
||
<div class="groupingSection20">
|
||
<input class="groupingInput" type="number" name="attr_burrowSpeed" value=0 />
|
||
</div>
|
||
<div class="groupingSection20">
|
||
<input class="groupingInput" type="number" name="attr_climbSpeed" value=0 />
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left actionWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Exhaustion
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection33">
|
||
Current
|
||
</div>
|
||
<div class="groupingTitleSection33">
|
||
Tired Threshold
|
||
</div>
|
||
<div class="groupingTitleSection33">
|
||
Drained Threshold
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="groupingSection33">
|
||
<input class="groupingInput" type="number" name="attr_exhaustion" value=0 />
|
||
</div>
|
||
<div class="groupingSection33">
|
||
<span class="groupingSpan trainingInput" name="attr_tiredThreshold" value=2></span>
|
||
</div>
|
||
<div class="groupingSection33">
|
||
<span class="groupingSpan trainingInput" name="attr_drainedThreshold" value=4></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
</div>
|
||
<div class="notesSection">
|
||
<div class="float-left">
|
||
<button class="sectionTab" type="action" name="act_notes">Character Details</button>
|
||
<button class="sectionTab" type="action" name="act_techniques">Combat Techniques</button>
|
||
<button class="sectionTab" type="action" name="act_techniquesOOC">Utility Techniques</button>
|
||
<button class="sectionTab" type="action" name="act_items">Equipment and Items</button>
|
||
<button class="sectionTab" type="action" name="act_rolls">Checks and Thresholds</button>
|
||
<button class="sectionTab" type="action" name="act_conditions">Conditions</button>
|
||
<button class="sectionTab" type="action" name="act_wounds">Wounds</button>
|
||
<button class="sectionTab" type="action" name="act_statuses">Statuses</button>
|
||
<button class="sectionTab" type="action" name="act_modifiers">General Modifiers</button>
|
||
</div>
|
||
<input type='hidden' class='sheet-tabstoggle' name='attr_sheetTab' value='character' />
|
||
|
||
<div class='sheet-notes'>
|
||
<div class="float-left pad-r-2 leftNotesWrapper">
|
||
<div class="float-left detailsWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Character Details
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection20">
|
||
Gender
|
||
</div>
|
||
<div class="groupingTitleSection20">
|
||
Age
|
||
</div>
|
||
<div class="groupingTitleSection20">
|
||
Height
|
||
</div>
|
||
<div class="groupingTitleSection20">
|
||
Weight
|
||
</div>
|
||
<div class="groupingTitleSection20">
|
||
Size
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="groupingSection20">
|
||
<input class="groupingInput" type="text" name="attr_gender" />
|
||
</div>
|
||
<div class="groupingSection20">
|
||
<input class="groupingInput" type="text" name="attr_age" />
|
||
</div>
|
||
<div class="groupingSection20">
|
||
<input class="groupingInput" type="text" name="attr_height" />
|
||
</div>
|
||
<div class="groupingSection20">
|
||
<input class="groupingInput" type="text" name="attr_weight" />
|
||
</div>
|
||
<div class="groupingSection20">
|
||
<input class="groupingInput" type="text" name="attr_size" />
|
||
</div>
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection100">
|
||
Languages
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="groupingSection100">
|
||
<input class="groupingInput" type="text" name="attr_languages" />
|
||
</div>
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection100">
|
||
Description
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="groupingSection100">
|
||
<textarea class="descriptionNotes" name="attr_description"></textarea>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left">
|
||
<div class="generalNotesHeader">
|
||
Race
|
||
</div>
|
||
<input class="raceInput" type="text" name="attr_race" />
|
||
<textarea class="raceNotes" name="attr_race_notes"></textarea>
|
||
</div>
|
||
<div class="float-left">
|
||
<div class="generalNotesHeader">
|
||
General Notes
|
||
</div>
|
||
<textarea class="generalArea" name="attr_general_notes"></textarea>
|
||
</div>
|
||
</div>
|
||
<div class="float-left notesSidebar pad-1-t">
|
||
<div class="notesHeader float-left">Dedications</div>
|
||
<div class="characterWrapper">
|
||
<fieldset class="repeating_dedications">
|
||
<div class="dedicationContainer">
|
||
<textarea class="dedicationName" type="text" name="attr_dedication"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="notesHeader float-left">Areas of Knowledge</div>
|
||
<div class="characterWrapper">
|
||
<fieldset class="repeating_areasOfKnowledge">
|
||
<div class="dedicationContainer">
|
||
<select class="dedicationDropdown" name="attr_areaOfKnowledgeType">
|
||
<option value="aok">Area of Knowledge</option>
|
||
<option value="aoe">Area of Expertise</option>
|
||
</select>
|
||
<textarea class="dedicationName" type="text" name="attr_areasOfKnowledgeDesc"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="notesHeader float-left">Preparations</div>
|
||
<div class="characterWrapper">
|
||
<fieldset class="repeating_preparations">
|
||
<div class="dedicationContainer">
|
||
<textarea class="dedicationName" type="text" name="attr_preparation"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="notesHeader float-left">Contacts</div>
|
||
<div class="characterWrapper">
|
||
<fieldset class="repeating_contacts">
|
||
<div class="dedicationContainer">
|
||
<textarea class="dedicationName" type="text" name="attr_contact"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="notesHeader float-left">Flaws</div>
|
||
<div class="characterWrapper">
|
||
<fieldset class="repeating_flaws">
|
||
<div class="dedicationContainer">
|
||
<textarea class="dedicationName" type="text" name="attr_flaw"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="notesHeader float-left">Habits</div>
|
||
<div class="characterWrapper">
|
||
<fieldset class="repeating_habits">
|
||
<div class="dedicationContainer">
|
||
<select class="dedicationDropdown" name="attr_habitType">
|
||
<option value="nervous">Nervous</option>
|
||
<option value="bored">Bored</option>
|
||
<option value="routine">Routine</option>
|
||
<option value="other">Other</option>
|
||
</select>
|
||
<textarea class="dedicationName" type="text" name="attr_habitDesc"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="float-left reputationWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Reputation
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection33">
|
||
Good
|
||
</div>
|
||
<div class="groupingTitleSection33">
|
||
Bad
|
||
</div>
|
||
<div class="groupingTitleSection33">
|
||
Awed
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="groupingSection33">
|
||
<span class="groupingSpan trainingInput" name="attr_goodReputation"></span>
|
||
</div>
|
||
<div class="groupingSection33">
|
||
<span class="groupingSpan trainingInput" name="attr_badReputation"></span>
|
||
</div>
|
||
<div class="groupingSection33">
|
||
<span class="groupingSpan trainingInput" name="attr_awedReputation"></span>
|
||
</div>
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection100">
|
||
Total
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="groupingSection100">
|
||
<span class="groupingSpan trainingInput groupingSpanAdjustment" name="attr_totalReputation"></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="notesHeader float-left">Deeds</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection100">
|
||
Good
|
||
</div>
|
||
</div>
|
||
<div class="characterWrapper">
|
||
<fieldset class="repeating_goodDeeds">
|
||
<div class="dedicationContainer">
|
||
<div>
|
||
<div class="dedicationDropdown float-left text-center">
|
||
Tier
|
||
</div>
|
||
</div>
|
||
<select class="dedicationDropdown" name="attr_deedTier">
|
||
<option value="1">Mundane</option>
|
||
<option value="4">Remarkable</option>
|
||
<option value="12">Legendary</option>
|
||
</select>
|
||
<textarea class="dedicationName" type="text" name="attr_deedDesc"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection100">
|
||
Bad
|
||
</div>
|
||
</div>
|
||
<div class="characterWrapper">
|
||
<fieldset class="repeating_badDeeds">
|
||
<div class="dedicationContainer">
|
||
<div>
|
||
<div class="dedicationDropdown float-left text-center">
|
||
Tier
|
||
</div>
|
||
</div>
|
||
<select class="dedicationDropdown" name="attr_deedTier">
|
||
<option value="1">Mundane</option>
|
||
<option value="4">Remarkable</option>
|
||
<option value="12">Legendary</option>
|
||
</select>
|
||
<textarea class="dedicationName" type="text" name="attr_deedDesc"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection100">
|
||
Awed
|
||
</div>
|
||
</div>
|
||
<div class="characterWrapper">
|
||
<fieldset class="repeating_awedDeeds">
|
||
<div class="dedicationContainer">
|
||
<div>
|
||
<div class="dedicationDropdown float-left text-center">
|
||
Tier
|
||
</div>
|
||
</div>
|
||
<select class="dedicationDropdown" name="attr_deedTier">
|
||
<option value="1">Mundane</option>
|
||
<option value="4">Remarkable</option>
|
||
<option value="12">Legendary</option>
|
||
</select>
|
||
<textarea class="dedicationName" type="text" name="attr_deedDesc"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class='sheet-techniques'>
|
||
<div class="conditionHeader">Combat Techniques</div>
|
||
<div class="techniqueTotalSection">
|
||
<div class="float-left resourceContainer pad-1-t pad-2-b">
|
||
<div class="resourceHeader">Technique Points</div>
|
||
<span class="trainingInput span50" name="attr_techniqueCostTotal"></span>
|
||
<span class="trainingInput span50" name="attr_techniqueCostTotal_max"></span>
|
||
</div>
|
||
<div class="mookTPSection">
|
||
<input type="checkbox" class="itemToggleNotes float-left" name="attr_mookTP" value="true" />
|
||
<div class="mookTPText">
|
||
Remove Attribute Bonus
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="repeatingFloat">
|
||
<fieldset class="repeating_techniques">
|
||
<input type='hidden' class='' name='attr_apCost' />
|
||
<input type='hidden' class='' name='attr_csCost' />
|
||
<input type='hidden' class='' name='attr_touchCost' />
|
||
<input type="checkbox" class="toggleCooldown" name="attr_techniqueCooldown" hidden />
|
||
<input type="hidden" class="toggleRecharge" name="attr_recharge" hidden value="" />
|
||
<div class="repeatingTechniqueSection">
|
||
<div class="repeatingTechniqueNameHeader">
|
||
Name
|
||
</div>
|
||
<div>
|
||
TP Cost
|
||
</div>
|
||
<input class="repeatingTechniqueName" type="text" name="attr_techniqueName"></input>
|
||
<select class="repeatingDropdown" name="attr_techniqueCost">
|
||
<option value="0">0</option>
|
||
<option value="1">1</option>
|
||
<option value="2">2</option>
|
||
<option value="3">3</option>
|
||
<option value="4">4</option>
|
||
<option value="5">5</option>
|
||
</select>
|
||
<button type="roll" name="roll_sendTechniqueEffects" class="margin-0"
|
||
value="&{template:combatTechnique} {{name=@{techniqueName}}} {{character=@{character_name}}} {{description=@{techniqueDescription}}} {{type=@{techniqueType}}} {{ap=@{apCost}}} {{cs=@{csCost}}} {{touch=@{touchCost}}} {{range=@{techniqueRange}}} {{targets=@{techniqueTargets}}} {{duration=@{techniqueDuration}}} {{area=@{techniqueArea}}} {{special=@{techniqueSpecial}}} {{trigger=@{techniqueTrigger}}} {{situation=@{techniqueSituation}}} {{effect=@{techniqueEffects}}} {{recharge=@{recharge}}}">
|
||
Send Technique Effects
|
||
</button>
|
||
<div class="showDetailsContainer">
|
||
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen"></input>
|
||
<div class="showDetailsText">
|
||
Show Details
|
||
</div>
|
||
</div>
|
||
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen" hidden></input>
|
||
<div class='sheet-techniqueDetails'>
|
||
<div class="generalHeader">
|
||
Requires
|
||
</div>
|
||
<input type="text" name="attr_techniqueRequirements" class="repeatingTechniqueRequires"
|
||
title="@{repeating_techniques_#_techniqueName}"></input>
|
||
<div class="generalHeader">
|
||
Description
|
||
</div>
|
||
<textarea name="attr_techniqueDescription" class="techniqueDescriptionArea"
|
||
title="@{repeating_techniques_#_techniqueDescription}"></textarea>
|
||
<br />
|
||
<div class="labelCosts33 generalHeader">
|
||
AP Cost
|
||
</div>
|
||
<div class="labelCosts33 generalHeader">
|
||
CS Cost
|
||
</div>
|
||
<div class="labelCosts33 generalHeader">
|
||
Touch Cost
|
||
</div>
|
||
<br />
|
||
<select class="repeatingDropdownCosts33" name="attr_apCost">
|
||
<option value="0">0</option>
|
||
<option value="1">1</option>
|
||
<option value="2">2</option>
|
||
<option value="3">3</option>
|
||
<option value="4">4</option>
|
||
<option value="5">5</option>
|
||
</select>
|
||
<select class="repeatingDropdownCosts33" name="attr_csCost">
|
||
<option value="0">0</option>
|
||
<option value="1">1</option>
|
||
<option value="2">2</option>
|
||
<option value="3">3</option>
|
||
<option value="4">4</option>
|
||
<option value="5">5</option>
|
||
</select>
|
||
<select class="repeatingDropdownCosts33" name="attr_touchCost">
|
||
<option value="0">0</option>
|
||
<option value="1">1</option>
|
||
<option value="2">2</option>
|
||
<option value="3">3</option>
|
||
<option value="4">4</option>
|
||
<option value="5">5</option>
|
||
</select>
|
||
<br />
|
||
<div class="labelCosts100 generalHeader">
|
||
Type
|
||
</div>
|
||
<input type="text" class="repeatingDropdownCosts100" name="attr_techniqueType" />
|
||
<br />
|
||
<div class="labelCosts50 generalHeader">
|
||
Range
|
||
</div>
|
||
<div class="labelCosts50 generalHeader">
|
||
Targets
|
||
</div>
|
||
<br />
|
||
<input type="text" class="repeatingDropdownCosts50" name="attr_techniqueRange" />
|
||
<input type="text" class="repeatingDropdownCosts50" name="attr_techniqueTargets" />
|
||
<div class="labelCosts50 generalHeader">
|
||
Area
|
||
</div>
|
||
<div class="labelCosts50 generalHeader">
|
||
Duration
|
||
</div>
|
||
<br />
|
||
<input type="text" class="repeatingDropdownCosts50" name="attr_techniqueArea" />
|
||
<input type="text" class="repeatingDropdownCosts50" name="attr_techniqueDuration" />
|
||
<br />
|
||
<div class="labelCosts100 generalHeader">
|
||
Special
|
||
</div>
|
||
<br />
|
||
<input type="text" class="repeatingDropdownCosts100" name="attr_techniqueSpecial" />
|
||
<div class="generalHeader">
|
||
Trigger
|
||
</div>
|
||
<textarea name="attr_techniqueTrigger" class="techniqueTriggerArea"
|
||
title="@{repeating_techniques_#_techniqueTrigger}"></textarea>
|
||
<div class="generalHeader">
|
||
Situation
|
||
</div>
|
||
<textarea name="attr_techniqueSituation" class="techniqueTriggerArea"
|
||
title="@{repeating_techniques_#_techniqueSituation}"></textarea>
|
||
<div class="generalHeader">
|
||
Effect
|
||
</div>
|
||
<textarea name="attr_techniqueEffects" class="techniqueEffectArea"
|
||
title="@{repeating_techniques_#_techniqueEffects}"></textarea>
|
||
<select class="repeatingDropdownBig" name="attr_recharge">
|
||
<option value="">No Recharge</option>
|
||
<option value="1 Turn">1 Turn</option>
|
||
<option value="1 Round">1 Round</option>
|
||
<option value="Short Rest">Short Rest</option>
|
||
<option value="Long Rest">Long Rest</option>
|
||
<option value="Other">Other</option>
|
||
</select>
|
||
<input type="checkbox" name="attr_techniqueCooldown">
|
||
</div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class='sheet-techniquesOOC'>
|
||
<div class="conditionHeader">Utility Techniques</div>
|
||
<div class="techniqueTotalSection">
|
||
<div class="float-left resourceContainer pad-1-t pad-2-b">
|
||
<div class="resourceHeader">Technique Points</div>
|
||
<span class="trainingInput span50" name="attr_techniqueCostTotal"></span>
|
||
<span class="trainingInput span50" name="attr_techniqueCostTotal_max"></span>
|
||
</div>
|
||
<div class="mookTPSection">
|
||
<input type="checkbox" class="itemToggleNotes float-left" name="attr_mookTP" value="true" />
|
||
<div class="mookTPText">
|
||
Remove Attribute Bonus
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="repeatingFloat">
|
||
<fieldset class="repeating_techniquesOOC">
|
||
<input type="checkbox" class="toggleCooldown" name="attr_techniqueCooldown" hidden />
|
||
<input type="hidden" class="toggleRecharge" name="attr_recharge" hidden value="" />
|
||
<div class="repeatingTechniqueSection">
|
||
<div class="repeatingTechniqueNameHeader">
|
||
Name
|
||
</div>
|
||
<div>
|
||
TP Cost
|
||
</div>
|
||
<input class="repeatingTechniqueName" type="text" name="attr_techniqueName"
|
||
title="@{repeating_techniques_#_techniqueName}"></input>
|
||
<select class="repeatingDropdown" name="attr_techniqueCost">
|
||
<option value="0">0</option>
|
||
<option value="1">1</option>
|
||
<option value="2">2</option>
|
||
<option value="3">3</option>
|
||
<option value="4">4</option>
|
||
<option value="5">5</option>
|
||
</select>
|
||
<button type="roll" name="roll_sendTechniqueEffects" class="margin-0"
|
||
value="&{template:combatTechnique} {{name=@{techniqueName}}} {{character=@{character_name}}} {{description=@{techniqueDescription}}} {{type=@{techniqueType}}} {{range=@{techniqueRange}}} {{targets=@{techniqueTargets}}} {{duration=@{techniqueDuration}}} {{area=@{techniqueArea}}} {{special=@{techniqueSpecial}}} {{situation=@{techniqueSituation}}} {{effect=@{techniqueEffects}}} {{recharge=@{recharge}}}">
|
||
Send Technique Effects
|
||
</button>
|
||
<div class="showDetailsContainer">
|
||
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen"></input>
|
||
<div class="showDetailsText">
|
||
Show Details
|
||
</div>
|
||
</div>
|
||
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen" hidden></input>
|
||
<div class='sheet-techniqueDetails'>
|
||
<div class="generalHeader">
|
||
Requires
|
||
</div>
|
||
<input type="text" name="attr_techniqueRequirements" class="repeatingTechniqueRequires"></input>
|
||
<div class="generalHeader">
|
||
Description
|
||
</div>
|
||
<textarea name="attr_techniqueDescription" class="techniqueDescriptionArea"
|
||
title="@{repeating_techniques_#_techniqueDescription}"></textarea>
|
||
<br />
|
||
<div class="labelCosts100 generalHeader">
|
||
Type
|
||
</div>
|
||
<br />
|
||
<select class="repeatingDropdownCosts100" name="attr_techniqueType">
|
||
<option value="Passive">Passive</option>
|
||
<option value="Active">Active</option>
|
||
</select>
|
||
<br />
|
||
<div class="labelCosts50 generalHeader">
|
||
Range
|
||
</div>
|
||
<div class="labelCosts50 generalHeader">
|
||
Targets
|
||
</div>
|
||
<br />
|
||
<input type="text" class="repeatingDropdownCosts50" name="attr_techniqueRange" />
|
||
<input type="text" class="repeatingDropdownCosts50" name="attr_techniqueTargets" />
|
||
<div class="labelCosts50 generalHeader">
|
||
Area
|
||
</div>
|
||
<div class="labelCosts50 generalHeader">
|
||
Duration
|
||
</div>
|
||
<br />
|
||
<input type="text" class="repeatingDropdownCosts50" name="attr_techniqueArea" />
|
||
<input type="text" class="repeatingDropdownCosts50" name="attr_techniqueDuration" />
|
||
<br />
|
||
<div class="labelCosts100 generalHeader">
|
||
Special
|
||
</div>
|
||
<br />
|
||
<input type="text" class="repeatingDropdownCosts100" name="attr_techniqueSpecial" />
|
||
<div class="generalHeader">
|
||
Situation
|
||
</div>
|
||
<textarea name="attr_techniqueSituation" class="techniqueTriggerArea"
|
||
title="@{repeating_techniques_#_techniqueSituation}"></textarea>
|
||
<div class="generalHeader">
|
||
Effect
|
||
</div>
|
||
<textarea name="attr_techniqueEffects" class="techniqueEffectArea"
|
||
title="@{repeating_techniques_#_techniqueEffects}"></textarea>
|
||
<select class="repeatingDropdownBig" name="attr_recharge">
|
||
<option value="">No Recharge</option>
|
||
<option value="Short Rest">Short Rest</option>
|
||
<option value="Long Rest">Long Rest</option>
|
||
<option value="Week">Week</option>
|
||
<option value="Month">Month</option>
|
||
<option value="Other">Other</option>
|
||
</select>
|
||
<input type="checkbox" name="attr_techniqueCooldown">
|
||
</div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class='sheet-items'>
|
||
<div class="itemsHeader">Items</div>
|
||
<div class="float-left actionWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Xenos
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection50">
|
||
Current
|
||
</div>
|
||
<div class="groupingTitleSection50">
|
||
Heft
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="groupingSection50">
|
||
<input class="groupingInput" type="number" name="attr_xenos" value=0 />
|
||
</div>
|
||
<div class="groupingSection50">
|
||
<span class="groupingSpan trainingInput groupingSpanAdjustment" name="attr_xenosHeft" value=2></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-right actionWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Carry Heft
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection33">
|
||
Current
|
||
</div>
|
||
<div class="groupingTitleSection33">
|
||
Encumbered Limit
|
||
</div>
|
||
<div class="groupingTitleSection33">
|
||
Overcapacity Limit
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="groupingSection33">
|
||
<input class="groupingInput" type="number" name="attr_heft" value=0 />
|
||
</div>
|
||
<div class="groupingSection33">
|
||
<span class="groupingSpan trainingInput" name="attr_encumberedLimit" value=2></span>
|
||
</div>
|
||
<div class="groupingSection33">
|
||
<span class="groupingSpan trainingInput" name="attr_overcapacityLimit" value=4></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="itemsSection">
|
||
<div class="float-right">
|
||
<h3>Consumables</h3>
|
||
<div class="itemsWrapper">
|
||
<fieldset class="repeating_consumables">
|
||
<div class="itemContainer">
|
||
<div class="itemsSection">
|
||
<div class="itemName">
|
||
Name
|
||
</div>
|
||
<div class="itemQuantity">
|
||
Quantity
|
||
</div>
|
||
<div class="itemHeft">
|
||
Heft
|
||
</div>
|
||
<div class="itemToggleNotesMessage">
|
||
Notes
|
||
</div>
|
||
</div>
|
||
<div class="itemsSection">
|
||
<input class="itemName" type="text" name="attr_consumableName"></input>
|
||
<input class="itemQuantity" type="number" name="attr_consumableNumber" value=1 />
|
||
<select class="itemHeft" name="attr_consumableHeft" value=0>
|
||
<option value="0">0</option>
|
||
<option value=".1">L</option>
|
||
<option value="1">1</option>
|
||
<option value="2">2</option>
|
||
<option value="3">3</option>
|
||
<option value="4">4</option>
|
||
<option value="5">5</option>
|
||
</select>
|
||
<input type="checkbox" class="sheet-itemToggleNotes" />
|
||
<input class='sheet-itemNotes' type="text" name="attr_consumableNotes" />
|
||
</div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<h3>Items</h3>
|
||
<div class="itemsWrapper">
|
||
<fieldset class="repeating_items">
|
||
<div class="itemContainer">
|
||
<div class="itemsSection">
|
||
<div class="itemName">
|
||
Name
|
||
</div>
|
||
<div class="itemQuantity">
|
||
Quantity
|
||
</div>
|
||
<div class="itemHeft">
|
||
Heft
|
||
</div>
|
||
<div class="itemToggleNotesMessage">
|
||
Notes
|
||
</div>
|
||
</div>
|
||
<div class="itemsSection">
|
||
<input class="itemName" type="text" name="attr_itemName"></input>
|
||
<input class="itemQuantity" type="number" name="attr_itemNumber" value=1 />
|
||
<select class="itemHeft" name="attr_itemHeft" value=0>
|
||
<option value="0">0</option>
|
||
<option value=".1">L</option>
|
||
<option value="1">1</option>
|
||
<option value="2">2</option>
|
||
<option value="3">3</option>
|
||
<option value="4">4</option>
|
||
<option value="5">5</option>
|
||
</select>
|
||
<input type="checkbox" class="sheet-itemToggleNotes" />
|
||
<input class='sheet-itemNotes' type="text" name="attr_itemNotes" />
|
||
</div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<h3>Bags</h3>
|
||
<div class="itemsWrapper">
|
||
<fieldset class="repeating_bags">
|
||
<div class="itemContainer">
|
||
<div class="itemsSection">
|
||
<div class="itemName">
|
||
Name
|
||
</div>
|
||
<div class="itemHeftBonus">
|
||
Heft Bonus
|
||
</div>
|
||
<div class="itemToggleNotesMessage">
|
||
Notes
|
||
</div>
|
||
</div>
|
||
<div class="itemsSection">
|
||
<input class="itemName" type="text" name="attr_bagName"></input>
|
||
<input class="itemHeftBonus" type="number" name="attr_bagHeft" value=0 />
|
||
<input type="checkbox" class="sheet-itemToggleNotes" />
|
||
<input class='sheet-itemNotes' type="text" name="attr_bagNotes" />
|
||
</div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class="float-left">
|
||
<button class="unsetEquipment" type='action' name='act_unset-equipment'
|
||
title="Unequips all Weapons, Shields and Armor. These tools can be equipped in the details of their section.">
|
||
Unequip all Weapons, Shields, and Armor
|
||
</button>
|
||
<h3>Weapons</h3>
|
||
<div class="itemsWrapper">
|
||
<fieldset class="repeating_weapons">
|
||
<div class="itemContainer">
|
||
<div class="itemsSection">
|
||
<div class="weaponName">
|
||
Name
|
||
</div>
|
||
<div class="weaponDamage">
|
||
Damage
|
||
</div>
|
||
<div class="weaponQuantity">
|
||
Cap
|
||
</div>
|
||
<div class="weaponHeft">
|
||
Heft
|
||
</div>
|
||
</div>
|
||
<div class="itemsSection">
|
||
<input class="weaponName" type="text" name="attr_weaponName"></input>
|
||
<select class="weaponDamage" name="attr_weaponDamage">
|
||
<option value="0">0</option>
|
||
<option value="1">1</option>
|
||
<option value="2">2</option>
|
||
<option value="3">3</option>
|
||
<option value="4">4</option>
|
||
<option value="5">5</option>
|
||
<option value="6">6</option>
|
||
<option value="7">7</option>
|
||
</select>
|
||
<select class="weaponQuantity" name="attr_weaponCap">
|
||
<option value="3">3</option>
|
||
<option value="2">2</option>
|
||
<option value="1">1</option>
|
||
<option value="0">0</option>
|
||
</select>
|
||
<select class="weaponHeft" name="attr_weaponHeft" value=0>
|
||
<option value="0">0</option>
|
||
<option value=".1">L</option>
|
||
<option value="1">1</option>
|
||
<option value="2">2</option>
|
||
<option value="3">3</option>
|
||
<option value="4">4</option>
|
||
<option value="5">5</option>
|
||
</select>
|
||
</div>
|
||
<div class="showDetailsContainer">
|
||
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen"></input>
|
||
<div class="showDetailsText">
|
||
Show Details
|
||
</div>
|
||
</div>
|
||
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen" hidden></input>
|
||
<div class="techniqueDetails pad-1-t">
|
||
<div class="itemsSection">
|
||
<div class="weaponName">
|
||
Attribute
|
||
</div>
|
||
<div class="weaponName">
|
||
Strike Type
|
||
</div>
|
||
</div>
|
||
<div class="itemsSection">
|
||
<select class="weaponName" name="attr_weaponAtt">
|
||
<option value="Strength">Strength</option>
|
||
<option value="Vitality">Vitality</option>
|
||
<option value="Purity">Purity</option>
|
||
<option value="Corruption">Corruption</option>
|
||
</select>
|
||
<input class="weaponName" type="text" name="attr_weaponDamageType" value="" />
|
||
</div>
|
||
<div class="itemsSection">
|
||
<div class="weapon25">
|
||
Type
|
||
</div>
|
||
<input type="checkbox" class="sheet-weaponToggleType" name="attr_weaponToggleType" value=""
|
||
hidden />
|
||
<div class="weaponMeleeToggle">
|
||
<div class="weapon30">
|
||
Reach
|
||
</div>
|
||
<div class="weapon45">
|
||
Thrown Range
|
||
</div>
|
||
</div>
|
||
<div class="weaponRangedToggle">
|
||
<div class="weapon30">
|
||
Ammo
|
||
</div>
|
||
<div class="weapon45">
|
||
Range
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="itemsSection">
|
||
<select class="weapon25" name="attr_weaponType">
|
||
<option value="Melee">Melee</option>
|
||
<option value="Ranged">Ranged</option>
|
||
</select>
|
||
<input type="checkbox" class="sheet-weaponToggleType" name="attr_weaponToggleType" value=""
|
||
hidden />
|
||
<div class="weaponMeleeToggle">
|
||
<input class="weapon30" type="text" name="attr_weaponReach" value="" />
|
||
<input class="weapon45" type="text" name="attr_weaponThrown" value="" />
|
||
</div>
|
||
<div class="weaponRangedToggle">
|
||
<input class="weapon30" type="number" name="attr_weaponAmmo" value=0 />
|
||
<input class="weapon45" type="text" name="attr_weaponRange" value="" />
|
||
</div>
|
||
</div>
|
||
<div class="itemsSection">
|
||
Weapon Traits
|
||
</div>
|
||
<div class="itemsSection">
|
||
<textarea class="weaponDetailsSection" type="text" name="attr_weaponTraits"></textarea>
|
||
</div>
|
||
<div class="itemsSection">
|
||
Weapon Ability
|
||
</div>
|
||
<div class="itemsSection">
|
||
<textarea class="weaponDetailsSection" type="text" name="attr_weaponAbility"></textarea>
|
||
</div>
|
||
<div class="itemsSection">
|
||
<button class="setWeapon" type='action' name='act_set-main-weapon'
|
||
title="Sets this weapon as the mainhand weapon for reference and rolling above.">
|
||
Set Mainhand
|
||
</button>
|
||
<button class="setWeapon" type='action' name='act_set-off-weapon'
|
||
title="Sets this weapon as the offhand weapon for reference and rolling above.">
|
||
Set Offhand
|
||
</button>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<h3>Shields</h3>
|
||
<div class="itemsWrapper">
|
||
<fieldset class="repeating_shields">
|
||
<div class="itemContainer">
|
||
<div class="itemsSection">
|
||
<div class="weaponName">
|
||
Name
|
||
</div>
|
||
<div class="weaponDamage">
|
||
Block
|
||
</div>
|
||
<div class="weaponQuantity">
|
||
Dash
|
||
</div>
|
||
<div class="weaponHeft">
|
||
Heft
|
||
</div>
|
||
</div>
|
||
<div class="itemsSection">
|
||
<input class="weaponName" type="text" name="attr_shieldName"></input>
|
||
<select class="weaponDamage" name="attr_shieldBlock">
|
||
<option value="1">1</option>
|
||
<option value="2">2</option>
|
||
<option value="3">3</option>
|
||
<option value="4">4</option>
|
||
<option value="5">5</option>
|
||
<option value="6">6</option>
|
||
<option value="7">7</option>
|
||
</select>
|
||
<select class="weaponQuantity" name="attr_shieldDashPen" value=0>
|
||
<option value="0">-0 ft</option>
|
||
<option value="-15">-15 ft</option>
|
||
<option value="-30">-30 ft</option>
|
||
</select>
|
||
<select class="weaponHeft" name="attr_shieldHeft" value=0>
|
||
<option value="0">0</option>
|
||
<option value=".1">L</option>
|
||
<option value="1">1</option>
|
||
<option value="2">2</option>
|
||
<option value="3">3</option>
|
||
<option value="4">4</option>
|
||
<option value="5">5</option>
|
||
</select>
|
||
</div>
|
||
<div class="showDetailsContainer">
|
||
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen"></input>
|
||
<div class="showDetailsText">
|
||
Show Details
|
||
</div>
|
||
</div>
|
||
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen" hidden></input>
|
||
<div class="techniqueDetails pad-1-t">
|
||
<div class="itemsSection">
|
||
<div class="weapon25">
|
||
Attribute Req
|
||
</div>
|
||
<div class="weapon30">
|
||
Shield Pen
|
||
</div>
|
||
<div class="weapon45">
|
||
Block Penalty
|
||
</div>
|
||
</div>
|
||
<div class="itemsSection">
|
||
<select class="weapon25" type="text" name="attr_shieldAttrReq">
|
||
<option value="0">0 Str/Vit</option>
|
||
<option value="3">3 Str/Vit</option>
|
||
<option value="5">5 Str/Vit</option>
|
||
</select>
|
||
<select class="weapon30" name="attr_shieldPenalty">
|
||
<option value="None">None</option>
|
||
<option value="Light">Light</option>
|
||
<option value="Moderate">Moderate</option>
|
||
</select>
|
||
<span class="trainingInput shieldPen" name="attr_shieldBlockPen">
|
||
0 Die Penalty
|
||
</span>
|
||
</div>
|
||
<button class="setWeapon" type="action" name='act_set-shield'
|
||
title="Sets this shield as the shield for reference above.">
|
||
Set Shield
|
||
</button>
|
||
</div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
<h3>Armor</h3>
|
||
<div class="itemsWrapper">
|
||
<fieldset class="repeating_armor">
|
||
<div class="itemContainer">
|
||
<div class="itemsSection">
|
||
<div class="weaponName">
|
||
Name
|
||
</div>
|
||
<div class="weaponDamage">
|
||
Armor
|
||
</div>
|
||
<div class="weaponQuantity">
|
||
AP Pen
|
||
</div>
|
||
<div class="weaponHeft">
|
||
Heft
|
||
</div>
|
||
</div>
|
||
<div class="itemsSection">
|
||
<input class="weaponName" type="text" name="attr_armorName"></input>
|
||
<select class="weaponDamage" name="attr_armorAR">
|
||
<option value="0">0</option>
|
||
<option value="1">1</option>
|
||
<option value="2">2</option>
|
||
<option value="3">3</option>
|
||
<option value="4">4</option>
|
||
<option value="5">5</option>
|
||
<option value="6">6</option>
|
||
</select>
|
||
<select class="weaponQuantity" name="attr_armorAP" value=0>
|
||
<option value="0">0</option>
|
||
<option value="-1">-1</option>
|
||
<option value="-2">-2</option>
|
||
</select>
|
||
<select class="weaponHeft" name="attr_armorHeft" value=0>
|
||
<option value="0">0</option>
|
||
<option value=".1">L</option>
|
||
<option value="1">1</option>
|
||
<option value="2">2</option>
|
||
<option value="3">3</option>
|
||
<option value="4">4</option>
|
||
<option value="5">5</option>
|
||
</select>
|
||
</div>
|
||
<div class="showDetailsContainer">
|
||
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen"></input>
|
||
<div class="showDetailsText">
|
||
Show Details
|
||
</div>
|
||
</div>
|
||
<input type="checkbox" class="sheet-toggleDetails" name="attr_detailsOpen" hidden></input>
|
||
<div class="techniqueDetails pad-1-t">
|
||
<div class="itemsSection">
|
||
<div class="weaponDamage">
|
||
Dodge Cap
|
||
</div>
|
||
<div class="weapon30">
|
||
Movement Cap
|
||
</div>
|
||
<div class="weapon25">
|
||
Attribute Req
|
||
</div>
|
||
<div class="weapon25">
|
||
Armor Penalty
|
||
</div>
|
||
</div>
|
||
<div class="itemsSection">
|
||
<select class="weaponDamage" name="attr_armorDodgeCap">
|
||
<option value="3">3</option>
|
||
<option value="2">2</option>
|
||
<option value="1">1</option>
|
||
<option value="0">0</option>
|
||
</select>
|
||
<select class="weapon30" name="attr_armorMovementCap">
|
||
<option value="None">None</option>
|
||
<option value="50 ft">50 ft</option>
|
||
<option value="40 ft">40 ft</option>
|
||
<option value="30 ft">30 ft</option>
|
||
</select>
|
||
<select class="weapon25" type="text" name="attr_armorAttrReq">
|
||
<option value="0">0 Str/Vit</option>
|
||
<option value="2">2 Str/Vit</option>
|
||
<option value="4">4 Str/Vit</option>
|
||
<option value="6">6 Str/Vit</option>
|
||
</select>
|
||
<select class="weapon25" type="text" name="attr_armorPenalty">
|
||
<option value="None">None</option>
|
||
<option value="Light">Light</option>
|
||
<option value="Moderate">Moderate</option>
|
||
<option value="Harsh">Harsh</option>
|
||
</select>
|
||
</div>
|
||
<div class="itemsSection">
|
||
<div class="weapon50">
|
||
Movement Penalty
|
||
</div>
|
||
<div class="weapon50">
|
||
Physical Penalty
|
||
</div>
|
||
</div>
|
||
<div class="itemsSection">
|
||
<span class="trainingInput armorPen" name="attr_armorPenaltyMovement">
|
||
0ft Movement Penalty
|
||
</span>
|
||
<span class="trainingInput armorPen" name="attr_armorPenaltyPhysical">
|
||
0 Die Penalty
|
||
</span>
|
||
</div>
|
||
<button class="setWeapon" type="action" name="act_set-armor"
|
||
title="Sets this armor as the armor for reference above.">
|
||
Set Armor
|
||
</button>
|
||
</div>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
<div class="float-left itemNotesContainer pad-2-t pad-1-r">
|
||
<div class="generalNotesHeader">
|
||
Notes
|
||
</div>
|
||
<textarea class="generalArea" name="attr_item_notes"></textarea>
|
||
</div>
|
||
<div class="float-left weaponProfHeader margin-2-t">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Weapon Proficiency
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="groupingSection50">
|
||
<span class="groupingSpan trainingInput" name="attr_weaponProf"></span>
|
||
</div>
|
||
<div class="groupingSection50">
|
||
<span class="groupingSpan trainingInput" name="attr_weaponProf_max"></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="weaponProfWrapper">
|
||
<fieldset class="repeating_weaponProficiency">
|
||
<div class="dedicationContainer">
|
||
<select class="dedicationDropdown" name="attr_weaponProfType">
|
||
<option value="0">Basic</option>
|
||
<option value="1">Normal</option>
|
||
<option value="2">Complex</option>
|
||
</select>
|
||
<textarea class="dedicationName" type="text" name="attr_weaponProfName"></textarea>
|
||
</div>
|
||
</fieldset>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
|
||
|
||
<div class='sheet-rolls'>
|
||
<div class="checkHeader">
|
||
CHECKS
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Initiative
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton instinct-color" type="roll"
|
||
value="&{template:check} {{type=Instinct}} {{character=@{character_name}}} {{Die=[[@{initiativeDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Initiative (Ins)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_initiativeDie" value=0
|
||
title="Initiative Die Total"></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Strike
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton accuracy-color" type="roll"
|
||
value="&{template:check} {{type=Accuracy}} {{character=@{character_name}}} {{Die=[[@{strikeDie}-?{Defense?|Evade, @{target|evadeThresholdDie}|Block, @{target|blockThresholdDie}|Parry, @{target|parryThresholdDie}|Dodge, @{target|dodgeThresholdDie}|Nothing, 0}+?{Strike Modifier?|0}]]}}+?{Defense Modifier?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Strike (Acc)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_strikeDie" value=0
|
||
title="Strike Die Total"></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Destroy
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton strength-color" type="roll"
|
||
value="&{template:check} {{type=Strength}} {{character=@{character_name}}} {{Die=[[@{destroyDieStr}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Destroy (Str)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_destroyDieStr" value=0
|
||
title="Destroy Die Total"></span>
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton stamina-color" type="roll"
|
||
value="&{template:check} {{type=Stamina}} {{character=@{character_name}}} {{Die=[[@{destroyDieSta}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Destroy (Sta)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_destroyDieSta" value=0
|
||
title="Destroy Die Total"></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Distract
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton presence-color" type="roll"
|
||
value="&{template:check} {{type=Presence}} {{character=@{character_name}}} {{Die=[[@{distractDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Distract (Pre)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_distractDie" value=0
|
||
title="Distract Die Total"></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Doubt
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton knowledge-color" type="roll"
|
||
value="&{template:check} {{type=Knowledge}} {{character=@{character_name}}} {{Die=[[@{doubtDie}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Doubt (Kno)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_doubtDie" value=0
|
||
title="Doubt Die Total"></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Escape
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton quickness-color" type="roll"
|
||
value="&{template:check} {{type=Quickness}} {{character=@{character_name}}} {{Die=[[@{escapeDieQui}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Escape (Qui)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_escapeDieQui" value=0
|
||
title="Escape Die Total"></span>
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton finesse-color" type="roll"
|
||
value="&{template:check} {{type=Finesse}} {{character=@{character_name}}} {{Die=[[@{escapeDieFin}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Escape (Fin)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_escapeDieFin" value=0
|
||
title="Escape Die Total"></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Feint
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton accuracy-color" type="roll"
|
||
value="&{template:check} {{type=Accuracy}} {{character=@{character_name}}} {{Die=[[@{feintDieAcc}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Feint (Acc)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_feintDieAcc" value=0
|
||
title="Feint Die Total"></span>
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton presence-color" type="roll"
|
||
value="&{template:check} {{type=Presence}} {{character=@{character_name}}} {{Die=[[@{feintDiePre}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Feint (Pre)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_feintDiePre" value=0
|
||
title="Presence Die Total"></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Find
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton accuracy-color" type="roll"
|
||
value="&{template:check} {{type=Accuracy}} {{character=@{character_name}}} {{Die=[[@{findDieAcc}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Find (Acc)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_findDieAcc" value=0
|
||
title="Find Die Total"></span>
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton instinct-color" type="roll"
|
||
value="&{template:check} {{type=Instinct}} {{character=@{character_name}}} {{Die=[[@{findDieIns}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Find (Ins)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_findDieIns" value=0
|
||
title="Find Die Total"></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Finish
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton accuracy-color" type="roll"
|
||
value="&{template:check} {{type=Accuracy}} {{character=@{character_name}}} {{Die=[[@{finishDieAcc}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Finish (Acc)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_finishDieAcc" value=0
|
||
title="Finish Die Total"></span>
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton corruption-color" type="roll"
|
||
value="&{template:check} {{type=Corruption}} {{character=@{character_name}}} {{Die=[[@{finishDieCor}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Finish (Cor)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_finishDieCor" value=0
|
||
title="Finish Die Total"></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Grab
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton strength-color" type="roll"
|
||
value="&{template:check} {{type=Strength}} {{character=@{character_name}}} {{Die=[[@{grabDieStr}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Grab (Str)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_grabDieStr" value=0
|
||
title="Grab Die Total"></span>
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton finesse-color" type="roll"
|
||
value="&{template:check} {{type=Finesse}} {{character=@{character_name}}} {{Die=[[@{grabDieFin}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Grab (Fin)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_grabDieFin" value=0
|
||
title="Grab Die Total"></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Intimidate
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton strength-color" type="roll"
|
||
value="&{template:check} {{type=Strength}} {{character=@{character_name}}} {{Die=[[@{intimidateDieStr}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Intimidate (Str)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_intimidateDieStr" value=0
|
||
title="Intimidate Die Total"></span>
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton presence-color" type="roll"
|
||
value="&{template:check} {{type=Presence}} {{character=@{character_name}}} {{Die=[[@{intimidateDiePre}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Intimidate (Pre)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_intimidateDiePre" value=0
|
||
title="Intimidate Die Total"></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Invade
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton quickness-color" type="roll"
|
||
value="&{template:check} {{type=Quickness}} {{character=@{character_name}}} {{Die=[[@{invadeDieQui}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Invade (Qui)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_invadeDieQui" value=0
|
||
title="Invade Die Total"></span>
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton finesse-color" type="roll"
|
||
value="&{template:check} {{type=Finesse}} {{character=@{character_name}}} {{Die=[[@{invadeDieFin}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Invade (Fin)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_invadeDieFin" value=0
|
||
title="Invade Die Total"></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Shove
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton strength-color" type="roll"
|
||
value="&{template:check} {{type=Strength}} {{character=@{character_name}}} {{Die=[[@{shoveDieStr}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Shove (Str)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_shoveDieStr" value=0
|
||
title="Shove Die Total"></span>
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton vitality-color" type="roll"
|
||
value="&{template:check} {{type=Vitality}} {{character=@{character_name}}} {{Die=[[@{shoveDieVit}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Shove (Vit)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_shoveDieVit" value=0
|
||
title="Shove Die Total"></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Tumble
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton quickness-color" type="roll"
|
||
value="&{template:check} {{type=Quickness}} {{character=@{character_name}}} {{Die=[[@{tumbleDieQui}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Tumble (Qui)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_tumbleDieQui" value=0
|
||
title="Tumble Die Total"></span>
|
||
</div>
|
||
<div class="float-left actionContainer">
|
||
<button class="actionButton finesse-color" type="roll"
|
||
value="&{template:check} {{type=Finesse}} {{character=@{character_name}}} {{Die=[[@{tumbleDieFin}+?{Bonus?|0}]]}} {{roll1=[[1d10]]}} {{roll2=[[1d10]]}} {{roll3=[[1d10]]}} {{roll4=[[1d10]]}} {{roll5=[[1d10]]}} {{roll6=[[1d10]]}} {{roll7=[[1d10]]}} {{roll8=[[1d10]]}} {{roll9=[[1d10]]}} {{roll10=[[1d10]]}} {{rollminus1=[[1d10-1]]}} {{rollminus2=[[1d10-2]]}} {{rollminus3=[[1d10-3]]}} {{rollminus4=[[1d10-4]]}} {{rollminus5=[[1d10-5]]}} {{rollminus6=[[1d10-6]]}} {{rollminus7=[[1d10-7]]}} {{rollminus8=[[1d10-8]]}} {{rollminus9=[[1d10-9]]}}">
|
||
Tumble (Fin)
|
||
</button>
|
||
<span class="actionDieContainer float-left" type="number" name="attr_tumbleDieFin" value=0
|
||
title="Tumble Die Total"></span>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="checkHeader">
|
||
THRESHOLDS
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Block
|
||
</div>
|
||
<div class="groupingTitleContainer thresholdAttributeColor">
|
||
<div class="groupingTitleSection50 vitality-color thresholdTitleText">
|
||
Vitality
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_blockThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_blockThresholdDie"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Dodge
|
||
</div>
|
||
<div class="groupingTitleContainer thresholdAttributeColor">
|
||
<div class="groupingTitleSection50 quickness-color thresholdTitleText">
|
||
Quickness
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_dodgeThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_dodgeThresholdDie"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer thresholdAttributeColor">
|
||
<div class="groupingTitle">
|
||
Parry
|
||
</div>
|
||
<div class="groupingTitleContainer thresholdAttributeColor">
|
||
<div class="groupingTitleSection50 finesse-color thresholdTitleText">
|
||
Finesse
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_parryThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_parryThresholdDie"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer thresholdAttributeColor">
|
||
<div class="groupingTitle">
|
||
Evade
|
||
</div>
|
||
<div class="groupingTitleContainer thresholdAttributeColor">
|
||
<div class="groupingTitleSection50 evadeBackground thresholdTitleText">
|
||
None
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_evadeThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_evadeThresholdDie"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Destroy
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection50 strength-color thresholdTitleText">
|
||
Strength
|
||
</div>
|
||
<div class="groupingTitleSection50 accuracy-color thresholdTitleText">
|
||
Accuracy
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_destroyThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_destroyThresholdDieStr"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_destroyThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_destroyThresholdDieAcc"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Distract
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection50 willpower-color thresholdTitleText">
|
||
Willpower
|
||
</div>
|
||
<div class="groupingTitleSection50 disposition-color thresholdTitleText">
|
||
Disposition
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_distractThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_distractThresholdDieWil"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_distractThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_distractThresholdDieDis"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Doubt
|
||
</div>
|
||
<div class="groupingTitleContainer thresholdAttributeColor">
|
||
<div class="groupingTitleSection50 connection-color thresholdTitleText">
|
||
Connection
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_doubtThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_doubtThresholdDie"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Escape
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection50 strength-color thresholdTitleText">
|
||
Strength
|
||
</div>
|
||
<div class="groupingTitleSection50 finesse-color thresholdTitleText">
|
||
Finesse
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_escapeThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_escapeThresholdDieStr"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_escapeThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_escapeThresholdDieFin"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Feint
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection50 knowledge-color thresholdTitleText">
|
||
Knowledge
|
||
</div>
|
||
<div class="groupingTitleSection50 instinct-color thresholdTitleText">
|
||
Instinct
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_feintThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_feintThresholdDieKno"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_feintThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_feintThresholdDieIns"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Finish
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection50 vitality-color thresholdTitleText">
|
||
Vitality
|
||
</div>
|
||
<div class="groupingTitleSection50 purity-color thresholdTitleText">
|
||
Purity
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_finishThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_finishThresholdDieVit"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_finishThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_finishThresholdDiePur"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Grab
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection50 strength-color thresholdTitleText">
|
||
Strength
|
||
</div>
|
||
<div class="groupingTitleSection50 quickness-color thresholdTitleText">
|
||
Quickness
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_grabThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_grabThresholdDieStr"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_grabThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_grabThresholdDieQui"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Hide
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection50 finesse-color thresholdTitleText">
|
||
Finesse
|
||
</div>
|
||
<div class="groupingTitleSection50 corruption-color thresholdTitleText">
|
||
Corruption
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_hideThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_hideThresholdDieFin"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_hideThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_hideThresholdDieCor"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Intimidate
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection50 willpower-color thresholdTitleText">
|
||
Willpower
|
||
</div>
|
||
<div class="groupingTitleSection50 purity-color thresholdTitleText">
|
||
Purity
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_intimidateThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_intimidateThresholdDieWil"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_intimidateThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_intimidateThresholdDiePur"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Invade
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection50 finesse-color thresholdTitleText">
|
||
Finesse
|
||
</div>
|
||
<div class="groupingTitleSection50 vitality-color thresholdTitleText">
|
||
Vitality
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_invadeThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_invadeThresholdDieFin"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_invadeThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_invadeThresholdDieVit"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Shove
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection50 strength-color thresholdTitleText">
|
||
Strength
|
||
</div>
|
||
<div class="groupingTitleSection50 finesse-color thresholdTitleText">
|
||
Finesse
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_shoveThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_shoveThresholdDieStr"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_shoveThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_shoveThresholdDieFin"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="float-left actionRollWrapper">
|
||
<div class="groupingContainer">
|
||
<div class="groupingTitle">
|
||
Tumble
|
||
</div>
|
||
<div class="groupingTitleContainer">
|
||
<div class="groupingTitleSection50 quickness-color thresholdTitleText">
|
||
Quickness
|
||
</div>
|
||
<div class="groupingTitleSection50 vitality-color thresholdTitleText">
|
||
Vitality
|
||
</div>
|
||
</div>
|
||
<div class="groupingSectionContainer">
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_tumbleThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_tumbleThresholdDieQui"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="thresholdGrouping50">
|
||
<div class="thresholdDisplay trainingInput">
|
||
<div class="thresholdContentCenter">
|
||
<span class="float-left space thresholdTextSpacing" name="attr_tumbleThresholdType"></span>
|
||
<div class="float-left">(</div>
|
||
<span class="float-left space" name="attr_tumbleThresholdDieVit"></span>
|
||
<div class="float-left">Die)</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class='sheet-conditions'>
|
||
<div class="conditionHeader">
|
||
CONDITIONS
|
||
</div>
|
||
|
||
<div class="inCombatContainer">
|
||
<div class="endCombatSection">
|
||
<button class="sheet-setWeapon" type="action" name="act_clear-combat-conditions"
|
||
title="Clicking End Combat will remove all Harmful and Beneficial Conditions that were affecting you in combat.">
|
||
End Combat
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="conditionSubHeader">
|
||
<div class="conditionTabContainer">
|
||
<button class="conditionTabButton" type="action" name="act_neutralConditions"
|
||
title="Show all Neutral Conditions.">
|
||
Neutral Conditions
|
||
</button>
|
||
</div>
|
||
<div class="conditionTabContainer">
|
||
<button class="conditionTabButton" type="action" name="act_harmfulConditions"
|
||
title="Show all Harmful Conditions.">
|
||
Harmful Conditions
|
||
</button>
|
||
</div>
|
||
<div class="conditionTabContainer">
|
||
<button class="conditionTabButton margin-0" type="action" name="act_beneficialConditions"
|
||
title="Show all Beneficial Conditions.">
|
||
Beneficial Conditions
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="conditionHeader margin-0 pad-1-b">
|
||
</div>
|
||
|
||
<input type="checkbox" class="neutralConditionsChecked" name="attr_neutralConditionsChecked" hidden />
|
||
<div class="float-left neutralConditions">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Hurt - Special
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_bloody" />
|
||
<div class="conditionName">Bloody - Hurt, Tier 1</div>
|
||
<div class="conditionDetails">
|
||
Bloody has no mechanical disadvantages as a condition alone.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_fading" />
|
||
<div class="conditionName">Fading - Hurt, Tier 2</div>
|
||
<div class="conditionDetails">
|
||
Fading has no mechanical disadvantages as a condition alone.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_dying" />
|
||
<div class="conditionName">Dying - Hurt, Tier 3</div>
|
||
<div class="conditionDetails">
|
||
• You gain 1 point of Exhaustion at the start of your Turn.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Fatigue - Special
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_tired" />
|
||
<div class="conditionName">Tired - Fatigue, Tier 1</div>
|
||
<div class="conditionDetails">
|
||
• -1 Die Penalty to Checks.
|
||
<br />
|
||
• -1 Tier Penalty to Thresholds.
|
||
<br />
|
||
• You have -2 Turn AP.
|
||
<br />
|
||
• Your Movement Speed is reduced by 10 ft.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_drained" />
|
||
<div class="conditionName">Drained - Fatigue, Tier 2</div>
|
||
<div class="conditionDetails">
|
||
• -2 Die Penalty to Checks.
|
||
<br />
|
||
• -2 Tier Penalty to Thresholds.
|
||
<br />
|
||
• You have -3 Turn AP.
|
||
<br />
|
||
• Your Movement Speed is reduced by 15 ft.
|
||
<br />
|
||
• You lose 2 Combat Stamina at the start of your Turn.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Encumberment - Special
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_encumbered" />
|
||
<div class="conditionName">Encumbered - Encumberment</div>
|
||
<div class="conditionDetails">
|
||
• Your Movement Speed is reduced by 10 ft.
|
||
<br />
|
||
• For every 4 consecutive hours that you’re Encumbered, you gain 1 Exhaustion.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<input type="checkbox" class="harmfulConditionsChecked" name="attr_harmfulConditionsChecked" hidden />
|
||
<div class="float-left harmfulConditions">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Fascination - Mental
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_distracted" />
|
||
<div class="conditionName">
|
||
Distracted - Fascination, Tier 1
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Thresholds.
|
||
<br />
|
||
• You suffer -1 Turn AP.
|
||
<br />
|
||
• You lose your Focus when you gain this Condition.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_absorbed" />
|
||
<div class="conditionName">
|
||
Absorbed - Fascination, Tier 2
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Thresholds.
|
||
<br />
|
||
• You suffer -2 Turn AP.
|
||
<br />
|
||
• You lose your Focus when you gain this Condition.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_captivated" />
|
||
<div class="conditionName">
|
||
Captivated - Fascination, Tier 3
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -3 Die Penalty to Thresholds.
|
||
<br />
|
||
• You suffer -3 Turn AP.
|
||
<br />
|
||
• You lose your Focus when you gain this Condition.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Feared - Mental
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_intimidated" />
|
||
<div class="conditionName">
|
||
Intimidated - Feared, Tier 1
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Checks while in vision of the Intimidator.
|
||
<br />
|
||
• Your Break Threshold is reduced by 6.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_frightened" />
|
||
<div class="conditionName">
|
||
Frightened - Feared, Tier 2
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Checks while in vision of the Intimidator.
|
||
<br />
|
||
• You cannot willingly move closer to the Creature or other source of this Condition.
|
||
<br />
|
||
• Your Break Threshold is reduced by 12.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_terrified" />
|
||
<div class="conditionName">
|
||
Terrified - Feared, Tier 3
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -3 Die Penalty to Checks while in vision of the Terrifier.
|
||
<br />
|
||
• If you are within vision of the Creature or other source of this Condition, you must spend all of
|
||
your
|
||
Movement moving away from them at the start of your Turn before making an Action.
|
||
<br />
|
||
• Your Break Threshold is reduced by 18.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Broken - Mental
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_demoralized" />
|
||
<div class="conditionName">
|
||
Demoralized - Broken, Tier 1
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• Your Break Threshold is reduced by 6.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_disheartened" />
|
||
<div class="conditionName">
|
||
Disheartened - Broken, Tier 2
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• Your Break Threshold is reduced by 12.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_routed" />
|
||
<div class="conditionName">
|
||
Routed - Broken, Tier 3
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You must attempt to end combat in the quickest way possible. If no peaceful option is available,
|
||
you must
|
||
attempt to flee.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Immobile - Physical
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_stuck" />
|
||
<div class="conditionName">
|
||
Stuck - Immobile
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• Your Movement Speed is reduced to 0.
|
||
<br />
|
||
• You cannot Dash.
|
||
<br />
|
||
• You cannot Dodge.
|
||
<br />
|
||
• You cannot use your Quickness Threshold.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_grabbed" />
|
||
<div class="conditionName">
|
||
Grabbed - Immobile
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• Your Movement Speed is reduced to 0.
|
||
<br />
|
||
• You cannot Dash.
|
||
<br />
|
||
• You cannot Dodge.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to Strike Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to Block and Parry Thresholds.
|
||
<br />
|
||
• You cannot use your Quickness Threshold.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_restrained" />
|
||
<div class="conditionName">
|
||
Restrained - Immobile
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• Your Movement Speed is reduced to 0.
|
||
<br />
|
||
• You cannot Dash.
|
||
<br />
|
||
• You cannot Dodge.
|
||
<br />
|
||
• You suffer a -2 Die Penalty to Strike Checks.
|
||
<br />
|
||
• You suffer a -2 Die Penalty to Block and Parry Thresholds.
|
||
<br />
|
||
• You cannot use your Quickness Threshold.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Unstable - Physical
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_unbalanced" />
|
||
<div class="conditionName">
|
||
Unbalanced - Unstable, Tier 1
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Tier Penalty against Actions or Reactions that would knock you Prone.
|
||
<br />
|
||
• You suffer a -1 penalty to Armor Ranking.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_prone" />
|
||
<div class="conditionName">
|
||
Prone - Unstable, Tier 2
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Strike Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to Defensive Thresholds against Melee Attacks against you.
|
||
<br />
|
||
• You suffer a +1 Die Penalty to Defensive Thresholds against Ranged Attacks against you.
|
||
<br />
|
||
• You suffer a -2 Penalty to Armor Ranking.
|
||
<br />
|
||
• Your Walk Speed is reduced to half.
|
||
<br />
|
||
• You may stand by expending 15 ft of Movement for the Turn. Doing so creates an Opening.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Outmaneuvered - Physical
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_invaded" />
|
||
<div class="conditionName">
|
||
Invaded - Outmaneuvered
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Strike Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to Block, Parry, and Dodge Thresholds.
|
||
<br />
|
||
• You suffer a -1 Penalty to Armor Ranking.
|
||
<br />
|
||
• You cannot Evade.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Comatose - Physical
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_asleep" />
|
||
<div class="conditionName">
|
||
Asleep - Comatose
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You fall Prone.
|
||
<br />
|
||
• You drop all held items.
|
||
<br />
|
||
• You are Silenced.
|
||
<br />
|
||
• You are Blinded.
|
||
<br />
|
||
• You suffer a -2 Die Penalty to Find Checks that rely on hearing.
|
||
<br />
|
||
• You cannot take any Actions or Reactions.
|
||
<br />
|
||
• Your Critical Threshold is reduced by 2.
|
||
<br />
|
||
• You cannot be affected by Fear conditions, Charm conditions, or Rage conditions.
|
||
<br />
|
||
• This condition ends when you take Damage, or if an ally within 5 ft expends 2 AP to shake you
|
||
awake.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_unconscious" />
|
||
<div class="conditionName">
|
||
Unconscious - Comatose
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You fall Prone.
|
||
<br />
|
||
• You are Silenced.
|
||
<br />
|
||
• You are Blinded.
|
||
<br />
|
||
• You are Deafened.
|
||
<br />
|
||
• You cannot take any Actions or Reactions.
|
||
<br />
|
||
• Your Critical Threshold is reduced by 2.
|
||
<br />
|
||
• You cannot be affected by Fear conditions, Charm conditions, or Rage conditions.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Attracted - Mental
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_charmed" />
|
||
<div class="conditionName">
|
||
Charmed - Attracted, Tier 1
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You may not intentionally do anything harmful to the Charmer, such as inflicting Damage, applying
|
||
Harmful
|
||
Conditions, or endangering them.
|
||
<br />
|
||
• You suffer a -2 Die Penalty to Strike Checks against Allies of the Charmer.
|
||
<br />
|
||
• If the Charmer deals Damage to you, this Condition ends.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_infatuated" />
|
||
<div class="conditionName">
|
||
Infatuated - Attracted, Tier 2
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You may not intentionally do anything harmful to the Charmer, such as inflicting Damage, applying
|
||
Harmful
|
||
Conditions, or endangering them.
|
||
<br />
|
||
• You suffer a -2 Die Penalty to Strike Checks against allies of the Charmer.
|
||
<br />
|
||
• If the Charmer deals Damage to you, this Condition ends.
|
||
<br />
|
||
• If you do not begin your Turn within 30 ft of the Charmer, then you must spend all possible
|
||
Movement to
|
||
reach a square within 30 ft of them.
|
||
<br />
|
||
• You must treat any creature that would attempt to harm the Charmer as an enemy.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Taunted - Mental
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_provoked" />
|
||
<div class="conditionName">
|
||
Provoked - Taunted
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• All Actions you take on your Turn must target the Provoker or include the Provoker in its area.
|
||
If
|
||
you are
|
||
not in range to target the Provoker with anything after moving, you must spend your first Action to Dash
|
||
toward the Provoker.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_enraged" />
|
||
<div class="conditionName">
|
||
Enraged - Taunted
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You treat all creatures in combat as enemies and cannot recognize friend from foe.
|
||
<br />
|
||
• You must spend your Action Points to Attack the closest conscious creature, or Dash towards a
|
||
creature if
|
||
none are within range of your movement.
|
||
<br />
|
||
• You cannot become Routed, and lose all Routed Conditions you have.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Troubled - Mental
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_laughing" />
|
||
<div class="conditionName">
|
||
Laughing - Troubled
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Checks and Thresholds.
|
||
<br />
|
||
• You suffer -2 Turn AP.
|
||
<br />
|
||
• Your Break Threshold increases by 6.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_crying" />
|
||
<div class="conditionName">
|
||
Crying - Troubled
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Checks and Thresholds.
|
||
<br />
|
||
• You suffer -2 Turn AP.
|
||
<br />
|
||
• Your Break Threshold decreases by 6.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_screaming" />
|
||
<div class="conditionName">
|
||
Screaming - Troubled
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Checks and Thresholds.
|
||
<br />
|
||
• You suffer -2 Turn AP.
|
||
<br />
|
||
• Your Break Threshold decreases by 6.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_pacified" />
|
||
<div class="conditionName">
|
||
Pacified -Troubled
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You cannot take the Attack action.
|
||
<br />
|
||
• You cannot take the Finish action.
|
||
<br />
|
||
• You cannot willingly deal Damage to another creature.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Disoriented - Mental
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_entranced" />
|
||
<div class="conditionName">
|
||
Entranced - Disoriented
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You cannot take Actions or Reactions.
|
||
<br />
|
||
• This Condition ends when you take Damage.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_dazed" />
|
||
<div class="conditionName">
|
||
Dazed - Disoriented
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You cannot take Reactions.
|
||
<br />
|
||
• Your Turn AP is halved.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_stunned" />
|
||
<div class="conditionName">
|
||
Stunned - Disoriented
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You cannot take Actions or Reactions, or spend Movement.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Madness - Mental
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_crazed" />
|
||
<div class="conditionName">
|
||
Crazed - Madness, Tier 1
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• When you begin your Turn, you must roll a d6. If you roll 2 or lower, you must spend half of your
|
||
Action
|
||
Points raving, and your Turn ends immediately. If you roll a 3 or higher, you may act normally.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_insane" />
|
||
<div class="conditionName">
|
||
Insane - Madness, Tier 2
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• When you begin your Turn, you must roll a d6. If you roll 4 or lower, you must spend half of your
|
||
Action
|
||
Points raving, and your Turn ends immediately. If you roll a 5 or higher, you may act normally.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Impaired - Physical
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_deafened" />
|
||
<div class="conditionName">
|
||
Deafened
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You automatically fail anything that requires listening or coordinating.
|
||
<br />
|
||
• You cannot become Encouraged.
|
||
<br />
|
||
• You cannot benefit from or act as part of Formations.
|
||
<br />
|
||
• You cannot receive communication.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_silenced" />
|
||
<div class="conditionName">
|
||
Silenced
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You automatically fail anything that requires speaking or coordinating.
|
||
<br />
|
||
• You cannot Encourage Creatures.
|
||
<br />
|
||
• You cannot benefit from or act as part of Formations.
|
||
<br />
|
||
• You cannot use Songs.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_blinded" />
|
||
<div class="conditionName">
|
||
Blinded
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You cannot see.
|
||
<br />
|
||
• All creatures are considered Hidden to you.
|
||
<br />
|
||
• You cannot use Actions or Reactions that require a Target.
|
||
<br />
|
||
• You automatically fail anything that requires sight.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_nauseated" />
|
||
<div class="conditionName">
|
||
Nauseated
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You cannot willingly consume food or drink, including potions.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Elemental - Physical
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_burning" />
|
||
<div class="conditionName">
|
||
Burning - Elemental
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer Special Damage at the end of your Turn equal to 1d6 * Tier.
|
||
<br />
|
||
• Your Break Threshold is reduced by 6.
|
||
<br />
|
||
• When afflicted with Burning, a character may fall Prone and use 2 AP to remove the condition.
|
||
It
|
||
is
|
||
also
|
||
removed when exposed to at least 2 gallons of water.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_shocked" />
|
||
<div class="conditionName">
|
||
Shocked - Elemental
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -3 Die Penalty to your next Check. After rolling, regardless of success, this
|
||
condition’s
|
||
Tier
|
||
is reduced by 1.
|
||
<br />
|
||
• Your Thresholds are reduced by 2 Tiers. After an enemy uses a Check against one of your
|
||
Thresholds,
|
||
this
|
||
condition’s Tier is reduced by 1.
|
||
<br />
|
||
• If this condition reaches Tier 0, it ends immediately.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_chilled" />
|
||
<div class="conditionName">
|
||
Chilled - Elemental
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• Your Movement is reduced to half.
|
||
<br />
|
||
• Your Turn AP is reduced by 2.
|
||
<br />
|
||
• You lose 1 Combat Stamina at the start of your Turn.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Penetrated - Physical
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_pierced" />
|
||
<div class="conditionName">
|
||
Pierced - Penetrated, Tier 1
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Penalty to Armor Ranking.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_punctured" />
|
||
<div class="conditionName">
|
||
Punctured - Penetrated, Tier 2
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Penalty to Armor Ranking.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Surprised - Mental
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_surprised" />
|
||
<div class="conditionName">
|
||
Surprised
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You cannot use Reactions.
|
||
<br />
|
||
• You suffer a -2 Penalty to Turn AP.
|
||
<br />
|
||
• You suffer a -15 Penalty to your Movement Speed.
|
||
<br />
|
||
• You suffer a -2 Penalty to Armor Ranking.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="conditionWrapperLarge">
|
||
<div class="conditionSectionTitle">
|
||
Attribute Impairment - Varies
|
||
</div>
|
||
<div class="conditionContainerLarge conditionContainerLargeSpace">
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_feeble" />
|
||
<div class="conditionName">
|
||
Feeble - Physical Affliction
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Strength Checks and Thresholds.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to Strike Damage.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_obscured" />
|
||
<div class="conditionName">
|
||
Obscured - Physical Affliction
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Accuracy Checks and Thresholds.
|
||
<br />
|
||
• You cannot Critically Succeed Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_slow" />
|
||
<div class="conditionName">
|
||
Slow - Physical Affliction
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Quickness Checks and Thresholds.
|
||
<br />
|
||
• Your Movement is reduced to half.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_inept" />
|
||
<div class="conditionName">
|
||
Inept - Physical Affliction
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Finesse Checks and Thresholds.
|
||
<br />
|
||
• Your first Action or Reaction on your Turn costs 1 additional AP.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_sickened" />
|
||
<div class="conditionName">
|
||
Sickened - Physical Affliction
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Vitality Checks and Thresholds.
|
||
<br />
|
||
• You suffer a -1 Penalty to your Armor Ranking.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
<div class="conditionContainerLarge conditionContainerLargeSpace">
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_winded" />
|
||
<div class="conditionName">
|
||
Winded - Physical Affliction
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Stamina Checks and Thresholds.
|
||
<br />
|
||
• You lose 1 Combat Stamina at the start of your Turn.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_flustered" />
|
||
<div class="conditionName">
|
||
Flustered - Physical Affliction
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Presence Checks and Thresholds.
|
||
<br />
|
||
• Harmful Conditions and effects that you apply last 1 less Round (Min 1).
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_shaken" />
|
||
<div class="conditionName">
|
||
Shaken - Mental Affliction
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Willpower Checks and Thresholds.
|
||
<br />
|
||
• You cannot willingly create or take Openings.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_astonished" />
|
||
<div class="conditionName">
|
||
Astonished - Mental Affliction
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Knowledge Checks and Thresholds.
|
||
<br />
|
||
• You lose any Marks or Identifications you have applied, and cannot apply Marks or Identify
|
||
creatures.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_withdrawn" />
|
||
<div class="conditionName">
|
||
Withdrawn - Mental Affliction
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Disposition Checks and Thresholds.
|
||
<br />
|
||
• Beneficial Conditions and effects that you apply last 1 less Round (Min 1).
|
||
</div>
|
||
</button>
|
||
</div>
|
||
<div class="conditionContainerLarge">
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_cynical" />
|
||
<div class="conditionName">
|
||
Cynical - Mental Affliction
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Connection Checks and Thresholds.
|
||
<br />
|
||
• Your Manifestations cost 1 more Touch.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_unaware" />
|
||
<div class="conditionName">
|
||
Unaware - Mental Affliction
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Instinct Checks and Thresholds.
|
||
<br />
|
||
• Your Initiative is reduced by 1 at the start of every Round (Min 1).
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_discordant" />
|
||
<div class="conditionName">
|
||
Discordant - Mental Affliction
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Purity Checks and Thresholds.
|
||
<br />
|
||
• Any healing you give or receive is reduced by 1 Die.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_guilty" />
|
||
<div class="conditionName">
|
||
Guilty - Mental Affliction
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Corruption Checks and Thresholds.
|
||
<br />
|
||
• You cannot willingly cause a Creature to begin Dying or Finish a Creature.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<input type="checkbox" class="beneficialConditionsChecked" name="attr_beneficialConditionsChecked" hidden />
|
||
<div class="float-left beneficialConditions">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Heartened - Mental
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_encouraged" />
|
||
<div class="conditionName">
|
||
Encouraged - Heartened, Tier 1
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Checks.
|
||
<br />
|
||
• You gain a +6 Bonus to your Break Threshold.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_emboldened" />
|
||
<div class="conditionName">
|
||
Emboldened - Heartened, Tier 2
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +2 Die Bonus to Checks.
|
||
<br />
|
||
• You gain a +12 Bonus to your Break Threshold.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_rallied" />
|
||
<div class="conditionName">
|
||
Rallied - Heartened, Tier 3
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +3 Die Bonus to Checks.
|
||
<br />
|
||
• You gain a +18 Bonus to your Break Threshold.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Guarded - Physical
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_protected" />
|
||
<div class="conditionName">
|
||
Protected - Guarded, Tier 1
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Thresholds.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_warded" />
|
||
<div class="conditionName">
|
||
Warded - Guarded, Tier 2
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +2 Die Bonus to Thresholds.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_safeguarded" />
|
||
<div class="conditionName">
|
||
Safeguarded - Guarded, Tier 3
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +3 Die Bonus to Thresholds
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Resistant - Varies
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_vigilant" />
|
||
<div class="conditionName">
|
||
Vigilant - Mental Resistant
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You ignore the next Harmful Mental Condition applied to you. Once you do, this Condition
|
||
ends.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_controlled" />
|
||
<div class="conditionName">
|
||
Controlled - Physical Resistant
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You ignore the next Harmful Physical Condition applied to you. Once you do, this Condition
|
||
ends.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_durable" />
|
||
<div class="conditionName">
|
||
Durable - Physical Resistant
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain +2 Armor Ranking against the next Attack. Once you do, this Condition ends.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Focused - Mental
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_focused" />
|
||
<div class="conditionName">
|
||
Focused - Focused, Tier 1
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus on your next Check.
|
||
<br />
|
||
• After using this bonus, the condition ends.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_fixated" />
|
||
<div class="conditionName">
|
||
Fixated - Focused, Tier 2
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +2 Die Bonus on your next Check.
|
||
<br />
|
||
• After using this bonus, the condition ends.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Prepared - Mental
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_prepared" />
|
||
<div class="conditionName">
|
||
Prepared - Prepared, Tier 1
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to your next Threshold.
|
||
<br />
|
||
• After using this bonus, the condition ends.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_fortified" />
|
||
<div class="conditionName">
|
||
Fortified - Prepared, Tier 2
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +2 Die Bonus to your next Threshold.
|
||
<br />
|
||
• After using this bonus, the condition ends.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Momentum - Mental
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_offensiveMomentum" />
|
||
<div class="conditionName">
|
||
Offensive Momentum - Momentum
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Strike Checks.
|
||
<br />
|
||
• You gain a +1 Die Bonus to Strike Damage.
|
||
<br />
|
||
• You cannot gain Defensive Momentum.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_defensiveMomentum" />
|
||
<div class="conditionName">
|
||
Defensive Momentum - Momentum
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Tier Bonus to your Thresholds for Defensive Reactions.
|
||
<br />
|
||
• You gain a +1 Bonus to your Armor Ranking.
|
||
<br />
|
||
• You cannot gain Offensive Momentum.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Inspired - Mental
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_invigorated" />
|
||
<div class="conditionName">
|
||
Invigorated - Inspired, Tier 1
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain +1 Turn AP.
|
||
<br />
|
||
• Your Movement Speed increases by 5 ft.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_galvanized" />
|
||
<div class="conditionName">
|
||
Galvanized - Inspired, Tier 2
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain +2 Turn AP.
|
||
<br />
|
||
• Your Movement Speed increases by 10 ft.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Lithe - Physical
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_nimble" />
|
||
<div class="conditionName">
|
||
Nimble - Lithe, Tier 1
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You cannot be Flanked.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_agile" />
|
||
<div class="conditionName">
|
||
Agile - Lithe, Tier 2
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You cannot be Flanked.
|
||
<br />
|
||
• You do not create Openings.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Grappling - Physical
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_grabbing" />
|
||
<div class="conditionName">
|
||
Grabbing - Grappling, Tier 1
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• Your Movement Speed is reduced by 20 ft.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_pinning" />
|
||
<div class="conditionName">
|
||
Pinning - Grappling, Tier 2
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• Your Movement Speed is reduced to 0 ft.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Teamwork - Special
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_teamedUp" />
|
||
<div class="conditionName">
|
||
Teamed Up - Teamwork
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• Teamed Up has no mechanical advantages as a condition alone.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Hidden - Physical
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_hidden" />
|
||
<div class="conditionName">
|
||
Hidden - Hidden
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• Enemies are Surprised by your Actions.
|
||
<br />
|
||
• You gain a +1 Die Bonus to Initiative Checks.
|
||
<br />
|
||
• You are treated as being under Full Cover.
|
||
<br />
|
||
• See the Hidden Creatures section for more details.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Sturdy - Physical
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_sturdy" />
|
||
<div class="conditionName">
|
||
Sturdy - Sturdy
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain +1 Armor Ranking.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Lucky - Special
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_lucky" />
|
||
<div class="conditionName">
|
||
Lucky - Lucky
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You may reroll 1 Die on your Checks.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="conditionWrapperLarge">
|
||
<div class="conditionSectionTitle">
|
||
Attribute Improvement - Varies
|
||
</div>
|
||
<div class="conditionContainerLarge conditionContainerLargeSpace">
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_powerful" />
|
||
<div class="conditionName">
|
||
Powerful - Physical Improvement
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Strength Checks and Thresholds.
|
||
<br />
|
||
• You gain a +1 Die Bonus to Strike Damage.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_clear" />
|
||
<div class="conditionName">
|
||
Clear - Physical Improvement
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Accuracy Checks and Thresholds.
|
||
<br />
|
||
• You reduce the Critical Threshold of Creatures you target with your Actions and Reactions
|
||
by
|
||
1
|
||
Tier.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_quick" />
|
||
<div class="conditionName">
|
||
Quick - Physical Improvement
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Quickness Checks and Thresholds.
|
||
<br />
|
||
• Your Speeds are increased by 10 ft.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_skillful" />
|
||
<div class="conditionName">
|
||
Skillful - Physical Improvement
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Finesse Checks and Thresholds.
|
||
<br />
|
||
• Your first Action or Reaction on your Turn costs 1 less Action Point.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_hearty" />
|
||
<div class="conditionName">
|
||
Hearty - Physical Improvement
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Vitality Checks and Thresholds.
|
||
<br />
|
||
• Your current Hit Points and maximum Hit Points are increased by 3 per Level.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
<div class="conditionContainerLarge conditionContainerLargeSpace">
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_energetic" />
|
||
<div class="conditionName">
|
||
Energetic - Physical Improvement
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Stamina Checks and Thresholds.
|
||
<br />
|
||
• You regain 1 Combat Stamina at the start of your Turn.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_confident" />
|
||
<div class="conditionName">
|
||
Confident - Physical Improvement
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Presence Checks and Thresholds.
|
||
<br />
|
||
• Harmful Conditions and effects that you apply last 1 more Round.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_determined" />
|
||
<div class="conditionName">
|
||
Determined - Mental Improvement
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Willpower Checks and Thresholds.
|
||
<br />
|
||
• Once per Turn, you may make an Opportunity Attack without expending AP.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_calculating" />
|
||
<div class="conditionName">
|
||
Calculating - Mental Improvement
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Knowledge Checks and Thresholds.
|
||
<br />
|
||
• You gain a +1 Die Bonus to Checks made against Creature’s you’ve Identified or Marked.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_amiable" />
|
||
<div class="conditionName">
|
||
Amiable - Mental Improvement
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Disposition Checks and Thresholds.
|
||
<br />
|
||
• Beneficial Conditions and effects that you apply last 1 more Round (Min 1).
|
||
</div>
|
||
</button>
|
||
</div>
|
||
<div class="conditionContainerLarge">
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_imaginative" />
|
||
<div class="conditionName">
|
||
Imaginative - Mental Improvement
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Connection Checks and Thresholds.
|
||
<br />
|
||
• Your Manifestations cost 1 less Touch.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_attentive" />
|
||
<div class="conditionName">
|
||
Attentive - Mental Improvement
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Instinct Checks and Thresholds.
|
||
<br />
|
||
• Your Initiative is increased by 1 at the start of every Round (Max 10).
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_ordained" />
|
||
<div class="conditionName">
|
||
Ordained - Mental Improvement
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Purity Checks and Thresholds.
|
||
<br />
|
||
• Any healing you give or receive is increased by 1 Die.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_desecrated" />
|
||
<div class="conditionName">
|
||
Desecrated - Mental Improvement
|
||
</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Corruption Checks and Thresholds.
|
||
<br />
|
||
• When you apply the Burning Condition, its Tier is increased by 1.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
</div>
|
||
</div>
|
||
<div class='sheet-wounds'>
|
||
<div class="conditionHeader">
|
||
WOUNDS
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Head Wounds
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_headModerate" />
|
||
<div class="conditionName">Moderate Head Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Knowledge Checks and Thresholds.
|
||
<br />
|
||
• You are Distracted. This cannot be removed until the Wound is removed.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_headMajor" />
|
||
<div class="conditionName">Major Head Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Knowledge Checks and Thresholds.
|
||
<br />
|
||
• You are Distracted. This cannot be removed until the Wound is removed.
|
||
<br />
|
||
• Any Beneficial Mental Condition you gain is lost at the end of your Turn.
|
||
<br />
|
||
• You do not gain Area of Knowledge Bonuses.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Chest Wounds
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_chestModerate" />
|
||
<div class="conditionName">Moderate Chest Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Stamina Checks and Thresholds.
|
||
<br />
|
||
• Your maximum Combat Stamina is reduced by 2.
|
||
<br />
|
||
• Taking a Breath restores 2 less Combat Stamina.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_chestMajor" />
|
||
<div class="conditionName">Major Chest Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Stamina Checks and Thresholds.
|
||
<br />
|
||
• Your maximum Combat Stamina is reduced by 4.
|
||
<br />
|
||
• Taking a Breath restores 4 less Combat Stamina.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Gut Wounds
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_gutModerate" />
|
||
<div class="conditionName">Moderate Gut Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Vitality Checks and Thresholds.
|
||
<br />
|
||
• You suffer 1 additional Die of Damage when you take Damage.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_gutMajor" />
|
||
<div class="conditionName">Major Gut Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Vitality Checks and Thresholds.
|
||
<br />
|
||
• You suffer 2 additional Die of Damage when you take Damage.
|
||
<br />
|
||
• Healing Potions heal half the usual amount.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Back Wounds
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_backModerate" />
|
||
<div class="conditionName">Moderate Back Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Finesse Checks and Thresholds.
|
||
<br />
|
||
• You are Unbalanced. This cannot be removed until the Wound is removed.
|
||
<br />
|
||
• Standing from Prone consumes 30 ft of Movement instead of 15 ft.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_backMajor" />
|
||
<div class="conditionName">Major Back Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Finesse Checks and Thresholds.
|
||
<br />
|
||
• You are Unbalanced. This cannot be removed until the Wound is removed.
|
||
<br />
|
||
• Standing from Prone consumes 30 ft of Movement instead of 15 ft and consumes 2 AP.
|
||
<br />
|
||
• If you fall Prone, you suffer 4 Die of Special Damage.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Arm Wounds
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_armModerate" />
|
||
<div class="conditionName">Moderate Arm Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Strength Checks and Thresholds.
|
||
<br />
|
||
• You cannot add any Training Bonuses from Strength to Strike Damage.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_armMajor" />
|
||
<div class="conditionName">Major Arm Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Strength Checks and Thresholds.
|
||
<br />
|
||
• You cannot add any Training Bonuses from Strength to Strike Damage.
|
||
<br />
|
||
• You suffer 2 Die of Special Damage whenever you roll Strike Damage.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Hand Wounds
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_handModerate" />
|
||
<div class="conditionName">Moderate Hand Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Finesse Checks and Thresholds.
|
||
<br />
|
||
• You suffer a 1 Die of Special Damage when you use an Attack Technique, Block Technique, or
|
||
Parry
|
||
Technique.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_handMajor" />
|
||
<div class="conditionName">Major Hand Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Finesse Checks and Thresholds.
|
||
<br />
|
||
• You cannot hold items in the Wounded hand.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Leg Wounds
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_legModerate" />
|
||
<div class="conditionName">Moderate Leg Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Quickness Checks and Thresholds.
|
||
<br />
|
||
• You do not gain Bonuses to Movement Speed from Quickness Training.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_legMajor" />
|
||
<div class="conditionName">Major Leg Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Quickness Checks and Thresholds.
|
||
<br />
|
||
• You do not gain Bonuses to Movement Speed from Quickness Training.
|
||
<br />
|
||
• Your Movement Speed and Dash Speed are reduced by 15 ft.
|
||
<br />
|
||
• You suffer 2 Die of Damage when you Dash.
|
||
<br />
|
||
• If both your legs suffer a Major Wound, your Movement Speed and Dash Speed are reduced to 5
|
||
ft.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Foot Wounds
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_footModerate" />
|
||
<div class="conditionName">Moderate Foot Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Quickness Checks and Thresholds.
|
||
<br />
|
||
• When you fail to Block, Parry, or Dodge an Attack, you suffer 1 Die of Special Damage and
|
||
fall
|
||
Prone.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_footMajor" />
|
||
<div class="conditionName">Major Foot Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Quickness Checks and Thresholds.
|
||
<br />
|
||
• You suffer 2 Die of Special Damage when you Jump, Tumble, Withdraw, Invade, or Dodge.
|
||
<br />
|
||
• When you fail to Block, Parry, or Dodge an Attack, you suffer 2 Die of Special Damage.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Eye Wounds
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_eyeModerate" />
|
||
<div class="conditionName">Moderate Eye Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Accuracy Checks and Thresholds.
|
||
<br />
|
||
• You treat all enemies as being in Low Cover.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_eyeMajor" />
|
||
<div class="conditionName">Major Eye Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Accuracy Checks and Thresholds.
|
||
<br />
|
||
• You are Blind. This cannot be removed until the Wound is removed.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Ear Wounds
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_earModerate" />
|
||
<div class="conditionName">Moderate Ear Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Disposition Checks and Thresholds.
|
||
<br />
|
||
• You cannot be Encouraged by allies further than 10 ft away from you.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_earMajor" />
|
||
<div class="conditionName">Major Ear Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Disposition Checks and Thresholds.
|
||
<br />
|
||
• You are Deaf. This cannot be removed until the Wound is removed.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Jaw Wounds
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_jawModerate" />
|
||
<div class="conditionName">Moderate Jaw Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Presence Checks and Thresholds.
|
||
<br />
|
||
• You cannot Distract or Intimidate enemies further than 10 ft away from you.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_jawMajor" />
|
||
<div class="conditionName">Major Jaw Wound</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Presence Checks and Thresholds.
|
||
<br />
|
||
• You are Mute. This cannot be removed until the Wound is removed.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
</div>
|
||
|
||
<div class='sheet-statuses'>
|
||
<div class="conditionHeader">
|
||
STATUSES
|
||
</div>
|
||
|
||
<div class="inCombatContainer">
|
||
<div class="inCombatSection">
|
||
<input class="conditionCheckbox" type="checkbox" name="attr_inCombat" />
|
||
<div class="float-left inCombatText"
|
||
title="Toggle when entering combat to remove all Status Modifiers that would affect you inside combat.">In
|
||
Combat</div>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="conditionSubHeader">
|
||
<div class="conditionTabContainer">
|
||
<button class="statusTabButton" type="action" name="act_mentalStatuses"
|
||
title="Show all Mental Statuses.">
|
||
Mental Statuses
|
||
</button>
|
||
</div>
|
||
<div class="conditionTabContainer">
|
||
<button class="statusTabButton margin-0" type="action" name="act_physicalStatuses"
|
||
title="Show all Physical Statuses.">
|
||
Physical Statuses
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="conditionHeader margin-0 pad-1-b">
|
||
</div>
|
||
|
||
<input type="checkbox" class="mentalStatusesChecked" name="attr_mentalStatusesChecked" hidden />
|
||
<div class="mentalStatuses">
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Afraid
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Comforted, Courageous
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Something has put you on edge. You may seek to find a way to abate your fear, or to escape from
|
||
it
|
||
entirely. While in this state, you’re less likely to act with bravery or brashness, and more
|
||
likely
|
||
to
|
||
act
|
||
with caution or paranoia."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_afraid" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Willpower Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You become Frightened by the source of your fear, or by the nearest Enemy at the GM’s
|
||
discretion,
|
||
for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Ashamed
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Righteous
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You know that you’ve said or committed some wrong, and you feel bad about it–or at the very least
|
||
you
|
||
fear whatever reprisal it demands. Your guilt may drive you to seek to make amends for your
|
||
previous
|
||
actions or attempt to hide them away completely. It also exacerbates your nervous tics and
|
||
habits."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_ashamed" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Corruption Checks.
|
||
<br />
|
||
• You Suffer a -2 Die Penalty to Checks made to hide your Habits.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Guilty for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Awed
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Bored
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Something amazing just happened. Perhaps you met someone you’d only heard stories of, or
|
||
witnessed
|
||
something you’d scarcely considered possible. With this event comes a mixture of wonder and fear
|
||
at
|
||
what
|
||
could happen next. You may feel insignificant and weak in comparison to this happening, but you
|
||
find
|
||
it
|
||
impossible not to appreciate its grandeur."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_awed" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Connection Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to Thresholds that include Willpower.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You cannot Doubt for 2 Turns.
|
||
<br />
|
||
• You are Imaginative for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Bored
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Awed, Creative
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Your experience lately has failed to capture your attention, leaving you in a state of boredom.
|
||
You
|
||
may
|
||
feel compelled to do something against your better judgement, simply to stave off monotony. If
|
||
left
|
||
in
|
||
boredom for too long, you’re sure to be lacking energy when you’re called back to action."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_bored" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Connection and Stamina Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You cannot use Techniques on the first Round of Combat.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Calm
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Excited
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You feel at ease in your surroundings, like a stone in a pond. You could wait for hours without
|
||
worry,
|
||
and perhaps even stand stalwart at the arc of a blade."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_calm" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Stamina and Willpower Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• At the start of Combat, you become immune to Mental Conditions for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Cautious
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Trusting, Comforted
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You’re uncertain of how things will play out, and that uncertainty has put you on edge. You’re
|
||
wary
|
||
of
|
||
whatever situation you’re about to walk or talk your way into, and if you’ve been speaking with
|
||
another
|
||
you take whatever they say and do with a grain of salt, looking for flaws or inconsistencies in
|
||
their
|
||
speech, attitude, or story even if there are none to find. "
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_cautious" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Instinct Checks and Disposition Checks made to discern lies.
|
||
<br />
|
||
• You suffer a -1 Penalty to Disposition Checks not made to discern lies.
|
||
<br />
|
||
• You gain a +1 Die Bonus to your Thresholds that include Instinct or Disposition.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Withdrawn for 2 Turns.
|
||
<br />
|
||
• You cannot be Surprised before your first Turn.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Charitable
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Trusting, Comforted
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Your own time and belongings seem suddenly less important than the wellbeing of those in need.
|
||
You
|
||
find
|
||
yourself aiding those that you would have usually not, perhaps even including those who had
|
||
annoyed
|
||
or
|
||
done you wrong in the past. If someone needs a shoulder to cry on, or some assistance out of a
|
||
dark
|
||
place,
|
||
you’d be loath to hold it from them."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_charitable" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Disposition and Purity Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You may Encourage an Ally before rolling Initiative.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Comforted
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Uncomfortable
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You feel soothed and at home, even if you’d never had one. Your worries begin to melt away and
|
||
you’re
|
||
wrapped up in a blanket of safety. While this may help to alleviate your fear, sometimes it is
|
||
dread
|
||
that
|
||
saves your life."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_comforted" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Willpower Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to Instinct Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Protected for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Companionable
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Indignant
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You feel especially close to those around you and temporarily put aside all of your past
|
||
quarrels.
|
||
Conversation with them seems more meaningful, and plans may be made to share more time together.
|
||
Your
|
||
disposition may even make you more willing to meet new friends and begin new journeys with them."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_companionable" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Disposition Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Amiable for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Competitive
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Embarrassed
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You want to win. Even if you would normally consider such a thought below you, your ego has been
|
||
stoked
|
||
and you have personal stakes in your victory. Your competitive nature may be in good fun or have
|
||
more
|
||
serious and personal implications."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_competitive" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• At any point while you are Competitive, you may gain a +2 Die Bonus on a Check that would
|
||
help
|
||
you
|
||
succeed in your competition.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Encouraged for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Concentrated
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Confused, Inattentive
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You’re focused on completing whatever tasks and challenges have been set before you. You may
|
||
experience
|
||
a
|
||
heightened sense of awareness or single-minded determination when it comes to achieving your goal,
|
||
and
|
||
learning and recalling information comes more easily to you."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_concentrated" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Knowledge Checks.
|
||
<br />
|
||
• You gain a +1 Die Bonus on consecutive Checks of the same Attribute. This bonus persists
|
||
for
|
||
the
|
||
same Checks beyond the second, but does not stack.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You cannot become Distracted for 2 Turns.
|
||
<br />
|
||
• You are Focused.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Confused
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Concentrated
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Something is perplexing you, or perhaps you’re simply not entirely in your right state of mind.
|
||
You
|
||
may
|
||
seek to rectify your confusion by figuring out the answer to what’s caused it, or choose to revel
|
||
in
|
||
the
|
||
chaos it has created in or around you. Confusion can be incited by a panicked or tumultuous
|
||
situation,
|
||
but
|
||
it can also be a source of motivation for learning and creativity."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_confused" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die bonus to Connection Checks.
|
||
<br />
|
||
• You Suffer a -1 Die Penalty to Knowledge Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Crazed for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Courageous
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Afraid
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You feel filled to the brim with bravery and confidence. No obstacle, known or unknown, Mortal or
|
||
natural, can stop you from achieving your goals. You radiate an aura of assurance, and may be a
|
||
beacon
|
||
for
|
||
others. Sometimes, however, courage can dull your sense of caution and cause you to act
|
||
recklessly."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_courageous" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Willpower Checks.
|
||
<br />
|
||
• You gain a +1 Die Bonus to your Thresholds that include Willpower.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to your Instinct Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to your Thresholds that include Instinct.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are immune to the first Fear Condition you’re inflicted with.
|
||
<br />
|
||
• You are Quick for 2 Turns.
|
||
<br />
|
||
• You are Taunted by the nearest Enemy for 1 Turn.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Creative
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Bored
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Your mind has been opened and captivated by a brand new sensation or idea. It’s changed your
|
||
thinking
|
||
toward the whimsical, allowing your mind to dream of new realities and ideas. You may feel the
|
||
urge
|
||
to
|
||
act
|
||
on your inspirations, creating art to capture your imagination, or writing them down in great
|
||
detail
|
||
for
|
||
the future. Eventually, you will have to return to a more strict reality, but, for the time being,
|
||
you
|
||
are
|
||
free to explore an explosion of thought."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_creative" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Connection Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Imaginative for 2 Turns.
|
||
<br />
|
||
• You may choose a Connection Technique that is of a Level you could learn, and may use it
|
||
until
|
||
the
|
||
end of Combat. You do not need to meet the Technique’s Attribute Requirements.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Disgusted
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Comforted, Romantic
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Your stomach begins to turn and twist inside you, threatening to bring you to your knees. It’s
|
||
all
|
||
you
|
||
can do to avoid retching, and may be beyond you to act as usual. Whether it be caused by filth or
|
||
gore,
|
||
your thoughts will surely gravitate towards an escape."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_disgusted" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Vitality Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Sickened for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Embarrassed
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Competitive
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Whether caused by your own mistake or forced into existence by the reprimand or joke of another,
|
||
you’ve
|
||
begun to feel ashamed of yourself. This shame calls each of your actions into question, and may
|
||
make
|
||
you
|
||
avoid acting in another way that might be seen strangely. It may be difficult to break out of a
|
||
cycle
|
||
of
|
||
embarrassment or shame without leaving the situation entirely."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_embarrassed" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Presence Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to your Thresholds that include Willpower.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You cannot take the Distract Action for 2 Turns.
|
||
<br />
|
||
• You are Withdrawn for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Enamoured
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Frustrated
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Someone or something has caught your eye, and perhaps your heart as well. In order to win their
|
||
affection, you might perform acts you would normally consider reckless or below you. While thusly
|
||
captivated, base desire may override your common sense and have you seeing hearts instead of
|
||
daggers."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_enamoured" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Willpower and Instinct Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to your Thresholds that include Willpower.
|
||
<br />
|
||
• You gain a +1 Die Bonus to Presence Checks.
|
||
<br />
|
||
• If a Creature has Enamoured you, you must attempt to support them without sacrificing your
|
||
own
|
||
goals and morals.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Charmed by the Creature that Enamored you, if they are present, for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Excited
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Calm
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"There is something that has caught and held your attention in rapt anticipation. You can think of
|
||
little
|
||
else other than the arrival of this thing, and eagerly jump at the thought of it. While this may
|
||
put
|
||
a
|
||
skip in your step, it may be difficult to exercise patience."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_excited" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Quickness Checks.
|
||
<br />
|
||
• You suffer a -1 Die Bonus to Stamina Checks.
|
||
<br />
|
||
• You gain a pool of 3 Die that can be added to any Check that would speed up or help realize
|
||
the
|
||
target of your Excitement.
|
||
<br />
|
||
• This Status ends when the target of your Excitement takes place.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Quick for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Fierce
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Nervous
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Aggressive and alert, you’re ready to act at the drop of a hat. Your intensity may come across in
|
||
brash
|
||
words or in stoic silence, but it’s apparent to anyone who sees you that you’re prepared for
|
||
whatever
|
||
conflict awaits you."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_fierce" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus on Strength and Instinct Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty on Presence and Disposition Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Powerful for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Frustrated
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Enamored
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Something has rubbed you the wrong way. Perhaps your companions said something that offended you,
|
||
or
|
||
you’ve found yourself in a situation without a clear or easy resolution. Whatever the reason, your
|
||
disposition makes it harder for others to talk to you, and makes you less likely to want to
|
||
listen."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_frustrated" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Corruption Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to Disposition Checks when your target doesn’t share the same
|
||
source
|
||
of
|
||
Frustration.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Withdrawn for 2 Turns.
|
||
<br />
|
||
• You gain a +1 Die Bonus to Strike Checks against the source of your Frustration for 2
|
||
Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Hateful
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Charitable, Protective
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You’re filled to the brim with venomous anger whether out of petty spite, vengeance, or righteous
|
||
fury.
|
||
You’ve reached the point where very little will stop you from seeking to do harm to the source of
|
||
your
|
||
hatred. While many resort first to physical violence, those crafty enough, or spiteful enough, may
|
||
seek
|
||
a
|
||
longer and more subversive means of acting upon their hatred."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_hateful" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Corruption Checks.
|
||
<br />
|
||
• When encountering the source of your Emotion, you must succeed a Willpower Check (Tough) or
|
||
be
|
||
forced to act upon your hatred immediately.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Desecrated for 2 Turns.
|
||
<br />
|
||
• If the source of your Emotion is in Combat with you, you are Provoked by them at the Start
|
||
of
|
||
Combat until Combat ends.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Inattentive
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Concentrated
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You’re in a state where you miss details you might otherwise catch. You may be distracted, tired,
|
||
or
|
||
otherwise preoccupied."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_inattentive" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -2 Die Penalty to Find Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Unaware for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Indignant
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Companionable
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You disagree with the way you were treated, and, while you may not feel compelled to act on your
|
||
annoyance, you aren’t likely to hold back in voicing it. This disagreement might carry further
|
||
into
|
||
an
|
||
abrasiveness that makes it difficult for you to agree with others or cede points."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_indignant" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Willpower Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to Disposition Checks.
|
||
<br />
|
||
• You cannot learn new Techniques or Areas of Knowledge.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Confident for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Joyful
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Morose
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Your heart and mind feel light and free of burdens. Quick to smile and slow to anger, you may
|
||
find
|
||
yourself a source of good cheer for others."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_joyful" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Presence and Disposition Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Encouraged for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Morose
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Joyful
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Life has taken a turn for the worse, and you feel as if it won’t improve anytime soon. Friends
|
||
and
|
||
family
|
||
may seem suddenly more distant, causing a sense of loneliness. If left to wallow in your sadness
|
||
for
|
||
too
|
||
long, you could seem a shell of your past self, devoid of joy."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_morose" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Presence and Disposition Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to your Mental Thresholds.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Demoralized for 2 Turns.
|
||
<br />
|
||
• You cannot be Encouraged for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Nervous
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Fierce
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You feel fidgety and anxious. Perhaps you’re waiting for something to happen, or you don’t feel
|
||
comfortable in your situation. While your nerves may hinder your ability to speak and present
|
||
yourself
|
||
competently, they can still serve you well in times of need."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_nervous" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Instinct Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to Presence Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to your Initiative Check.
|
||
<br />
|
||
• You are Flustered for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Protective
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Hateful
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"The weight of something very important has fallen into your hands, and you feel the urge to keep
|
||
it
|
||
safe.
|
||
Though it might put your own life in danger, your desire to protect may outweigh your own safety.
|
||
It's
|
||
certainly a question you must pose to yourself whenever you place yourself as a shield before
|
||
those
|
||
that
|
||
would seek to do your ward harm."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_protective" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Purity and Willpower Checks.
|
||
<br />
|
||
• You must seek to protect the source of your Protectiveness, though you don’t need to risk
|
||
your
|
||
life
|
||
or status to do so.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• Taking the Protect Action costs 1 less Action Point for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Righteous
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Ashamed
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You’ve acted in line with your values, and feel confident in the results. You can turn away any
|
||
criticism
|
||
leveled against you by citing the morality behind your actions. If this angers others, it is
|
||
surely
|
||
to
|
||
do
|
||
with a failure of understanding on their part."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_righteous" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Purity Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Ordained for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Romantic
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Disgusted
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You feel particularly charming. Whether there’s something in the air or you’re simply a skilled
|
||
actor,
|
||
you move and speak with confidence in a way that may seem superfluous or embarrassing under normal
|
||
circumstances. With your feelings you may be seeking to woo someone, or just find yourself caught
|
||
up
|
||
in
|
||
a
|
||
moment."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_romantic" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus on Presence Checks.
|
||
<br />
|
||
• At any time while you are Romantic, you may gain a +2 Die Bonus on a Check that would help
|
||
you
|
||
interact with a Mortal who is attracted to you.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You may attempt to Distract a Creature after Initiative is rolled but before Combat starts.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Trusting
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Cautious
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You feel secure in your knowledge of how things should play out in your head. You have a clear
|
||
idea
|
||
of
|
||
what should happen with no reason to doubt that it will. If you’ve been speaking with another,
|
||
they
|
||
come
|
||
across to you as reliable and honest, and you may be more willing to give them the benefit of the
|
||
doubt."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_trusting" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Purity Checks and Disposition Checks not made to discern lies.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to Checks made to discern lies.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to your Thresholds that include Instinct or Disposition.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Amiable for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Uncomfortable
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Comforted
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Something has caused a deal of discomfort for you. Whether it be the intensity of a person’s
|
||
stare
|
||
or
|
||
the
|
||
return to a location of personal difficulty, you’re beginning to feel that you should be
|
||
elsewhere.
|
||
Every
|
||
moment you remain, you experience a lingering dread and anxiety. Even your body begins to feel a
|
||
bit
|
||
stiff."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_uncomfortable" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Finesse and Presence Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Distracted for 2 Turns.
|
||
</div>
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
<input type="checkbox" class="physicalStatusesChecked" name="attr_physicalStatusesChecked" hidden />
|
||
<div class="physicalStatuses">
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Alert
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Drowsy
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Your senses of perception feel heightened, warding away weariness and distraction. Your senses
|
||
might
|
||
be
|
||
more finely tuned due to the threat of danger or simply because you are in tune with your
|
||
surroundings,
|
||
but you feel more keenly aware of the going-ons around you than usual."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_alert" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus on Accuracy, Stamina, and Instinct Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +2 Die Bonus to your Initiative Check.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Appareled
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Disheveled
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You look particularly well put together or fashionable. You and your clothes may be spotless and
|
||
perfectly presented, or you may simply wear your flaws well. Whether you look professional,
|
||
attractive,
|
||
or
|
||
just unique, your appearance catches the eyes of others and may even be a source of confidence for
|
||
you."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_appareled" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Presence Checks.
|
||
<br />
|
||
• You gain a +1 Die Bonus to non-Presence Checks when interacting with Nobles and Merchants.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Confident for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Clumsy
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Graceful
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You feel off balance and uncoordinated. You may find that your movements are particularly awkward
|
||
or
|
||
ungainly, and even if you might be aware of whatever issue is plaguing you, you don’t possess the
|
||
motor
|
||
skills to correctly tell your body what to do."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_clumsy" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Presence and Finesse Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to your Thresholds that include Finesse.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Inept for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Cramped
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Refreshed
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"A part of your body aches with a persistent soreness. In this state, overexerting yourself can be
|
||
painful, and may warrant a search for respite from your injuries."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_cramped" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty on Physical Checks.
|
||
<br />
|
||
• If this Cramp is not tended to for a week, it becomes a Wound.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Physical Checks for 2 Turns.
|
||
<br />
|
||
• If you fail a Physical Check on your first Turn in Combat, you become Inept for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Disheveled
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Appareled
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Your appearance is in a state of disarray. Perhaps your clothes were damaged or destroyed, you’re
|
||
covered
|
||
in grime or soot, or you just woke up on the wrong side of the bed. Regardless to others you may
|
||
look
|
||
unprofessional, unappealing, or simply foolish. Your appearance may be a sore spot for you, or you
|
||
may
|
||
simply not care or be unaware of how your looks are affecting how others perceive you."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_disheveled" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Presence Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to non-Presence Check when interacting with Nobles and
|
||
Merchants.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Flustered for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Drowsy
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Alert
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You feel on the verge of sleep, nearly slipping back into unconsciousness. Your eyes grow weary
|
||
and
|
||
wish
|
||
to close. In this state, it’s difficult to stay vigilant even in dangerous situations."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_drowsy" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty on Accuracy, Stamina, and Instinct Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Obscured for 2 Turns.
|
||
<br />
|
||
• You are Unaware for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Drunk
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Sober
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You’ve had too much to drink and it’s made you drunk. Past the point of mere tipsiness, you’re so
|
||
drunk
|
||
that your speech may be slurred, movement and thought processes impaired. Perhaps you’ll wake up
|
||
with
|
||
a
|
||
splitting headache without a memory of the night before at all."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_drunk" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Willpower Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to Finesse and Accuracy Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to your Thresholds that include Finesse or Accuracy.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Sturdy for 2 Turns.
|
||
<br />
|
||
• You are Determined for 2 Turns.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to all Checks for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Empowered
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Enfeebled
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Your body feels lighter and stronger than usual. You can lift things with ease that you might
|
||
normally
|
||
struggle with, and your body tingles with energy."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_empowered" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Strength and Stamina Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Powerful for 2 Turns.
|
||
<br />
|
||
• You are Energetic for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Enfeebled
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Empowered
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Your muscles feel weak. Actions you normally wouldn’t think about, like swinging a sword or
|
||
lifting
|
||
your
|
||
possessions, require a thoughtful degree of exertion and leave you feeling tired."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_enfeebled" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Strength Checks.
|
||
<br />
|
||
• You gain a -1 Die Bonus to Stamina Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Feeble for 2 Turns.
|
||
<br />
|
||
• You are Winded for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Freezing
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Withering
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You’re so cold that you have difficulty moving your body. Your limbs are either numb or so cold
|
||
that
|
||
they
|
||
hurt. You can feel yourself being slower and clumsier, and if you don’t find shelter you could be
|
||
in
|
||
danger of hypothermia."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_freezing" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Vitality and Quickness Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to your Thresholds that include Vitality or Quickness.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Slowed for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Graceful
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Clumsy
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Your movements are refined and purposeful. They come more naturally to you, even when they
|
||
normally
|
||
might
|
||
not. Your body acts in a way that is instinctual and often beautiful to behold, whether you be on
|
||
a
|
||
stage
|
||
or on a battlefield."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_graceful" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Quickness and Finesse Checks.
|
||
<br />
|
||
• You gain a +1 Die Bonus to your Thresholds that include Quickness or Finesse.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Skilled for 2 Turns.
|
||
<br />
|
||
• You are Quick for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Injured
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Limber
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You’ve sustained some sort of grievous and persistent injury. Whether to an extremity or a vital,
|
||
it’s
|
||
affecting your ability to perform even basic tasks without suffering excruciating pain. Without
|
||
proper
|
||
care and attention, your injury could cause serious risks to your health."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_injured" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Physical Checks.
|
||
<br />
|
||
• When you fail a Physical Check you take 1d6 Special Damage.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• For 2 Turns, whenever you take Damage you suffer an additional Die of Damage.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Limber
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Injured
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Your muscles and bones feel pliant and flexible. You feel like you could move more quickly and
|
||
efficiently than normal. You feel confident that you can take wounds better than you normally
|
||
might
|
||
be
|
||
able to."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_limber" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Finesse and Quickness Checks.
|
||
<br />
|
||
• Damage you take from environmental hazards such as weather, traps, and falling, is reduced
|
||
by
|
||
1
|
||
Die.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Invigorated for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Refreshed
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Cramped
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Taking a moment to ponder your problems or relieve yourself of ailments leaves you feeling like a
|
||
new
|
||
person, unburdened from your worries. For some time, you may feel ready again to face your woes."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_refreshed" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Stamina Checks.
|
||
<br />
|
||
• Once while Refreshed, you may gain a +2 Die Bonus to a Mental Check.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Energetic for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Sickly
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Vigorous
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"A general sense of malaise hangs over you, causing you to feel physically ill. Your body is tired
|
||
in
|
||
the
|
||
way that often accompanies a cold or flu, and you may prefer to be sleeping than doing much of
|
||
anything
|
||
else."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_sickly" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Stamina and Vitality Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Sickened for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Sober
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Drunk
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
""
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_sober" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• This status has no effects.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• This status has no effects.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Starved
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Stuffed
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You’re famished to the point that it begins to hurt. You feel weak with hunger to the point where
|
||
you
|
||
feel like you might do anything for a meal."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_starved" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Vitality and Willpower Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to your Thresholds that include Vitality or Willpower.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Sickened for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Stuffed
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Starved
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You’ve eaten too much and you feel like you’re on the verge of bursting. While you feel heartily
|
||
full,
|
||
you may struggle to move with the same speed that you normally would."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_stuffed" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Vitality Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to Quickness and Finesse Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Slowed for 2 Turns.
|
||
<br />
|
||
• You are Hearty for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
<div class="float-left">
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Vigorous
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Sickly
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"Your body feels energized and healthy. You feel like you could run further and fight longer than
|
||
before.
|
||
You may look for a way to expend your flourishing energy rather than sitting around idly."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_vigorous" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You gain a +1 Die Bonus to Stamina and Vitality Checks.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Hearty for 2 Turns.
|
||
<br />
|
||
• You are Energetic for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
|
||
<div class="conditionWrapper">
|
||
<div class="conditionSectionTitle">
|
||
Withering
|
||
</div>
|
||
<div class="statusesSectionTitle">
|
||
⤰ Freezing
|
||
</div>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Roleplay</div>
|
||
<div class="statusesDetails">
|
||
"You’re so hot that you’re having difficulty breathing. You may be sticky with sweat, and the
|
||
slightest
|
||
exertion only makes you feel worse. You might worry about passing out or having a heat stroke if
|
||
things
|
||
continue."
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<input class="statusesCheckbox" type="checkbox" name="attr_withering" />
|
||
<div class="statusesName">Out of Combat</div>
|
||
<div class="conditionDetails">
|
||
• You suffer a -1 Die Penalty to Stamina Checks.
|
||
<br />
|
||
• You suffer a -1 Die Penalty to your Thresholds that include Stamina.
|
||
</div>
|
||
</button>
|
||
<button class="conditionContainer">
|
||
<div class="statusesName">Enter Combat</div>
|
||
<div class="conditionDetails">
|
||
• You are Winded for 2 Turns.
|
||
</div>
|
||
</button>
|
||
</div>
|
||
</div>
|
||
|
||
</div>
|
||
</div>
|
||
|
||
<div class='sheet-modifiers'>
|
||
<div class="modifiersHeader">
|
||
STATISTICS
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle">Attribute Points Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_miscAttrP" title="Misc Attribute Point Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle">Technique Points Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_miscTP" title="Misc Technique Point Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle">Action Point Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_miscAP" title="Misc Action Points" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle stamina-color">Combat Stamina Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_miscCS" title="Misc Combat Stamina" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle connection-color">Touch Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_miscTouch" title="Misc Touch" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle quickness-color">Movement Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_miscMovement" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle strength-color">Strike Damage Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_miscDamage" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle">Armor Ranking Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_miscAr" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle willpower-color">Break Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_miscBreakThreshold" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle">Critical Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_miscCriticalThreshold" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle stamina-color">Death Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_miscDeathThreshold" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle stamina-color">Tired Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_miscTiredThreshold" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle strength-color">Carry Heft Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_miscHeft" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersHeader">
|
||
CHECKS
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle instinct-color">Initiative Check Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_initiativeDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle accuracy-color">Strike Check Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_miscStrike" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle strength-stamina-color">Destroy Check Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_destroyDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle presence-color">Distract Check Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_distractDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle knowledge-color">Doubt Check Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_doubtDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle quickness-finesse-color">Escape Check Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_escapeDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle accuracy-presence-color">Feint Check Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_feintDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle accuracy-instinct-color">Find Check Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_findDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle accuracy-corruption-color">Finish Check Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_finishDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle strength-finesse-color">Grab Check Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_grabDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle strength-presence-color">Intimidate Check Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_intimidateDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle quickness-finesse-color">Invade Check Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_invadeDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle strength-vitality-color">Shove Check Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_shoveDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle quickness-finesse-color">Tumble Check Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_tumbleDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersHeader">
|
||
THRESHOLDS
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle vitality-color">Block Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_blockThresholdDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle quickness-color">Dodge Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_dodgeThresholdDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle finesse-color">Parry Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_parryThresholdDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle">Evade Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_evadeThresholdDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle strength-accuracy-color">Destroy Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_destroyThresholdDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle willpower-disposition-color">Distract Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_distractThresholdDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle connection-color">Doubt Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_doubtThresholdDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle strength-finesse-color">Escape Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_escapeThresholdDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle knowledge-instinct-color">Feint Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_feintThresholdDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle vitality-purity-color">Finish Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_finishThresholdDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle strength-quickness-color">Grab Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_grabThresholdDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle finesse-corruption-color">Hide Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_hideThresholdDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle willpower-purity-color">Intimidate Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_intimidateThresholdDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle finesse-vitality-color">Invade Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_invadeThresholdDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle strength-finesse-color">Shove Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_shoveThresholdDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
<div class="modifiersContainer">
|
||
<div class="modifiersTitle quickness-vitality-color">Tumble Threshold Modifier</div>
|
||
<input class="modifiersInput" type="number" name="attr_tumbleThresholdDieMisc" title="Misc Bonus" value=0 />
|
||
</div>
|
||
|
||
</div>
|
||
|
||
<script type="text/worker">
|
||
const buttonlist = ["notes","techniques","techniquesOOC","items", "rolls", "conditions", "wounds", "statuses", "modifiers"];
|
||
buttonlist.forEach(button => {
|
||
on(`clicked:${button}`, function() {
|
||
setAttrs({
|
||
sheetTab: button
|
||
});
|
||
});
|
||
});
|
||
</script>
|
||
</div>
|
||
|
||
<script type="text/worker">
|
||
|
||
const repeatingSum = (destinations, section, fields) => {
|
||
if (!Array.isArray(destinations)) destinations = [destinations.replace(/\s/g, '').split(',')];
|
||
if (!Array.isArray(fields)) fields = [fields.replace(/\s/g, '').split(',')];
|
||
getSectionIDs(`repeating_${section}`, idArray => {
|
||
const attrArray = idArray.reduce((m, id) => [...m, ...(fields.map(field => `repeating_${section}_${id}_${field}`))], []);
|
||
getAttrs([...attrArray], v => {
|
||
const getValue = (section, id, field) => v[`repeating_${section}_${id}_${field}`] === 'on' ? 1 : parseFloat(v[`repeating_${section}_${id}_${field}`]) || 0;
|
||
const commonMultipliers = (fields.length <= destinations.length) ? [] : fields.splice(destinations.length, fields.length - destinations.length);
|
||
const output = {};
|
||
destinations.forEach((destination, index) => {
|
||
output[destination] = idArray.reduce((total, id) => total + getValue(section, id, fields[index]) * commonMultipliers.reduce((subtotal, mult) => subtotal * getValue(section, id, mult), 1), 0);
|
||
});
|
||
setAttrs(output);
|
||
});
|
||
});
|
||
};
|
||
|
||
function calculateTraining(score) {
|
||
let training = 0;
|
||
switch (parseInt(score)) {
|
||
case 1:
|
||
case 2:
|
||
training = 0;
|
||
break;
|
||
case 3:
|
||
case 4:
|
||
case 5:
|
||
training = 1;
|
||
break;
|
||
case 6:
|
||
case 7:
|
||
case 8:
|
||
case 9:
|
||
training = 2;
|
||
break;
|
||
case 10:
|
||
training = 3;
|
||
break;
|
||
default:
|
||
training = 0;
|
||
}
|
||
return training;
|
||
}
|
||
|
||
function calculateTpBonus(score) {
|
||
let bonus = 0;
|
||
switch (parseInt(score)) {
|
||
case 1:
|
||
case 2:
|
||
case 3:
|
||
case 4:
|
||
case 5:
|
||
bonus = 1;
|
||
break;
|
||
case 6:
|
||
case 7:
|
||
case 8:
|
||
case 9:
|
||
bonus = 2;
|
||
break;
|
||
case 10:
|
||
bonus = 3;
|
||
break;
|
||
default:
|
||
bonus = 0;
|
||
}
|
||
return bonus;
|
||
}
|
||
function calculateLevelBonus(level) {
|
||
let bonus = 0;
|
||
switch (parseInt(level)) {
|
||
case 0:
|
||
bonus = -1;
|
||
break;
|
||
case 1:
|
||
case 2:
|
||
bonus = 0;
|
||
break;
|
||
case 3:
|
||
case 4:
|
||
case 5:
|
||
bonus = 1;
|
||
break;
|
||
case 6:
|
||
case 7:
|
||
case 8:
|
||
case 9:
|
||
bonus = 2;
|
||
break;
|
||
case 10:
|
||
bonus = 3;
|
||
break;
|
||
default:
|
||
bonus = 0;
|
||
}
|
||
return bonus;
|
||
}
|
||
|
||
function calculateTP(
|
||
stats
|
||
) {
|
||
let tp = 12;
|
||
if (stats.mookTP === "0") {
|
||
for (stat in stats) {
|
||
if (stat !== "character_level" && stat !== "mookTP" && stat !== "miscTP" && stat !== "miscAttrP") {
|
||
console.log(stat);
|
||
tp = tp + calculateTpBonus(stats[stat]);
|
||
}
|
||
}
|
||
}
|
||
tp = tp + (Number(stats.character_level) * 6) + Number(stats.miscTP);
|
||
setAttrs({
|
||
techniqueCostTotal_max: tp
|
||
});
|
||
return tp;
|
||
}
|
||
|
||
function calculateAttP(
|
||
stats
|
||
) {
|
||
let attP = 0;
|
||
for (stat in stats) {
|
||
if (stat !== "character_level" && stat !== "mookTP") {
|
||
attP = attP + Number(stats[stat]);
|
||
}
|
||
}
|
||
setAttrs({
|
||
attP: attP
|
||
});
|
||
return attP;
|
||
}
|
||
|
||
const statArray = [
|
||
"strength",
|
||
"accuracy",
|
||
"quickness",
|
||
"finesse",
|
||
"vitality",
|
||
"stamina",
|
||
"presence",
|
||
"willpower",
|
||
"knowledge",
|
||
"disposition",
|
||
"connection",
|
||
"instinct",
|
||
"purity",
|
||
"corruption"
|
||
];
|
||
|
||
on("sheet:opened", function () {
|
||
getAttrs(["hp", "hp_max", "cs", "cs_max", "ap", "ap_max"], function(values) {
|
||
setAttrs({
|
||
hp: values.hp,
|
||
hp_max: values.hp_max,
|
||
cs: values.cs,
|
||
cs_max: values.cs_max,
|
||
ap: values.ap,
|
||
ap_max: values.ap_max
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:character_level change:miscAttrP", function () {
|
||
getAttrs(["character_level", "mookTP", "miscAttrP", "miscTP", ...statArray], function (values) {
|
||
let attp = 12 + (Number(values.character_level) * 6) + (Number(values.miscAttrP));
|
||
let apMax = 6 + (calculateLevelBonus(values.character_level)) + Number(values.conditionActionPoints);
|
||
let breakBase = 18 + (calculateLevelBonus(values.character_level) * 6);
|
||
let weaponProf = 1 + Math.floor(Number(values.character_level) / 2);
|
||
setAttrs({
|
||
attP_max: attp,
|
||
ap_max: apMax,
|
||
baseBreakThreshold: breakBase,
|
||
weaponProfBase: weaponProf
|
||
});
|
||
calculateTP(values);
|
||
});
|
||
});
|
||
|
||
on("change:miscTP", function () {
|
||
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
|
||
calculateTP(values);
|
||
});
|
||
});
|
||
|
||
on("change:mookTP", function () {
|
||
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
|
||
calculateTP(values);
|
||
});
|
||
});
|
||
|
||
on("change:character_level change:conditionActionPoints change:miscAP", function () {
|
||
getAttrs(["character_level", "conditionActionPoints", "miscAP"], function (values) {
|
||
let apMax = 6 + (calculateLevelBonus(values.character_level)) + Number(values.conditionActionPoints) + Number(values.miscAP);
|
||
setAttrs({
|
||
ap_max: apMax,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:conditionChecks", function () {
|
||
getAttrs(["conditionChecks"], function (values) {
|
||
let checkBase = 1 + Number(values.conditionChecks);
|
||
setAttrs({
|
||
checkBase: checkBase,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:conditionThresholds", function () {
|
||
getAttrs(["conditionThresholds"], function (values) {
|
||
let thresholdBase = 0 + Number(values.conditionThresholds);
|
||
setAttrs({
|
||
thresholdBase: thresholdBase,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:strength", function () {
|
||
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
|
||
let training = calculateTraining(values.strength);
|
||
setAttrs({
|
||
strength_training: training
|
||
});
|
||
calculateTP(values);
|
||
calculateAttP(values);
|
||
});
|
||
});
|
||
on("change:accuracy", function () {
|
||
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
|
||
let training = calculateTraining(values.accuracy);
|
||
setAttrs({
|
||
accuracy_training: training
|
||
});
|
||
calculateTP(values);
|
||
calculateAttP(values);
|
||
});
|
||
});
|
||
on("change:quickness", function () {
|
||
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
|
||
let training = calculateTraining(values.quickness);
|
||
setAttrs({
|
||
quickness_training: training
|
||
});
|
||
calculateTP(values);
|
||
calculateAttP(values);
|
||
});
|
||
});
|
||
on("change:finesse", function () {
|
||
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
|
||
let training = calculateTraining(values.finesse);
|
||
setAttrs({
|
||
finesse_training: training
|
||
});
|
||
calculateTP(values);
|
||
calculateAttP(values);
|
||
});
|
||
});
|
||
on("change:vitality", function () {
|
||
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
|
||
let training = calculateTraining(values.vitality);
|
||
setAttrs({
|
||
vitality_training: training
|
||
});
|
||
calculateTP(values);
|
||
calculateAttP(values);
|
||
});
|
||
});
|
||
on("change:stamina", function () {
|
||
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
|
||
let training = calculateTraining(values.stamina);
|
||
setAttrs({
|
||
stamina_training: training
|
||
});
|
||
calculateTP(values);
|
||
calculateAttP(values);
|
||
});
|
||
});
|
||
on("change:presence", function () {
|
||
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
|
||
let training = calculateTraining(values.presence);
|
||
setAttrs({
|
||
presence_training: training
|
||
});
|
||
calculateTP(values);
|
||
calculateAttP(values);
|
||
});
|
||
});
|
||
on("change:willpower", function () {
|
||
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
|
||
let training = calculateTraining(values.willpower);
|
||
setAttrs({
|
||
willpower_training: training
|
||
});
|
||
calculateTP(values);
|
||
calculateAttP(values);
|
||
});
|
||
});
|
||
on("change:knowledge", function () {
|
||
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
|
||
let training = calculateTraining(values.knowledge);
|
||
setAttrs({
|
||
knowledge_training: training
|
||
});
|
||
calculateTP(values);
|
||
calculateAttP(values);
|
||
});
|
||
});
|
||
on("change:disposition", function () {
|
||
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
|
||
let training = calculateTraining(values.disposition);
|
||
setAttrs({
|
||
disposition_training: training
|
||
});
|
||
calculateTP(values);
|
||
calculateAttP(values);
|
||
});
|
||
});
|
||
on("change:connection", function () {
|
||
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
|
||
let training = calculateTraining(values.connection);
|
||
setAttrs({
|
||
connection_training: training
|
||
});
|
||
calculateTP(values);
|
||
calculateAttP(values);
|
||
});
|
||
});
|
||
on("change:instinct", function () {
|
||
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
|
||
let training = calculateTraining(values.instinct);
|
||
setAttrs({
|
||
instinct_training: training
|
||
});
|
||
calculateTP(values);
|
||
calculateAttP(values);
|
||
});
|
||
});
|
||
on("change:purity", function () {
|
||
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
|
||
let training = calculateTraining(values.purity);
|
||
setAttrs({
|
||
purity_training: training
|
||
});
|
||
calculateTP(values);
|
||
calculateAttP(values);
|
||
});
|
||
});
|
||
on("change:corruption", function () {
|
||
getAttrs(["character_level", "mookTP", "miscTP", ...statArray], function (values) {
|
||
let training = calculateTraining(values.corruption);
|
||
setAttrs({
|
||
corruption_training: training
|
||
});
|
||
calculateTP(values);
|
||
calculateAttP(values);
|
||
});
|
||
});
|
||
|
||
on("change:strength_training change:conditionStrengthBonus change:checkBase", function () {
|
||
getAttrs(["strength_training", "conditionStrengthBonus", "checkBase"], function (values) {
|
||
let strengthCheckDie = Number(values.strength_training) + Number(values.conditionStrengthBonus) + Number(values.checkBase);
|
||
setAttrs({
|
||
strengthCheckDie: strengthCheckDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:accuracy_training change:conditionAccuracyBonus change:checkBase", function () {
|
||
getAttrs(["accuracy_training", "conditionAccuracyBonus", "checkBase"], function (values) {
|
||
let accuracyCheckDie = Number(values.accuracy_training) + Number(values.conditionAccuracyBonus) + Number(values.checkBase);
|
||
setAttrs({
|
||
accuracyCheckDie: accuracyCheckDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:quickness_training change:conditionQuicknessBonus change:checkBase", function () {
|
||
getAttrs(["quickness_training", "conditionQuicknessBonus", "checkBase"], function (values) {
|
||
let quicknessCheckDie = Number(values.quickness_training) + Number(values.conditionQuicknessBonus) + Number(values.checkBase);
|
||
setAttrs({
|
||
quicknessCheckDie: quicknessCheckDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:finesse_training change:conditionFinesseBonus change:checkBase", function () {
|
||
getAttrs(["finesse_training", "conditionFinesseBonus", "checkBase"], function (values) {
|
||
let finesseCheckDie = Number(values.finesse_training) + Number(values.conditionFinesseBonus) + Number(values.checkBase);
|
||
setAttrs({
|
||
finesseCheckDie: finesseCheckDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:vitality_training change:conditionVitalityBonus change:checkBase", function () {
|
||
getAttrs(["vitality_training", "conditionVitalityBonus", "checkBase"], function (values) {
|
||
let vitalityCheckDie = Number(values.vitality_training) + Number(values.conditionVitalityBonus) + Number(values.checkBase);
|
||
setAttrs({
|
||
vitalityCheckDie: vitalityCheckDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:stamina_training change:conditionStaminaBonus change:checkBase", function () {
|
||
getAttrs(["stamina_training", "conditionStaminaBonus", "checkBase"], function (values) {
|
||
let staminaCheckDie = Number(values.stamina_training) + Number(values.conditionStaminaBonus) + Number(values.checkBase);
|
||
setAttrs({
|
||
staminaCheckDie: staminaCheckDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:presence_training change:conditionPresenceBonus change:checkBase", function () {
|
||
getAttrs(["presence_training", "conditionPresenceBonus", "checkBase"], function (values) {
|
||
let presenceCheckDie = Number(values.presence_training) + Number(values.conditionPresenceBonus) + Number(values.checkBase);
|
||
setAttrs({
|
||
presenceCheckDie: presenceCheckDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:willpower_training change:conditionWillpowerBonus change:checkBase", function () {
|
||
getAttrs(["willpower_training", "conditionWillpowerBonus", "checkBase"], function (values) {
|
||
let willpowerCheckDie = Number(values.willpower_training) + Number(values.conditionWillpowerBonus) + Number(values.checkBase);
|
||
setAttrs({
|
||
willpowerCheckDie: willpowerCheckDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:knowledge_training change:conditionKnowledgeBonus change:checkBase", function () {
|
||
getAttrs(["knowledge_training", "conditionKnowledgeBonus", "checkBase"], function (values) {
|
||
let knowledgeCheckDie = Number(values.knowledge_training) + Number(values.conditionKnowledgeBonus) + Number(values.checkBase);
|
||
setAttrs({
|
||
knowledgeCheckDie: knowledgeCheckDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:disposition_training change:conditionDispositionBonus change:checkBase", function () {
|
||
getAttrs(["disposition_training", "conditionDispositionBonus", "checkBase"], function (values) {
|
||
let dispositionCheckDie = Number(values.disposition_training) + Number(values.conditionDispositionBonus) + Number(values.checkBase);
|
||
setAttrs({
|
||
dispositionCheckDie: dispositionCheckDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:connection_training change:conditionConnectionBonus change:checkBase", function () {
|
||
getAttrs(["connection_training", "conditionConnectionBonus", "checkBase"], function (values) {
|
||
let connectionCheckDie = Number(values.connection_training) + Number(values.conditionConnectionBonus) + Number(values.checkBase);
|
||
setAttrs({
|
||
connectionCheckDie: connectionCheckDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:instinct_training change:conditionInstinctBonus change:checkBase", function () {
|
||
getAttrs(["instinct_training", "conditionInstinctBonus", "checkBase"], function (values) {
|
||
let instinctCheckDie = Number(values.instinct_training) + Number(values.conditionInstinctBonus) + Number(values.checkBase);
|
||
setAttrs({
|
||
instinctCheckDie: instinctCheckDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:purity_training change:conditionPurityBonus change:checkBase", function () {
|
||
getAttrs(["purity_training", "conditionPurityBonus", "checkBase"], function (values) {
|
||
let purityCheckDie = Number(values.purity_training) + Number(values.conditionPurityBonus) + Number(values.checkBase);
|
||
setAttrs({
|
||
purityCheckDie: purityCheckDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:corruption_training change:conditionCorruptionBonus change:checkBase", function () {
|
||
getAttrs(["corruption_training", "conditionCorruptionBonus", "checkBase"], function (values) {
|
||
let corruptionCheckDie = Number(values.corruption_training) + Number(values.conditionCorruptionBonus) + Number(values.checkBase);
|
||
setAttrs({
|
||
corruptionCheckDie: corruptionCheckDie
|
||
});
|
||
});
|
||
});
|
||
|
||
|
||
on("change:strength_training change:conditionStrengthBonus change:thresholdBase", function () {
|
||
getAttrs(["strength_training", "conditionStrengthBonus", "thresholdBase"], function (values) {
|
||
let strengthThresholdDie = Number(values.strength_training) + Number(values.conditionStrengthBonus) + Number(values.thresholdBase);
|
||
setAttrs({
|
||
strengthThresholdDie: strengthThresholdDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:accuracy_training change:conditionAccuracyBonus change:thresholdBase", function () {
|
||
getAttrs(["accuracy_training", "conditionAccuracyBonus", "thresholdBase"], function (values) {
|
||
let accuracyThresholdDie = Number(values.accuracy_training) + Number(values.conditionAccuracyBonus) + Number(values.thresholdBase);
|
||
setAttrs({
|
||
accuracyThresholdDie: accuracyThresholdDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:quickness_training change:conditionQuicknessBonus change:thresholdBase", function () {
|
||
getAttrs(["quickness_training", "conditionQuicknessBonus", "thresholdBase"], function (values) {
|
||
let quicknessThresholdDie = Number(values.quickness_training) + Number(values.conditionQuicknessBonus) + Number(values.thresholdBase);
|
||
setAttrs({
|
||
quicknessThresholdDie: quicknessThresholdDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:finesse_training change:conditionFinesseBonus change:thresholdBase", function () {
|
||
getAttrs(["finesse_training", "conditionFinesseBonus", "thresholdBase"], function (values) {
|
||
let finesseThresholdDie = Number(values.finesse_training) + Number(values.conditionFinesseBonus) + Number(values.thresholdBase);
|
||
setAttrs({
|
||
finesseThresholdDie: finesseThresholdDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:vitality_training change:conditionVitalityBonus change:thresholdBase", function () {
|
||
getAttrs(["vitality_training", "conditionVitalityBonus", "thresholdBase"], function (values) {
|
||
let vitalityThresholdDie = Number(values.vitality_training) + Number(values.conditionVitalityBonus) + Number(values.thresholdBase);
|
||
setAttrs({
|
||
vitalityThresholdDie: vitalityThresholdDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:stamina_training change:conditionStaminaBonus change:thresholdBase", function () {
|
||
getAttrs(["stamina_training", "conditionStaminaBonus", "thresholdBase"], function (values) {
|
||
let staminaThresholdDie = Number(values.stamina_training) + Number(values.conditionStaminaBonus) + Number(values.thresholdBase);
|
||
setAttrs({
|
||
staminaThresholdDie: staminaThresholdDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:presence_training change:conditionPresenceBonus change:thresholdBase", function () {
|
||
getAttrs(["presence_training", "conditionPresenceBonus", "thresholdBase"], function (values) {
|
||
let presenceThresholdDie = Number(values.presence_training) + Number(values.conditionPresenceBonus) + Number(values.thresholdBase);
|
||
setAttrs({
|
||
presenceThresholdDie: presenceThresholdDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:willpower_training change:conditionWillpowerBonus change:thresholdBase", function () {
|
||
getAttrs(["willpower_training", "conditionWillpowerBonus", "thresholdBase"], function (values) {
|
||
let willpowerThresholdDie = Number(values.willpower_training) + Number(values.conditionWillpowerBonus) + Number(values.thresholdBase);
|
||
setAttrs({
|
||
willpowerThresholdDie: willpowerThresholdDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:knowledge_training change:conditionKnowledgeBonus change:thresholdBase", function () {
|
||
getAttrs(["knowledge_training", "conditionKnowledgeBonus", "thresholdBase"], function (values) {
|
||
let knowledgeThresholdDie = Number(values.knowledge_training) + Number(values.conditionKnowledgeBonus) + Number(values.thresholdBase);
|
||
setAttrs({
|
||
knowledgeThresholdDie: knowledgeThresholdDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:disposition_training change:conditionDispositionBonus change:thresholdBase", function () {
|
||
getAttrs(["disposition_training", "conditionDispositionBonus", "thresholdBase"], function (values) {
|
||
let dispositionThresholdDie = Number(values.disposition_training) + Number(values.conditionDispositionBonus) + Number(values.thresholdBase);
|
||
setAttrs({
|
||
dispositionThresholdDie: dispositionThresholdDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:connection_training change:conditionConnectionBonus change:thresholdBase", function () {
|
||
getAttrs(["connection_training", "conditionConnectionBonus", "thresholdBase"], function (values) {
|
||
let connectionThresholdDie = Number(values.connection_training) + Number(values.conditionConnectionBonus) + Number(values.thresholdBase);
|
||
setAttrs({
|
||
connectionThresholdDie: connectionThresholdDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:instinct_training change:conditionInstinctBonus change:thresholdBase", function () {
|
||
getAttrs(["instinct_training", "conditionInstinctBonus", "thresholdBase"], function (values) {
|
||
let instinctThresholdDie = Number(values.instinct_training) + Number(values.conditionInstinctBonus) + Number(values.thresholdBase);
|
||
setAttrs({
|
||
instinctThresholdDie: instinctThresholdDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:purity_training change:conditionPurityBonus change:thresholdBase", function () {
|
||
getAttrs(["purity_training", "conditionPurityBonus", "thresholdBase"], function (values) {
|
||
let purityThresholdDie = Number(values.purity_training) + Number(values.conditionPurityBonus) + Number(values.thresholdBase);
|
||
setAttrs({
|
||
purityThresholdDie: purityThresholdDie
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:corruption_training change:conditionCorruptionBonus change:thresholdBase", function () {
|
||
getAttrs(["corruption_training", "conditionCorruptionBonus", "thresholdBase"], function (values) {
|
||
let corruptionThresholdDie = Number(values.corruption_training) + Number(values.conditionCorruptionBonus) + Number(values.thresholdBase);
|
||
setAttrs({
|
||
corruptionThresholdDie: corruptionThresholdDie
|
||
});
|
||
});
|
||
});
|
||
|
||
|
||
|
||
on("change:stamina_training", function () {
|
||
getAttrs(["staminaCS", "stamina_training"], function (values) {
|
||
let staminaCS = (Number(values.stamina_training) * 2);
|
||
setAttrs({
|
||
staminaCS: staminaCS,
|
||
});
|
||
});
|
||
});
|
||
on("change:willpower_training", function () {
|
||
getAttrs(["willpowerBreakThreshold", "willpower_training"], function (values) {
|
||
let willpowerBreakThreshold = (Number(values.willpower_training) * 6);
|
||
setAttrs({
|
||
willpowerBreakThreshold: willpowerBreakThreshold,
|
||
});
|
||
});
|
||
});
|
||
on("change:connection_training", function () {
|
||
getAttrs(["connectionTouch", "connection_training"], function (values) {
|
||
let connectionTouch = (Number(values.connection_training) * 2);
|
||
setAttrs({
|
||
connectionTouch: connectionTouch,
|
||
});
|
||
});
|
||
});
|
||
on("change:quickness_training", function () {
|
||
getAttrs(["quicknessMovement", "quickness_training"], function (values) {
|
||
let quicknessMovement = (Number(values.quickness_training) * 10);
|
||
setAttrs({
|
||
quicknessMovement: quicknessMovement,
|
||
});
|
||
});
|
||
});
|
||
on("change:strength_training", function () {
|
||
getAttrs(["strengthHeft", "strength_training"], function (values) {
|
||
let strengthHeft = (Number(values.strength_training) * 5);
|
||
setAttrs({
|
||
strengthHeft: strengthHeft,
|
||
});
|
||
});
|
||
});
|
||
|
||
|
||
|
||
on("change:staminaCS change:conditionCS change:miscCS", function () {
|
||
getAttrs(["cs", "baseCS", "staminaCS", "conditionCS", "miscCS"], function (values) {
|
||
let cs = Number(values.baseCS) + Number(values.staminaCS) + Number(values.conditionCS) + Number(values.miscCS);
|
||
setAttrs({
|
||
cs_max: cs,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:connectionTouch change:miscTouch", function () {
|
||
getAttrs(["touch", "baseTouch", "connectionTouch", "miscTouch"], function (values) {
|
||
let touch = Number(values.baseTouch) + Number(values.connectionTouch) + Number(values.miscTouch);
|
||
setAttrs({
|
||
touch_max: touch,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:miscCriticalThreshold", function () {
|
||
getAttrs(["miscCriticalThreshold"], function (values) {
|
||
let criticalThreshold = 10 + Number(values.miscCriticalThreshold);
|
||
setAttrs({
|
||
critical_threshold: criticalThreshold,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:willpowerBreakThreshold change:miscBreakThreshold change:baseBreakThreshold change:conditionBreakThreshold", function () {
|
||
getAttrs(["break_threshold", "baseBreakThreshold", "willpowerBreakThreshold", "conditionBreakThreshold", "miscBreakThreshold"], function (values) {
|
||
let breakThreshold = Number(values.baseBreakThreshold) + Number(values.willpowerBreakThreshold) + Number(values.conditionBreakThreshold) + Number(values.miscBreakThreshold);
|
||
setAttrs({
|
||
break_threshold: breakThreshold,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:quicknessMovement change:conditionMovement change:miscMovement", function () {
|
||
getAttrs(["movement", "baseMovement", "quicknessMovement", "miscMovement", "conditionMovement"], function (values) {
|
||
let movement = Number(values.baseMovement) + Number(values.quicknessMovement) + Number(values.conditionMovement) + Number(values.miscMovement);
|
||
setAttrs({
|
||
movement: movement,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:vitalityThresholdDie change:conditionDefensiveThreshold change:blockThresholdDieMisc", function () {
|
||
getAttrs(["blockThresholdDie", "vitalityThresholdDie", "conditionDefensiveThreshold", "blockThresholdDieMisc"], function (values) {
|
||
let blockThresholdDie = Number(values.vitalityThresholdDie) + Number(values.conditionDefensiveThreshold) + Number(values.blockThresholdDieMisc);
|
||
setAttrs({
|
||
blockThresholdDie: blockThresholdDie,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:finesseThresholdDie change:conditionDefensiveThreshold change:parryThresholdDieMisc", function () {
|
||
getAttrs(["parryDie", "finesseThresholdDie", "conditionDefensiveThreshold", "parryThresholdDieMisc"], function (values) {
|
||
let parryThresholdDie = Number(values.finesseThresholdDie) + Number(values.conditionDefensiveThreshold) + Number(values.parryThresholdDieMisc);
|
||
setAttrs({
|
||
parryThresholdDie: parryThresholdDie,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:quicknessThresholdDie change:conditionDefensiveThreshold change:dodgeThresholdDieMisc", function () {
|
||
getAttrs(["dodgeDie", "quicknessThresholdDie", "conditionDefensiveThreshold", "dodgeThresholdDieMisc"], function (values) {
|
||
let dodgeThresholdDie = Number(values.quicknessThresholdDie) + Number(values.conditionDefensiveThreshold) + Number(values.dodgeThresholdDieMisc);
|
||
setAttrs({
|
||
dodgeThresholdDie: dodgeThresholdDie,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:conditionDefensiveThreshold change:evadeThresholdDieMisc change:thresholdBase", function () {
|
||
getAttrs(["conditionDefensiveThreshold", "evadeThresholdDieMisc", "thresholdBase"], function (values) {
|
||
let evadeThresholdDie = Number(values.conditionDefensiveThreshold) + Number(values.evadeThresholdDieMisc) + Number(values.thresholdBase);
|
||
setAttrs({
|
||
evadeThresholdDie: evadeThresholdDie,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:heldWeapon1Att change:heldWeapon1Cap change:strength_training change:vitality_training change:purity_training change:corruption_training change:conditionStrikeDamage change:miscDamage", function () {
|
||
getAttrs(["damageBonus1", "heldWeapon1Att", "heldWeapon1Cap", "strength_training", "vitality_training", "purity_training", "corruption_training", "conditionStrikeDamage", "miscDamage"], function (values) {
|
||
let attBonus = 0;
|
||
if (values.heldWeapon1Att === "Strength") {
|
||
attBonus = values.strength_training;
|
||
}
|
||
else if (values.heldWeapon1Att === "Vitality") {
|
||
attBonus = values.vitality_training;
|
||
}
|
||
else if (values.heldWeapon1Att === "Purity") {
|
||
attBonus = values.purity_training;
|
||
}
|
||
else if (values.heldWeapon1Att === "Corruption") {
|
||
attBonus = values.corruption_training;
|
||
}
|
||
if (attBonus > values.heldWeapon1Cap) {
|
||
attBonus = values.heldWeapon1Cap;
|
||
}
|
||
let damageBonus1 = Number(attBonus) + Number(values.conditionStrikeDamage) + Number(values.miscDamage);
|
||
setAttrs({
|
||
damageBonus1: damageBonus1,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:heldWeapon2Att change:heldWeapon2Cap change:strength_training change:vitality_training change:purity_training change:corruption_training change:conditionStrikeDamage change:miscDamage", function () {
|
||
getAttrs(["damageBonus2", "heldWeapon2Att", "heldWeapon2Cap", "strength_training", "vitality_training", "purity_training", "corruption_training", "conditionStrikeDamage", "miscDamage"], function (values) {
|
||
let attBonus = 0;
|
||
if (values.heldWeapon2Att === "Strength") {
|
||
attBonus = values.strength_training;
|
||
}
|
||
else if (values.heldWeapon2Att === "Vitality") {
|
||
attBonus = values.vitality_training;
|
||
}
|
||
else if (values.heldWeapon2Att === "Purity") {
|
||
attBonus = values.purity_training;
|
||
}
|
||
else if (values.heldWeapon2Att === "Corruption") {
|
||
attBonus = values.corruption_training;
|
||
}
|
||
if (attBonus > values.heldWeapon2Cap) {
|
||
attBonus = values.heldWeapon2Cap;
|
||
}
|
||
let damageBonus2 = Number(attBonus) + Number(values.conditionStrikeDamage) + Number(values.miscDamage);
|
||
setAttrs({
|
||
damageBonus2: damageBonus2,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:accuracyCheckDie change:miscStrike", function () {
|
||
getAttrs(["strikeBonus", "checkBase", "accuracyCheckDie", "miscStrike"], function (values) {
|
||
let strikeBonus = Number(values.accuracyCheckDie) + Number(values.miscStrike) - Number(values.checkBase);
|
||
setAttrs({
|
||
strikeBonus: strikeBonus,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:wornArmorAR change:conditionArmorRanking change:miscAR", function () {
|
||
getAttrs(["wornArmorAR", "conditionArmorRanking", "miscAR"], function (values) {
|
||
let ar = Number(values.wornArmorAR) + Number(values.conditionArmorRanking) + Number(values.miscAR);
|
||
if (ar < 0) {
|
||
ar = 0;
|
||
}
|
||
setAttrs({
|
||
ar: ar,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:baseTiredThreshold change:stamina_training change:miscTiredThreshold", function () {
|
||
getAttrs(["tiredThreshold", "baseTiredThreshold", "stamina_training", "miscTiredThreshold"], function (values) {
|
||
let tiredThreshold = Number(values.baseTiredThreshold) + Number(values.stamina_training) + Number(values.miscTiredThreshold);
|
||
setAttrs({
|
||
tiredThreshold: tiredThreshold,
|
||
});
|
||
});
|
||
});
|
||
on("change:tiredThreshold", function () {
|
||
getAttrs(["drainedThreshold", "tiredThreshold"], function (values) {
|
||
let drainedThreshold = Number(values.tiredThreshold) * 2;
|
||
setAttrs({
|
||
drainedThreshold: drainedThreshold,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:stamina_training change:miscDeathThreshold", function () {
|
||
getAttrs(["death_threshold", "baseDeathThreshold", "stamina_training", "miscDeathThreshold"], function (values) {
|
||
let deathThreshold = Number(values.baseDeathThreshold) + Number(values.stamina_training) + Number(values.miscDeathThreshold);
|
||
setAttrs({
|
||
death_threshold_max: deathThreshold,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:exhaustion", function () {
|
||
getAttrs(["exhaustion"], function (values) {
|
||
let deathThreshold = Number(values.exhaustion);
|
||
setAttrs({
|
||
death_threshold: deathThreshold,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:strengthHeft change:bagHeft change:miscHeft", function () {
|
||
getAttrs(["encumberedLimit", "baseHeft", "strengthHeft", "bagHeft", "miscHeft"], function (values) {
|
||
let encumberedLimit = Number(values.baseHeft) + Number(values.strengthHeft) + Number(values.bagHeft) + Number(values.miscHeft);
|
||
setAttrs({
|
||
encumberedLimit: encumberedLimit,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:weaponProfBase change:finesse_training change:weaponProfMisc", function () {
|
||
getAttrs(["weaponProfBase", "finesse_training", "weaponProfMisc"], function (values) {
|
||
let weaponProf = Number(values.weaponProfBase) + Number(values.finesse_training) + Number(values.weaponProfMisc);
|
||
setAttrs({
|
||
weaponProf_max: weaponProf,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:encumberedLimit", function () {
|
||
getAttrs(["overcapacityLimit", "encumberedLimit"], function (values) {
|
||
let overcapacityLimit = Number(values.encumberedLimit) + 5;
|
||
setAttrs({
|
||
overcapacityLimit: overcapacityLimit,
|
||
});
|
||
});
|
||
});
|
||
on("change:xenos", function () {
|
||
getAttrs(["xenosHeft", "xenos"], function (values) {
|
||
let xenosHeft = Math.floor(Number(values.xenos) / 1000);
|
||
setAttrs({
|
||
xenosHeft: xenosHeft,
|
||
});
|
||
});
|
||
});
|
||
|
||
|
||
on('change:repeating_goodDeeds:deedTier remove:repeating_goodDeeds', function () {
|
||
repeatingSum("goodReputation", "goodDeeds", "deedTier");
|
||
});
|
||
on('change:repeating_badDeeds:deedTier remove:repeating_badDeeds', function () {
|
||
repeatingSum("badReputation", "badDeeds", "deedTier");
|
||
});
|
||
on('change:repeating_awedDeeds:deedTier remove:repeating_awedDeeds', function () {
|
||
repeatingSum("awedReputation", "awedDeeds", "deedTier");
|
||
});
|
||
|
||
|
||
on("change:goodReputation change:badReputation change:awedReputation", function () {
|
||
getAttrs(["goodReputation", "badReputation", "awedReputation"], function (values) {
|
||
let reputation = Number(values.goodReputation) + Number(values.badReputation) + Number(values.awedReputation);
|
||
setAttrs({
|
||
totalReputation: reputation
|
||
});
|
||
});
|
||
});
|
||
|
||
on('change:repeating_techniques:techniqueCost remove:repeating_techniques', function () {
|
||
repeatingSum("techniqueCostTotalIC", "techniques", "techniqueCost");
|
||
});
|
||
on('change:repeating_techniquesOOC:techniqueCost remove:repeating_techniquesOOC', function () {
|
||
repeatingSum("techniqueCostTotalOOC", "techniquesOOC", "techniqueCost");
|
||
});
|
||
on("change:techniqueCostTotalOOC change:techniqueCostTotalIC", function () {
|
||
getAttrs(["techniqueCostTotalOOC", "techniqueCostTotalIC"], function (values) {
|
||
let techniqueCostTotal = Number(values.techniqueCostTotalOOC) + Number(values.techniqueCostTotalIC);
|
||
setAttrs({
|
||
techniqueCostTotal: techniqueCostTotal
|
||
});
|
||
});
|
||
});
|
||
|
||
on('change:repeating_weapons:weaponHeft remove:repeating_weapons', function () {
|
||
repeatingSum("weaponsHeft", "weapons", "weaponHeft");
|
||
});
|
||
on('change:repeating_shields:shieldHeft remove:repeating_shields', function () {
|
||
repeatingSum("shieldsHeft", "shields", "shieldHeft");
|
||
});
|
||
on('change:repeating_armor:armorHeft remove:repeating_armor', function () {
|
||
repeatingSum("armorHeft", "armor", "armorHeft");
|
||
});
|
||
on('change:repeating_consumables:consumableHeft change:repeating_consumables:consumableNumber remove:repeating_consumables', function () {
|
||
repeatingSum("consumablesHeft", "consumables", ["consumableHeft", "consumableNumber"]);
|
||
});
|
||
on('change:repeating_items:itemHeft change:repeating_items:itemNumber remove:repeating_items', function () {
|
||
repeatingSum("itemsHeft", "items", ["itemHeft", "itemNumber"]);
|
||
});
|
||
on("change:weaponsHeft change:shieldsHeft change:armorHeft change:consumablesHeft change:itemsHeft change:xenosHeft", function () {
|
||
getAttrs(["heft", "weaponsHeft", "shieldsHeft", "armorHeft", "consumablesHeft", "itemsHeft", "xenosHeft"], function (values) {
|
||
let heft = Math.floor(Number(values.weaponsHeft) + Number(values.shieldsHeft) + Number(values.armorHeft) + Number(values.consumablesHeft) + Number(values.itemsHeft) + Number(values.xenosHeft));
|
||
setAttrs({
|
||
heft: heft
|
||
});
|
||
});
|
||
});
|
||
|
||
on('change:repeating_bags:bagHeft remove:repeating_bags', function () {
|
||
repeatingSum("bagHeft", "bags", "bagHeft");
|
||
});
|
||
|
||
on('change:repeating_weaponProficiency:weaponProfType remove:repeating_weaponProficiency', function () {
|
||
repeatingSum("weaponProf", "weaponProficiency", "weaponProfType");
|
||
});
|
||
|
||
on("change:repeating_weapons:weaponType", function (eventInfo) {
|
||
let row = eventInfo.sourceAttribute.replace("_weapontype", "");
|
||
let weaponToggle = row + "_weaponToggleType";
|
||
getAttrs([weaponToggle], function (values) {
|
||
let value = (values[weaponToggle]) ? 0 : 'false';
|
||
setAttrs({
|
||
[weaponToggle]: value,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("clicked:unset-equipment", function (eventInfo) {
|
||
setAttrs({
|
||
heldWeapon1: "",
|
||
heldWeapon1Damage: 0,
|
||
heldWeapon1Cap: 3,
|
||
heldWeapon1Att: "Strength",
|
||
heldWeapon2: "",
|
||
heldWeapon2Damage: 0,
|
||
heldWeapon2Cap: 3,
|
||
heldWeapon2Att: "Strength",
|
||
heldShield: "",
|
||
heldShieldBlock: 0,
|
||
wornArmor: "",
|
||
wornArmorAR: 0
|
||
});
|
||
});
|
||
|
||
on("clicked:repeating_weapons:set-main-weapon", function (eventInfo) {
|
||
let row = eventInfo.sourceAttribute.replace("_set-main-weapon", "");
|
||
let name = row + "_weaponName";
|
||
let damage = row + "_weaponDamage";
|
||
let cap = row + "_weaponCap";
|
||
let att = row + "_weaponAtt";
|
||
getAttrs([name, damage, cap, att], function (values) {
|
||
setAttrs({
|
||
heldWeapon1: values[name],
|
||
heldWeapon1Damage: values[damage],
|
||
heldWeapon1Cap: values[cap],
|
||
heldWeapon1Att: values[att]
|
||
});
|
||
});
|
||
});
|
||
|
||
on("clicked:repeating_weapons:set-off-weapon", function (eventInfo) {
|
||
let row = eventInfo.sourceAttribute.replace("_set-off-weapon", "");
|
||
let name = row + "_weaponName";
|
||
let damage = row + "_weaponDamage";
|
||
let cap = row + "_weaponCap";
|
||
let att = row + "_weaponAtt";
|
||
getAttrs([name, damage, cap, att], function (values) {
|
||
setAttrs({
|
||
heldWeapon2: values[name],
|
||
heldWeapon2Damage: values[damage],
|
||
heldWeapon2Cap: values[cap],
|
||
heldWeapon2Att: values[att]
|
||
});
|
||
});
|
||
});
|
||
|
||
on("clicked:repeating_shields:set-shield", function (eventInfo) {
|
||
let row = eventInfo.sourceAttribute.replace("_set-shield", "");
|
||
let name = row + "_shieldName";
|
||
let block = row + "_shieldBlock";
|
||
getAttrs([name, block], function (values) {
|
||
setAttrs({
|
||
heldShield: values[name],
|
||
heldShieldBlock: values[block]
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:repeating_shields:shieldPenalty", function (eventInfo) {
|
||
let row = eventInfo.sourceAttribute.replace("_shieldpenalty", "");
|
||
let shieldBlockPen = row + "_shieldBlockPen";
|
||
let result = "";
|
||
if (eventInfo.newValue === "None") {
|
||
result = "0 Die Penalty";
|
||
}
|
||
else if (eventInfo.newValue === "Light") {
|
||
result = "-1 Die Penalty";
|
||
}
|
||
if (eventInfo.newValue === "Moderate") {
|
||
result = "-2 Die Penalty";
|
||
}
|
||
getAttrs([shieldBlockPen], function (values) {
|
||
setAttrs({
|
||
[shieldBlockPen]: result,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:repeating_armor:armorPenalty", function (eventInfo) {
|
||
let row = eventInfo.sourceAttribute.replace("_armorpenalty", "");
|
||
let armorPenaltyMovement = row + "_armorPenaltyMovement";
|
||
let armorPenaltyPhysical = row + "_armorPenaltyPhysical";
|
||
let result1 = "";
|
||
let result2 = "";
|
||
if (eventInfo.newValue === "None") {
|
||
result1 = "0 ft Penalty";
|
||
result2 = "0 Die Penalty";
|
||
}
|
||
else if (eventInfo.newValue === "Light") {
|
||
result1 = "-5 ft Penalty";
|
||
result2 = "-1 Die Penalty";
|
||
}
|
||
if (eventInfo.newValue === "Moderate") {
|
||
result1 = "-10 ft Penalty";
|
||
result2 = "-2 Die Penalty";
|
||
}
|
||
if (eventInfo.newValue === "Harsh") {
|
||
result1 = "-20 ft Penalty";
|
||
result2 = "-3 Die Penalty";
|
||
}
|
||
getAttrs([armorPenaltyMovement, armorPenaltyPhysical], function (values) {
|
||
setAttrs({
|
||
[armorPenaltyMovement]: result1,
|
||
[armorPenaltyPhysical]: result2
|
||
});
|
||
});
|
||
});
|
||
|
||
on("clicked:repeating_armor:set-armor", function (eventInfo) {
|
||
let row = eventInfo.sourceAttribute.replace("_set-armor", "");
|
||
let name = row + "_armorName";
|
||
let ar = row + "_armorAR";
|
||
getAttrs([name, ar], function (values) {
|
||
setAttrs({
|
||
wornArmor: values[name],
|
||
wornArmorAR: values[ar]
|
||
});
|
||
});
|
||
});
|
||
|
||
on("change:instinctCheckDie change:initiativeDieMisc", function (eventInfo) {
|
||
getAttrs(["instinctCheckDie", "initiativeDieMisc"], function (values) {
|
||
let initiativeDie = Number(values.instinctCheckDie) + Number(values.initiativeDieMisc);
|
||
setAttrs({
|
||
initiativeDie: initiativeDie,
|
||
});
|
||
});
|
||
});
|
||
on("change:strikeBonus", function (eventInfo) {
|
||
getAttrs(["checkBase", "strikeBonus"], function (values) {
|
||
let strikeDie = Number(values.checkBase) + Number(values.strikeBonus);
|
||
setAttrs({
|
||
strikeDie: strikeDie,
|
||
});
|
||
});
|
||
});
|
||
on("change:strengthCheckDie change:destroyDieMisc", function (eventInfo) {
|
||
getAttrs(["strengthCheckDie", "destroyDieMisc"], function (values) {
|
||
let destroyDieStr = Number(values.strengthCheckDie) + Number(values.destroyDieMisc);
|
||
setAttrs({
|
||
destroyDieStr: destroyDieStr,
|
||
});
|
||
});
|
||
});
|
||
on("change:staminaCheckDie change:destroyDieMisc", function (eventInfo) {
|
||
getAttrs(["staminaCheckDie", "destroyDieMisc"], function (values) {
|
||
let destroyDieSta = Number(values.staminaCheckDie) + Number(values.destroyDieMisc);
|
||
setAttrs({
|
||
destroyDieSta: destroyDieSta,
|
||
});
|
||
});
|
||
});
|
||
on("change:presenceCheckDie change:distractDieMisc", function (eventInfo) {
|
||
getAttrs(["presenceCheckDie", "distractDieMisc"], function (values) {
|
||
let distractDie = Number(values.presenceCheckDie) + Number(values.distractDieMisc);
|
||
setAttrs({
|
||
distractDie: distractDie,
|
||
});
|
||
});
|
||
});
|
||
on("change:knowledgeCheckDie change:doubtDieMisc", function (eventInfo) {
|
||
getAttrs(["knowledgeCheckDie", "doubtDieMisc"], function (values) {
|
||
let doubtDie = Number(values.knowledgeCheckDie) + Number(values.doubtDieMisc);
|
||
setAttrs({
|
||
doubtDie: doubtDie,
|
||
});
|
||
});
|
||
});
|
||
on("change:quicknessCheckDie change:escapeDieMisc", function (eventInfo) {
|
||
getAttrs(["quicknessCheckDie", "escapeDieMisc"], function (values) {
|
||
let escapeDieQui = Number(values.quicknessCheckDie) + Number(values.escapeDieMisc);
|
||
setAttrs({
|
||
escapeDieQui: escapeDieQui,
|
||
});
|
||
});
|
||
});
|
||
on("change:finesseCheckDie change:escapeDieMisc", function (eventInfo) {
|
||
getAttrs(["finesseCheckDie", "escapeDieMisc"], function (values) {
|
||
let escapeDieFin = Number(values.finesseCheckDie) + Number(values.escapeDieMisc);
|
||
setAttrs({
|
||
escapeDieFin: escapeDieFin,
|
||
});
|
||
});
|
||
});
|
||
on("change:finesseCheckDie change:escapeDieMisc", function (eventInfo) {
|
||
getAttrs(["finesseCheckDie", "escapeDieMisc"], function (values) {
|
||
let escapeDieFin = Number(values.finesseCheckDie) + Number(values.escapeDieMisc);
|
||
setAttrs({
|
||
escapeDieFin: escapeDieFin,
|
||
});
|
||
});
|
||
});
|
||
on("change:accuracyCheckDie change:feintDieMisc", function (eventInfo) {
|
||
getAttrs(["accuracyCheckDie", "feintDieMisc"], function (values) {
|
||
let feintDieAcc = Number(values.accuracyCheckDie) + Number(values.feintDieMisc);
|
||
setAttrs({
|
||
feintDieAcc: feintDieAcc,
|
||
});
|
||
});
|
||
});
|
||
on("change:presenceCheckDie change:feintDieMisc", function (eventInfo) {
|
||
getAttrs(["presenceCheckDie", "feintDieMisc"], function (values) {
|
||
let feintDiePre = Number(values.presenceCheckDie) + Number(values.feintDieMisc);
|
||
setAttrs({
|
||
feintDiePre: feintDiePre,
|
||
});
|
||
});
|
||
});
|
||
on("change:accuracyCheckDie change:findDieMisc", function (eventInfo) {
|
||
getAttrs(["accuracyCheckDie", "findDieMisc"], function (values) {
|
||
let findDieAcc = Number(values.accuracyCheckDie) + Number(values.findDieMisc);
|
||
setAttrs({
|
||
findDieAcc: findDieAcc,
|
||
});
|
||
});
|
||
});
|
||
on("change:instinctCheckDie change:findDieMisc", function (eventInfo) {
|
||
getAttrs(["instinctCheckDie", "findDieMisc"], function (values) {
|
||
let findDieIns = Number(values.instinctCheckDie) + Number(values.findDieMisc);
|
||
setAttrs({
|
||
findDieIns: findDieIns,
|
||
});
|
||
});
|
||
});
|
||
on("change:accuracyCheckDie change:finishDieMisc", function (eventInfo) {
|
||
getAttrs(["accuracyCheckDie", "finishDieMisc"], function (values) {
|
||
let finishDieAcc = Number(values.accuracyCheckDie) + Number(values.finishDieMisc);
|
||
setAttrs({
|
||
finishDieAcc: finishDieAcc,
|
||
});
|
||
});
|
||
});
|
||
on("change:corruptionCheckDie change:finishDieMisc", function (eventInfo) {
|
||
getAttrs(["corruptionCheckDie", "finishDieMisc"], function (values) {
|
||
let finishDieCor = Number(values.corruptionCheckDie) + Number(values.finishDieMisc);
|
||
setAttrs({
|
||
finishDieCor: finishDieCor,
|
||
});
|
||
});
|
||
});
|
||
on("change:strengthCheckDie change:grabDieMisc", function (eventInfo) {
|
||
getAttrs(["strengthCheckDie", "grabDieMisc"], function (values) {
|
||
let grabDieStr = Number(values.strengthCheckDie) + Number(values.grabDieMisc);
|
||
setAttrs({
|
||
grabDieStr: grabDieStr,
|
||
});
|
||
});
|
||
});
|
||
on("change:finesseCheckDie change:grabDieMisc", function (eventInfo) {
|
||
getAttrs(["finesseCheckDie", "grabDieMisc"], function (values) {
|
||
let grabDieFin = Number(values.finesseCheckDie) + Number(values.grabDieMisc);
|
||
setAttrs({
|
||
grabDieFin: grabDieFin,
|
||
});
|
||
});
|
||
});
|
||
on("change:strengthCheckDie change:intimidateDieMisc", function (eventInfo) {
|
||
getAttrs(["strengthCheckDie", "intimidateDieMisc"], function (values) {
|
||
let intimidateDieStr = Number(values.strengthCheckDie) + Number(values.intimidateDieMisc);
|
||
setAttrs({
|
||
intimidateDieStr: intimidateDieStr,
|
||
});
|
||
});
|
||
});
|
||
on("change:presenceCheckDie change:intimidateDieMisc", function (eventInfo) {
|
||
getAttrs(["presenceCheckDie", "intimidateDieMisc"], function (values) {
|
||
let intimidateDiePre = Number(values.presenceCheckDie) + Number(values.intimidateDieMisc);
|
||
setAttrs({
|
||
intimidateDiePre: intimidateDiePre,
|
||
});
|
||
});
|
||
});
|
||
on("change:quicknessCheckDie change:invadeDieMisc", function (eventInfo) {
|
||
getAttrs(["quicknessCheckDie", "invadeDieMisc"], function (values) {
|
||
let invadeDieQui = Number(values.quicknessCheckDie) + Number(values.invadeDieMisc);
|
||
setAttrs({
|
||
invadeDieQui: invadeDieQui,
|
||
});
|
||
});
|
||
});
|
||
on("change:finesseCheckDie change:invadeDieMisc", function (eventInfo) {
|
||
getAttrs(["finesseCheckDie", "invadeDieMisc"], function (values) {
|
||
let invadeDieFin = Number(values.finesseCheckDie) + Number(values.invadeDieMisc);
|
||
setAttrs({
|
||
invadeDieFin: invadeDieFin,
|
||
});
|
||
});
|
||
});
|
||
on("change:strengthCheckDie change:shoveDieMisc", function (eventInfo) {
|
||
getAttrs(["strengthCheckDie", "shoveDieMisc"], function (values) {
|
||
let shoveDieStr = Number(values.strengthCheckDie) + Number(values.shoveDieMisc);
|
||
setAttrs({
|
||
shoveDieStr: shoveDieStr,
|
||
});
|
||
});
|
||
});
|
||
on("change:vitalityCheckDie change:shoveDieMisc", function (eventInfo) {
|
||
getAttrs(["vitalityCheckDie", "shoveDieMisc"], function (values) {
|
||
let shoveDieVit = Number(values.vitalityCheckDie) + Number(values.shoveDieMisc);
|
||
setAttrs({
|
||
shoveDieVit: shoveDieVit,
|
||
});
|
||
});
|
||
});
|
||
on("change:quicknessCheckDie change:tumbleDieMisc", function (eventInfo) {
|
||
getAttrs(["quicknessCheckDie", "tumbleDieMisc"], function (values) {
|
||
let tumbleDieQui = Number(values.quicknessCheckDie) + Number(values.tumbleDieMisc);
|
||
setAttrs({
|
||
tumbleDieQui: tumbleDieQui,
|
||
});
|
||
});
|
||
});
|
||
on("change:finesseCheckDie change:tumbleDieMisc", function (eventInfo) {
|
||
getAttrs(["finesseCheckDie", "tumbleDieMisc"], function (values) {
|
||
let tumbleDieFin = Number(values.finesseCheckDie) + Number(values.tumbleDieMisc);
|
||
setAttrs({
|
||
tumbleDieFin: tumbleDieFin,
|
||
});
|
||
});
|
||
});
|
||
|
||
|
||
|
||
on("change:strengthThresholdDie change:destroyThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["strengthThresholdDie", "destroyThresholdDieMisc"], function (values) {
|
||
let destroyThresholdDieStr = Number(values.strengthThresholdDie) + Number(values.destroyThresholdDieMisc);
|
||
setAttrs({
|
||
destroyThresholdDieStr: destroyThresholdDieStr,
|
||
});
|
||
});
|
||
});
|
||
on("change:accuracyThresholdDie change:destroyThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["accuracyThresholdDie", "destroyThresholdDieMisc"], function (values) {
|
||
let destroyThresholdDieAcc = Number(values.accuracyThresholdDie) + Number(values.destroyThresholdDieMisc);
|
||
setAttrs({
|
||
destroyThresholdDieAcc: destroyThresholdDieAcc,
|
||
});
|
||
});
|
||
});
|
||
on("change:willpowerThresholdDie change:distractThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["willpowerThresholdDie", "distractThresholdDieMisc"], function (values) {
|
||
let distractThresholdDieWil = Number(values.willpowerThresholdDie) + Number(values.distractThresholdDieMisc);
|
||
setAttrs({
|
||
distractThresholdDieWil: distractThresholdDieWil,
|
||
});
|
||
});
|
||
});
|
||
on("change:dispositionThresholdDie change:distractThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["dispositionThresholdDie", "distractThresholdDieMisc"], function (values) {
|
||
let distractThresholdDieDis = Number(values.dispositionThresholdDie) + Number(values.distractThresholdDieMisc);
|
||
setAttrs({
|
||
distractThresholdDieDis: distractThresholdDieDis,
|
||
});
|
||
});
|
||
});
|
||
on("change:connectionThresholdDie change:doubtThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["connectionThresholdDie", "doubtThresholdDieMisc"], function (values) {
|
||
let doubtThresholdDie = Number(values.connectionThresholdDie) + Number(values.doubtThresholdDieMisc);
|
||
setAttrs({
|
||
doubtThresholdDie: doubtThresholdDie,
|
||
});
|
||
});
|
||
});
|
||
on("change:strengthThresholdDie change:escapeThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["strengthThresholdDie", "escapeThresholdDieMisc"], function (values) {
|
||
let escapeThresholdDieStr = Number(values.strengthThresholdDie) + Number(values.escapeThresholdDieMisc);
|
||
setAttrs({
|
||
escapeThresholdDieStr: escapeThresholdDieStr,
|
||
});
|
||
});
|
||
});
|
||
on("change:finesseThresholdDie change:escapeThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["finesseThresholdDie", "escapeThresholdDieMisc"], function (values) {
|
||
let escapeThresholdDieFin = Number(values.finesseThresholdDie) + Number(values.escapeThresholdDieMisc);
|
||
setAttrs({
|
||
escapeThresholdDieFin: escapeThresholdDieFin,
|
||
});
|
||
});
|
||
});
|
||
on("change:knowledgeThresholdDie change:feintThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["knowledgeThresholdDie", "feintThresholdDieMisc"], function (values) {
|
||
let feintThresholdDieKno = Number(values.knowledgeThresholdDie) + Number(values.feintThresholdDieMisc);
|
||
setAttrs({
|
||
feintThresholdDieKno: feintThresholdDieKno,
|
||
});
|
||
});
|
||
});
|
||
on("change:instinctThresholdDie change:feintThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["instinctThresholdDie", "feintThresholdDieMisc"], function (values) {
|
||
let feintThresholdDieIns = Number(values.instinctThresholdDie) + Number(values.feintThresholdDieMisc);
|
||
setAttrs({
|
||
feintThresholdDieIns: feintThresholdDieIns,
|
||
});
|
||
});
|
||
});
|
||
on("change:vitalityThresholdDie change:finishThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["vitalityThresholdDie", "finishThresholdDieMisc"], function (values) {
|
||
let finishThresholdDieVit = Number(values.vitalityThresholdDie) + Number(values.finishThresholdDieMisc);
|
||
setAttrs({
|
||
finishThresholdDieVit: finishThresholdDieVit,
|
||
});
|
||
});
|
||
});
|
||
on("change:purityThresholdDie change:finishThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["purityThresholdDie", "finishThresholdDieMisc"], function (values) {
|
||
let finishThresholdDiePur = Number(values.purityThresholdDie) + Number(values.finishThresholdDieMisc);
|
||
setAttrs({
|
||
finishThresholdDiePur: finishThresholdDiePur,
|
||
});
|
||
});
|
||
});
|
||
on("change:strengthThresholdDie change:grabThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["strengthThresholdDie", "grabThresholdDieMisc"], function (values) {
|
||
let grabThresholdDieStr = Number(values.strengthThresholdDie) + Number(values.grabThresholdDieMisc);
|
||
setAttrs({
|
||
grabThresholdDieStr: grabThresholdDieStr,
|
||
});
|
||
});
|
||
});
|
||
on("change:quicknessThresholdDie change:grabThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["quicknessThresholdDie", "grabThresholdDieMisc"], function (values) {
|
||
let grabThresholdDieQui = Number(values.quicknessThresholdDie) + Number(values.grabThresholdDieMisc);
|
||
setAttrs({
|
||
grabThresholdDieQui: grabThresholdDieQui,
|
||
});
|
||
});
|
||
});
|
||
on("change:finesseThresholdDie change:hideThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["finesseThresholdDie", "hideThresholdDieMisc"], function (values) {
|
||
let hideThresholdDieFin = Number(values.finesseThresholdDie) + Number(values.hideThresholdDieMisc);
|
||
setAttrs({
|
||
hideThresholdDieFin: hideThresholdDieFin,
|
||
});
|
||
});
|
||
});
|
||
on("change:corruptionThresholdDie change:hideThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["corruptionThresholdDie", "hideThresholdDieMisc"], function (values) {
|
||
let hideThresholdDieCor = Number(values.corruptionThresholdDie) + Number(values.hideThresholdDieMisc);
|
||
setAttrs({
|
||
hideThresholdDieCor: hideThresholdDieCor,
|
||
});
|
||
});
|
||
});
|
||
on("change:willpowerThresholdDie change:intimidateThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["willpowerThresholdDie", "intimidateThresholdDieMisc"], function (values) {
|
||
let intimidateThresholdDieWil = Number(values.willpowerThresholdDie) + Number(values.intimidateThresholdDieMisc);
|
||
setAttrs({
|
||
intimidateThresholdDieWil: intimidateThresholdDieWil,
|
||
});
|
||
});
|
||
});
|
||
on("change:purityThresholdDie change:intimidateThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["purityThresholdDie", "intimidateThresholdDieMisc"], function (values) {
|
||
let intimidateThresholdDiePur = Number(values.purityThresholdDie) + Number(values.intimidateThresholdDieMisc);
|
||
setAttrs({
|
||
intimidateThresholdDiePur: intimidateThresholdDiePur,
|
||
});
|
||
});
|
||
});
|
||
on("change:finesseThresholdDie change:invadeThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["finesseThresholdDie", "invadeThresholdDieMisc"], function (values) {
|
||
let invadeThresholdDieFin = Number(values.finesseThresholdDie) + Number(values.invadeThresholdDieMisc);
|
||
setAttrs({
|
||
invadeThresholdDieFin: invadeThresholdDieFin,
|
||
});
|
||
});
|
||
});
|
||
on("change:vitalityThresholdDie change:invadeThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["vitalityThresholdDie", "invadeThresholdDieMisc"], function (values) {
|
||
let invadeThresholdDieVit = Number(values.vitalityThresholdDie) + Number(values.invadeThresholdDieMisc);
|
||
setAttrs({
|
||
invadeThresholdDieVit: invadeThresholdDieVit,
|
||
});
|
||
});
|
||
});
|
||
on("change:strengthThresholdDie change:shoveThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["strengthThresholdDie", "shoveThresholdDieMisc"], function (values) {
|
||
let shoveThresholdDieStr = Number(values.strengthThresholdDie) + Number(values.shoveThresholdDieMisc);
|
||
setAttrs({
|
||
shoveThresholdDieStr: shoveThresholdDieStr,
|
||
});
|
||
});
|
||
});
|
||
on("change:finesseThresholdDie change:shoveThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["finesseThresholdDie", "shoveThresholdDieMisc"], function (values) {
|
||
let shoveThresholdDieFin = Number(values.finesseThresholdDie) + Number(values.shoveThresholdDieMisc);
|
||
setAttrs({
|
||
shoveThresholdDieFin: shoveThresholdDieFin,
|
||
});
|
||
});
|
||
});
|
||
on("change:quicknessThresholdDie change:tumbleThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["quicknessThresholdDie", "tumbleThresholdDieMisc"], function (values) {
|
||
let tumbleThresholdDieQui = Number(values.quicknessThresholdDie) + Number(values.tumbleThresholdDieMisc);
|
||
setAttrs({
|
||
tumbleThresholdDieQui: tumbleThresholdDieQui,
|
||
});
|
||
});
|
||
});
|
||
on("change:vitalityThresholdDie change:tumbleThresholdDieMisc", function (eventInfo) {
|
||
getAttrs(["vitalityThresholdDie", "tumbleThresholdDieMisc"], function (values) {
|
||
let tumbleThresholdDieVit = Number(values.vitalityThresholdDie) + Number(values.tumbleThresholdDieMisc);
|
||
setAttrs({
|
||
tumbleThresholdDieVit: tumbleThresholdDieVit,
|
||
});
|
||
});
|
||
});
|
||
|
||
on("clicked:clear-combat-conditions", function (eventInfo) {
|
||
setAttrs({
|
||
distracted: "0",
|
||
absorbed: "0",
|
||
captivated: "0",
|
||
intimidated: "0",
|
||
frightened: "0",
|
||
terrified: "0",
|
||
demoralized: "0",
|
||
disheartened: "0",
|
||
routed: "0",
|
||
stuck: "0",
|
||
grabbed: "0",
|
||
restrained: "0",
|
||
unbalanced: "0",
|
||
prone: "0",
|
||
invaded: "0",
|
||
asleep: "0",
|
||
unconsciousness: "0",
|
||
charmed: "0",
|
||
infatuated: "0",
|
||
provoked: "0",
|
||
enraged: "0",
|
||
laughing: "0",
|
||
crying: "0",
|
||
screaming: "0",
|
||
pacified: "0",
|
||
entranced: "0",
|
||
dazed: "0",
|
||
stunned: "0",
|
||
crazed: "0",
|
||
insane: "0",
|
||
deafened: "0",
|
||
silenced: "0",
|
||
blinded: "0",
|
||
nauseated: "0",
|
||
burning: "0",
|
||
shocked: "0",
|
||
chilled: "0",
|
||
pierced: "0",
|
||
punctured: "0",
|
||
surprised: "0",
|
||
feeble: "0",
|
||
obscured: "0",
|
||
slow: "0",
|
||
inept: "0",
|
||
sickened: "0",
|
||
winded: "0",
|
||
flustered: "0",
|
||
shaken: "0",
|
||
astonished: "0",
|
||
withdrawn: "0",
|
||
cynical: "0",
|
||
unaware: "0",
|
||
discordant: "0",
|
||
guilty: "0",
|
||
encouraged: "0",
|
||
emboldened: "0",
|
||
ralled: "0",
|
||
protected: "0",
|
||
warded: "0",
|
||
safeguarded: "0",
|
||
vigilant: "0",
|
||
controlled: "0",
|
||
durable: "0",
|
||
focused: "0",
|
||
fixated: "0",
|
||
prepared: "0",
|
||
fortified: "0",
|
||
offensiveMomentum: "0",
|
||
defensiveMomentum: "0",
|
||
invigorated: "0",
|
||
galvanized: "0",
|
||
nimble: "0",
|
||
agile: "0",
|
||
grabbing: "0",
|
||
pinning: "0",
|
||
teamedUp: "0",
|
||
hidden: "0",
|
||
sturdy: "0",
|
||
lucky: "0",
|
||
powerful: "0",
|
||
clear: "0",
|
||
quick: "0",
|
||
skillful: "0",
|
||
hearty: "0",
|
||
energetic: "0",
|
||
confident: "0",
|
||
determined: "0",
|
||
calculating: "0",
|
||
amiable: "0",
|
||
imaginative: "0",
|
||
attentive: "0",
|
||
ordained: "0",
|
||
desecrated: "0"
|
||
});
|
||
});
|
||
|
||
on("clicked:neutralConditions", function (eventInfo) {
|
||
setAttrs({
|
||
neutralConditionsChecked: "on",
|
||
harmfulConditionsChecked: "0",
|
||
beneficialConditionsChecked: "0"
|
||
});
|
||
});
|
||
|
||
on("clicked:harmfulConditions", function (eventInfo) {
|
||
setAttrs({
|
||
neutralConditionsChecked: "0",
|
||
harmfulConditionsChecked: "on",
|
||
beneficialConditionsChecked: "0"
|
||
});
|
||
});
|
||
|
||
on("clicked:beneficialConditions", function (eventInfo) {
|
||
setAttrs({
|
||
neutralConditionsChecked: "0",
|
||
harmfulConditionsChecked: "0",
|
||
beneficialConditionsChecked: "on"
|
||
});
|
||
});
|
||
|
||
on("clicked:mentalStatuses", function (eventInfo) {
|
||
setAttrs({
|
||
mentalStatusesChecked: "on",
|
||
physicalConditionsChecked: "0"
|
||
});
|
||
});
|
||
|
||
on("clicked:physicalStatuses", function (eventInfo) {
|
||
setAttrs({
|
||
mentalStatusesChecked: "0",
|
||
physicalStatusesChecked: "on"
|
||
});
|
||
});
|
||
|
||
on("change:tired", function (eventInfo) {
|
||
getAttrs(["tired", "conditionChecks", "conditionThresholds", "conditionActionPoints", "conditionMovement"], function (values) {
|
||
if (eventInfo.newValue === "on" && previousValue === "0") {
|
||
let conditionChecks = Number(values.conditionChecks) - 1;
|
||
let conditionThresholds = Number(values.conditionThresholds) - 1;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) - 2;
|
||
let conditionMovement = Number(values.conditionMovement) - 10;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionThresholds: conditionThresholds,
|
||
conditionActionPoints: conditionActionPoints,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) + 1;
|
||
let conditionThresholds = Number(values.conditionThresholds) + 1;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) + 2;
|
||
let conditionMovement = Number(values.conditionMovement) + 10;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionThresholds: conditionThresholds,
|
||
conditionActionPoints: conditionActionPoints,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:drained", function (eventInfo) {
|
||
getAttrs(["drained", "conditionChecks", "conditionThresholds", "conditionActionPoints", "conditionMovement"], function (values) {
|
||
if (values.drained === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) - 2;
|
||
let conditionThresholds = Number(values.conditionThresholds) - 2;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) - 3;
|
||
let conditionMovement = Number(values.conditionMovement) - 15;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionThresholds: conditionThresholds,
|
||
conditionActionPoints: conditionActionPoints,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) + 2;
|
||
let conditionThresholds = Number(values.conditionThresholds) + 2;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) + 3;
|
||
let conditionMovement = Number(values.conditionMovement) + 15;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionThresholds: conditionThresholds,
|
||
conditionActionPoints: conditionActionPoints,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:drained", function (eventInfo) {
|
||
getAttrs(["drained", "conditionChecks", "conditionThresholds", "conditionActionPoints", "conditionMovement"], function (values) {
|
||
if (values.drained === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) - 2;
|
||
let conditionThresholds = Number(values.conditionThresholds) - 2;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) - 3;
|
||
let conditionMovement = Number(values.conditionMovement) - 15;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionThresholds: conditionThresholds,
|
||
conditionActionPoints: conditionActionPoints,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) + 2;
|
||
let conditionThresholds = Number(values.conditionThresholds) + 2;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) + 3;
|
||
let conditionMovement = Number(values.conditionMovement) + 15;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionThresholds: conditionThresholds,
|
||
conditionActionPoints: conditionActionPoints,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:encumbered", function (eventInfo) {
|
||
getAttrs(["encumbered", "conditionMovement"], function (values) {
|
||
if (values.drained === "on") {
|
||
let conditionMovement = Number(values.conditionMovement) - 10;
|
||
setAttrs({
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionMovement = Number(values.conditionMovement) + 10;
|
||
setAttrs({
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:distracted", function (eventInfo) {
|
||
getAttrs(["distracted", "conditionThresholds", "conditionActionPoints"], function (values) {
|
||
if (values.distracted === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) - 1;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) - 1;
|
||
setAttrs({
|
||
conditionThresholds: conditionThresholds,
|
||
conditionActionPoints: conditionActionPoints
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) + 1;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) + 1;
|
||
setAttrs({
|
||
conditionThresholds: conditionThresholds,
|
||
conditionActionPoints: conditionActionPoints
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:absorbed", function (eventInfo) {
|
||
getAttrs(["absorbed", "conditionThresholds", "conditionActionPoints"], function (values) {
|
||
if (values.absorbed === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) - 2;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) - 2;
|
||
setAttrs({
|
||
conditionThresholds: conditionThresholds,
|
||
conditionActionPoints: conditionActionPoints
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) + 2;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) + 2;
|
||
setAttrs({
|
||
conditionThresholds: conditionThresholds,
|
||
conditionActionPoints: conditionActionPoints
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:captivated", function (eventInfo) {
|
||
getAttrs(["captivated", "conditionThresholds", "conditionActionPoints"], function (values) {
|
||
if (values.captivated === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) - 3;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) - 3;
|
||
setAttrs({
|
||
conditionThresholds: conditionThresholds,
|
||
conditionActionPoints: conditionActionPoints
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) + 3;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) + 3;
|
||
setAttrs({
|
||
conditionThresholds: conditionThresholds,
|
||
conditionActionPoints: conditionActionPoints
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:intimidated", function (eventInfo) {
|
||
getAttrs(["intimidated", "conditionChecks", "conditionBreakThreshold"], function (values) {
|
||
if (values.intimidated === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) - 1;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 6;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) + 1;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 6;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:frightened", function (eventInfo) {
|
||
getAttrs(["frightened", "conditionChecks", "conditionBreakThreshold"], function (values) {
|
||
if (values.frightened === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) - 2;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 12;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) + 2;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 12;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:terrified", function (eventInfo) {
|
||
getAttrs(["terrified", "conditionChecks", "conditionBreakThreshold"], function (values) {
|
||
if (values.terrified === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) - 3;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 18;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) + 3;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 18;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:demoralized", function (eventInfo) {
|
||
getAttrs(["demoralized", "conditionChecks", "conditionBreakThreshold"], function (values) {
|
||
if (values.demoralized === "on") {
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 6;
|
||
setAttrs({
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 6;
|
||
setAttrs({
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:disheartened", function (eventInfo) {
|
||
getAttrs(["disheartened", "conditionChecks", "conditionBreakThreshold"], function (values) {
|
||
if (values.disheartened === "on") {
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 12;
|
||
setAttrs({
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 12;
|
||
setAttrs({
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:grabbed", function (eventInfo) {
|
||
getAttrs(["grabbed", "conditionStrikeCheck", "conditionDefensiveThreshold"], function (values) {
|
||
if (values.grabbed === "on") {
|
||
let conditionStrikeCheck = Number(values.conditionStrikeCheck) - 1;
|
||
let conditionDefensiveThreshold = Number(values.conditionDefensiveThreshold) - 1;
|
||
setAttrs({
|
||
conditionStrikeCheck: conditionStrikeCheck,
|
||
conditionDefensiveThreshold: conditionDefensiveThreshold
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionStrikeCheck = Number(values.conditionStrikeCheck) + 1;
|
||
let conditionDefensiveThreshold = Number(values.conditionDefensiveThreshold) + 1;
|
||
setAttrs({
|
||
conditionStrikeCheck: conditionStrikeCheck,
|
||
conditionDefensiveThreshold: conditionDefensiveThreshold
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:restrained", function (eventInfo) {
|
||
getAttrs(["restrained", "conditionStrikeCheck", "conditionDefensiveThreshold"], function (values) {
|
||
if (values.restrained === "on") {
|
||
let conditionStrikeCheck = Number(values.conditionStrikeCheck) - 2;
|
||
let conditionDefensiveThreshold = Number(values.conditionDefensiveThreshold) - 2;
|
||
setAttrs({
|
||
conditionStrikeCheck: conditionStrikeCheck,
|
||
conditionDefensiveThreshold: conditionDefensiveThreshold
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionStrikeCheck = Number(values.conditionStrikeCheck) + 2;
|
||
let conditionDefensiveThreshold = Number(values.conditionDefensiveThreshold) + 2;
|
||
setAttrs({
|
||
conditionStrikeCheck: conditionStrikeCheck,
|
||
conditionDefensiveThreshold: conditionDefensiveThreshold
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:unbalanced", function (eventInfo) {
|
||
getAttrs(["unbalanced", "conditionArmorRanking"], function (values) {
|
||
if (values.unbalanced === "on") {
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) - 1;
|
||
setAttrs({
|
||
conditionArmorRanking: conditionArmorRanking
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) + 1;
|
||
setAttrs({
|
||
conditionArmorRanking: conditionArmorRanking
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:prone", function (eventInfo) {
|
||
getAttrs(["prone", "conditionArmorRanking", "conditionStrikeCheck"], function (values) {
|
||
if (values.prone === "on") {
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) - 2;
|
||
let conditionStrikeCheck = Number(values.conditionStrikeCheck) - 2;
|
||
setAttrs({
|
||
conditionArmorRanking: conditionArmorRanking,
|
||
conditionStrikeCheck: conditionStrikeCheck
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) + 2;
|
||
let conditionStrikeCheck = Number(values.conditionStrikeCheck) + 2;
|
||
setAttrs({
|
||
conditionArmorRanking: conditionArmorRanking,
|
||
conditionStrikeCheck: conditionStrikeCheck
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:invaded", function (eventInfo) {
|
||
getAttrs(["invaded", "conditionArmorRanking", "conditionStrikeCheck", "conditionDefensiveThreshold"], function (values) {
|
||
if (values.invaded === "on") {
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) - 1;
|
||
let conditionStrikeCheck = Number(values.conditionStrikeCheck) - 1;
|
||
let conditionDefensiveThreshold = Number(values.conditionDefensiveThreshold) - 1;
|
||
setAttrs({
|
||
conditionArmorRanking: conditionArmorRanking,
|
||
conditionStrikeCheck: conditionStrikeCheck,
|
||
conditionDefensiveThreshold: conditionDefensiveThreshold
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) + 1;
|
||
let conditionStrikeCheck = Number(values.conditionStrikeCheck) + 1;
|
||
let conditionDefensiveThreshold = Number(values.conditionDefensiveThreshold) + 1;
|
||
setAttrs({
|
||
conditionArmorRanking: conditionArmorRanking,
|
||
conditionStrikeCheck: conditionStrikeCheck,
|
||
conditionDefensiveThreshold: conditionDefensiveThreshold
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:laughing", function (eventInfo) {
|
||
getAttrs(["laughing", "conditionChecks", "conditionThresholds", "conditionBreakThreshold", "conditionActionPoints"], function (values) {
|
||
if (values.laughing === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) - 2;
|
||
let conditionThresholds = Number(values.conditionThresholds) - 2;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 6;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) - 2;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionThresholds: conditionThresholds,
|
||
conditionBreakThreshold: conditionBreakThreshold,
|
||
conditionActionPoints: conditionActionPoints
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) + 2;
|
||
let conditionThresholds = Number(values.conditionThresholds) + 2;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 6;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) + 2;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionThresholds: conditionThresholds,
|
||
conditionBreakThreshold: conditionBreakThreshold,
|
||
conditionActionPoints: conditionActionPoints
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:crying", function (eventInfo) {
|
||
getAttrs(["crying", "conditionChecks", "conditionThresholds", "conditionBreakThreshold", "conditionActionPoints"], function (values) {
|
||
if (values.crying === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) - 2;
|
||
let conditionThresholds = Number(values.conditionThresholds) - 2;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 6;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) - 2;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionThresholds: conditionThresholds,
|
||
conditionBreakThreshold: conditionBreakThreshold,
|
||
conditionActionPoints: conditionActionPoints
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) + 2;
|
||
let conditionThresholds = Number(values.conditionThresholds) + 2;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 6;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) + 2;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionThresholds: conditionThresholds,
|
||
conditionBreakThreshold: conditionBreakThreshold,
|
||
conditionActionPoints: conditionActionPoints
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:screaming", function (eventInfo) {
|
||
getAttrs(["screaming", "conditionChecks", "conditionThresholds", "conditionBreakThreshold", "conditionActionPoints"], function (values) {
|
||
if (values.screaming === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) - 2;
|
||
let conditionThresholds = Number(values.conditionThresholds) - 2;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 6;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) - 2;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionThresholds: conditionThresholds,
|
||
conditionBreakThreshold: conditionBreakThreshold,
|
||
conditionActionPoints: conditionActionPoints
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) + 2;
|
||
let conditionThresholds = Number(values.conditionThresholds) + 2;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 6;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) + 2;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionThresholds: conditionThresholds,
|
||
conditionBreakThreshold: conditionBreakThreshold,
|
||
conditionActionPoints: conditionActionPoints
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:dazed", function (eventInfo) {
|
||
getAttrs(["dazed", "conditionActionPoints", "ap_max"], function (values) {
|
||
if (values.dazed === "on") {
|
||
let conditionActionPoints = -(Math.ceil(Number(values.ap_max) / 2));
|
||
setAttrs({
|
||
conditionActionPoints: conditionActionPoints
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionActionPoints = 0;
|
||
setAttrs({
|
||
conditionActionPoints: conditionActionPoints
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:burning", function (eventInfo) {
|
||
getAttrs(["burning", "conditionBreakThreshold"], function (values) {
|
||
if (values.burning === "on") {
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 6;
|
||
setAttrs({
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 6;
|
||
setAttrs({
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:shocked", function (eventInfo) {
|
||
getAttrs(["shocked", "conditionThresholds", "conditionChecks"], function (values) {
|
||
if (values.shocked === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) - 3;
|
||
let conditionChecks = Number(values.conditionChecks) - 3;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionThresholds: conditionThresholds
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) + 3;
|
||
let conditionChecks = Number(values.conditionChecks) + 3;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionThresholds: conditionThresholds
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:chilled", function (eventInfo) {
|
||
getAttrs(["chilled", "conditionMovement", "conditionActionPoints", "movement"], function (values) {
|
||
if (values.chilled === "on") {
|
||
let conditionActionPoints = Number(values.conditionActionPoints) - 2;
|
||
let conditionMovement = Math.ceil(Number(values.movement) / 2);
|
||
setAttrs({
|
||
conditionActionPoints: conditionActionPoints,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionActionPoints = Number(values.conditionActionPoints) + 2;
|
||
let conditionMovement = 0;
|
||
setAttrs({
|
||
conditionActionPoints: conditionActionPoints,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:pierced", function (eventInfo) {
|
||
getAttrs(["pierced", "conditionArmorRanking"], function (values) {
|
||
if (values.pierced === "on") {
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) - 1;
|
||
setAttrs({
|
||
conditionArmorRanking: conditionArmorRanking
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) + 1;
|
||
setAttrs({
|
||
conditionArmorRanking: conditionArmorRanking
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:punctured", function (eventInfo) {
|
||
getAttrs(["punctured", "conditionArmorRanking"], function (values) {
|
||
if (values.punctured === "on") {
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) - 2;
|
||
setAttrs({
|
||
conditionArmorRanking: conditionArmorRanking
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) + 2;
|
||
setAttrs({
|
||
conditionArmorRanking: conditionArmorRanking
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:surprised", function (eventInfo) {
|
||
getAttrs(["surprised", "conditionArmorRanking", "conditionActionPoints", "conditionMovement"], function (values) {
|
||
if (values.surprised === "on") {
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) - 2;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) - 2;
|
||
let conditionMovement = Number(values.conditionMovement) - 15;
|
||
setAttrs({
|
||
conditionArmorRanking: conditionArmorRanking,
|
||
conditionActionPoints: conditionActionPoints,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) + 2;
|
||
let conditionActionPoints = Number(values.conditionActionPoints) + 2;
|
||
let conditionMovement = Number(values.conditionMovement) + 15;
|
||
setAttrs({
|
||
conditionArmorRanking: conditionArmorRanking,
|
||
conditionActionPoints: conditionActionPoints,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:feeble", function (eventInfo) {
|
||
getAttrs(["feeble", "conditionStrengthBonus", "conditionStrikeDamage"], function (values) {
|
||
if (values.feeble === "on") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
|
||
let conditionStrikeDamage = Number(values.conditionStrikeDamage) - 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionStrikeDamage: conditionStrikeDamage
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
|
||
let conditionStrikeDamage = Number(values.conditionStrikeDamage) + 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionStrikeDamage: conditionStrikeDamage
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:obscured", function (eventInfo) {
|
||
getAttrs(["obscured", "conditionAccuracyBonus"], function (values) {
|
||
if (values.obscured === "on") {
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
|
||
setAttrs({
|
||
conditionAccuracyBonus: conditionAccuracyBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
|
||
setAttrs({
|
||
conditionAccuracyBonus: conditionAccuracyBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:slow", function (eventInfo) {
|
||
getAttrs(["slow", "conditionQuicknessBonus"], function (values) {
|
||
if (values.slow === "on") {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
console.log("slow");
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:inept", function (eventInfo) {
|
||
getAttrs(["inept", "conditionFinesseBonus"], function (values) {
|
||
if (values.inept === "on") {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:sickened", function (eventInfo) {
|
||
getAttrs(["sickened", "conditionVitalityBonus", "conditionArmorRanking"], function (values) {
|
||
if (values.sickened === "on") {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) - 1;
|
||
setAttrs({
|
||
conditionVitalityBonus: conditionVitalityBonus,
|
||
conditionArmorRanking: conditionArmorRanking
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) + 1;
|
||
setAttrs({
|
||
conditionVitalityBonus: conditionVitalityBonus,
|
||
conditionArmorRanking: conditionArmorRanking
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:winded", function (eventInfo) {
|
||
getAttrs(["winded", "conditionStaminaBonus"], function (values) {
|
||
if (values.winded === "on") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:flustered", function (eventInfo) {
|
||
getAttrs(["flustered", "conditionPresenceBonus"], function (values) {
|
||
if (values.flustered === "on") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:shaken", function (eventInfo) {
|
||
getAttrs(["shaken", "conditionWillpowerBonus"], function (values) {
|
||
if (values.shaken === "on") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:astonished", function (eventInfo) {
|
||
getAttrs(["astonished", "conditionKnowledgeBonus"], function (values) {
|
||
if (values.astonished === "on") {
|
||
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) - 1;
|
||
setAttrs({
|
||
conditionKnowledgeBonus: conditionKnowledgeBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) + 1;
|
||
setAttrs({
|
||
conditionKnowledgeBonus: conditionKnowledgeBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:withdrawn", function (eventInfo) {
|
||
getAttrs(["withdrawn", "conditionDispositionBonus"], function (values) {
|
||
if (values.withdrawn === "on") {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:cynical", function (eventInfo) {
|
||
getAttrs(["cynical", "conditionConnectionBonus"], function (values) {
|
||
if (values.cynical === "on") {
|
||
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
|
||
setAttrs({
|
||
conditionConnectionBonus: conditionConnectionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionConnectionBonus = Number(values.conditionConnectionBonus) + 1;
|
||
setAttrs({
|
||
conditionConnectionBonus: conditionConnectionBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:unaware", function (eventInfo) {
|
||
getAttrs(["unaware", "conditionInstinctBonus"], function (values) {
|
||
if (values.unaware === "on") {
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
|
||
setAttrs({
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
|
||
setAttrs({
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:discordant", function (eventInfo) {
|
||
getAttrs(["discordant", "conditionPurityBonus"], function (values) {
|
||
if (values.discordant === "on") {
|
||
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
|
||
setAttrs({
|
||
conditionPurityBonus: conditionPurityBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionPurityBonus = Number(values.conditionPurityBonus) + 1;
|
||
setAttrs({
|
||
conditionPurityBonus: conditionPurityBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:guilty", function (eventInfo) {
|
||
getAttrs(["guilty", "conditionCorruptionBonus"], function (values) {
|
||
if (values.guilty === "on") {
|
||
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) - 1;
|
||
setAttrs({
|
||
conditionCorruptionBonus: conditionCorruptionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) + 1;
|
||
setAttrs({
|
||
conditionCorruptionBonus: conditionCorruptionBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:encouraged", function (eventInfo) {
|
||
getAttrs(["encouraged", "conditionChecks", "conditionBreakThreshold"], function (values) {
|
||
if (values.encouraged === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) + 1;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 6;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) - 1;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 6;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:emboldened", function (eventInfo) {
|
||
getAttrs(["emboldened", "conditionChecks", "conditionBreakThreshold"], function (values) {
|
||
if (values.emboldened === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) + 2;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 12;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) - 2;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 12;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:rallied", function (eventInfo) {
|
||
getAttrs(["rallied", "conditionChecks", "conditionBreakThreshold"], function (values) {
|
||
if (values.rallied === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) + 3;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) + 18;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) - 3;
|
||
let conditionBreakThreshold = Number(values.conditionBreakThreshold) - 18;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks,
|
||
conditionBreakThreshold: conditionBreakThreshold
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:protected", function (eventInfo) {
|
||
getAttrs(["protected", "conditionThresholds"], function (values) {
|
||
if (values.protected === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) + 1;
|
||
setAttrs({
|
||
conditionThresholds: conditionThresholds
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) - 1;
|
||
setAttrs({
|
||
conditionThresholds: conditionThresholds
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:warded", function (eventInfo) {
|
||
getAttrs(["warded", "conditionThresholds"], function (values) {
|
||
if (values.warded === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) + 2;
|
||
setAttrs({
|
||
conditionThresholds: conditionThresholds
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) - 2;
|
||
setAttrs({
|
||
conditionThresholds: conditionThresholds
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:safeguarded", function (eventInfo) {
|
||
getAttrs(["safeguarded", "conditionThresholds"], function (values) {
|
||
if (values.safeguarded === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) + 3;
|
||
setAttrs({
|
||
conditionThresholds: conditionThresholds
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) - 3;
|
||
setAttrs({
|
||
conditionThresholds: conditionThresholds
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:durable", function (eventInfo) {
|
||
getAttrs(["durable", "conditionArmorRanking"], function (values) {
|
||
if (values.durable === "on") {
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) + 2;
|
||
setAttrs({
|
||
conditionArmorRanking: conditionArmorRanking
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) - 2;
|
||
setAttrs({
|
||
conditionArmorRanking: conditionArmorRanking
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:focused", function (eventInfo) {
|
||
getAttrs(["focused", "conditionChecks"], function (values) {
|
||
if (values.focused === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) + 1;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) - 1;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:fixated", function (eventInfo) {
|
||
getAttrs(["fixated", "conditionChecks"], function (values) {
|
||
if (values.fixated === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) + 2;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionChecks = Number(values.conditionChecks) - 2;
|
||
setAttrs({
|
||
conditionChecks: conditionChecks
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:prepared", function (eventInfo) {
|
||
getAttrs(["prepared", "conditionThresholds"], function (values) {
|
||
if (values.prepared === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) + 1;
|
||
setAttrs({
|
||
conditionThresholds: conditionThresholds
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) - 1;
|
||
setAttrs({
|
||
conditionThresholds: conditionThresholds
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:fortified", function (eventInfo) {
|
||
getAttrs(["fortified", "conditionThresholds"], function (values) {
|
||
if (values.fortified === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) + 2;
|
||
setAttrs({
|
||
conditionThresholds: conditionThresholds
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionThresholds = Number(values.conditionThresholds) - 2;
|
||
setAttrs({
|
||
conditionThresholds: conditionThresholds
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:offensiveMomentum", function (eventInfo) {
|
||
getAttrs(["offensiveMomentum", "conditionStrikeCheck", "conditionStrikeDamage"], function (values) {
|
||
if (values.offensiveMomentum === "on") {
|
||
let conditionStrikeCheck = Number(values.conditionStrikeCheck) + 1;
|
||
let conditionStrikeDamage = Number(values.conditionStrikeDamage) + 1;
|
||
setAttrs({
|
||
conditionStrikeCheck: conditionStrikeCheck,
|
||
conditionStrikeDamage: conditionStrikeDamage
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionStrikeCheck = Number(values.conditionStrikeCheck) - 1;
|
||
let conditionStrikeDamage = Number(values.conditionStrikeDamage) - 1;
|
||
setAttrs({
|
||
conditionStrikeCheck: conditionStrikeCheck,
|
||
conditionStrikeDamage: conditionStrikeDamage
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:defensiveMomentum", function (eventInfo) {
|
||
getAttrs(["defensiveMomentum", "conditionDefensiveThreshold", "conditionArmorRanking"], function (values) {
|
||
if (values.defensiveMomentum === "on") {
|
||
let conditionDefensiveThreshold = Number(values.conditionDefensiveThreshold) + 1;
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) + 1;
|
||
setAttrs({
|
||
conditionDefensiveThreshold: conditionDefensiveThreshold,
|
||
conditionArmorRanking: conditionArmorRanking
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionDefensiveThreshold = Number(values.conditionDefensiveThreshold) - 1;
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) - 1;
|
||
setAttrs({
|
||
conditionDefensiveThreshold: conditionDefensiveThreshold,
|
||
conditionArmorRanking: conditionArmorRanking
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:invigorated", function (eventInfo) {
|
||
getAttrs(["invigorated", "conditionActionPoints", "conditionMovement"], function (values) {
|
||
if (values.invigorated === "on") {
|
||
let conditionActionPoints = Number(values.conditionActionPoints) + 1;
|
||
let conditionMovement = Number(values.conditionMovement) + 5;
|
||
setAttrs({
|
||
conditionActionPoints: conditionActionPoints,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionActionPoints = Number(values.conditionActionPoints) - 1;
|
||
let conditionMovement = Number(values.conditionMovement) - 5;
|
||
setAttrs({
|
||
conditionActionPoints: conditionActionPoints,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:galvanized", function (eventInfo) {
|
||
getAttrs(["galvanized", "conditionActionPoints", "conditionMovement"], function (values) {
|
||
if (values.galvanized === "on") {
|
||
let conditionActionPoints = Number(values.conditionActionPoints) + 2;
|
||
let conditionMovement = Number(values.conditionMovement) + 10;
|
||
setAttrs({
|
||
conditionActionPoints: conditionActionPoints,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionActionPoints = Number(values.conditionActionPoints) - 2;
|
||
let conditionMovement = Number(values.conditionMovement) - 10;
|
||
setAttrs({
|
||
conditionActionPoints: conditionActionPoints,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:grabbing", function (eventInfo) {
|
||
getAttrs(["grabbing", "conditionMovement"], function (values) {
|
||
if (values.grabbing === "on") {
|
||
let conditionMovement = Number(values.conditionMovement) - 20;
|
||
setAttrs({
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionMovement = Number(values.conditionMovement) + 20;
|
||
setAttrs({
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:sturdy", function (eventInfo) {
|
||
getAttrs(["sturdy", "conditionArmorRanking"], function (values) {
|
||
if (values.sturdy === "on") {
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) + 1;
|
||
setAttrs({
|
||
conditionArmorRanking: conditionArmorRanking
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionArmorRanking = Number(values.conditionArmorRanking) - 1;
|
||
setAttrs({
|
||
conditionArmorRanking: conditionArmorRanking
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:powerful", function (eventInfo) {
|
||
getAttrs(["powerful", "conditionStrengthBonus", "conditionStrikeDamage"], function (values) {
|
||
if (values.powerful === "on") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
|
||
let conditionStrikeDamage = Number(values.conditionStrikeDamage) + 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionStrikeDamage: conditionStrikeDamage
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
|
||
let conditionStrikeDamage = Number(values.conditionStrikeDamage) - 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionStrikeDamage: conditionStrikeDamage
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:clear", function (eventInfo) {
|
||
getAttrs(["clear", "conditionAccuracyBonus"], function (values) {
|
||
if (values.clear === "on") {
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
|
||
setAttrs({
|
||
conditionAccuracyBonus: conditionAccuracyBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
|
||
setAttrs({
|
||
conditionAccuracyBonus: conditionAccuracyBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:quick", function (eventInfo) {
|
||
getAttrs(["quick", "conditionQuicknessBonus", "conditionMovement"], function (values) {
|
||
if (values.quick === "on") {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
|
||
let conditionMovement = Number(values.conditionMovement) + 10;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
console.log("quick");
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
|
||
let conditionMovement = Number(values.conditionMovement) - 10;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:skillful", function (eventInfo) {
|
||
getAttrs(["skillful", "conditionFinesseBonus"], function (values) {
|
||
if (values.skillful === "on") {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:hearty", function (eventInfo) {
|
||
getAttrs(["hearty", "conditionVitalityBonus", "conditionArmorRanking"], function (values) {
|
||
if (values.hearty === "on") {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
setAttrs({
|
||
conditionVitalityBonus: conditionVitalityBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
|
||
setAttrs({
|
||
conditionVitalityBonus: conditionVitalityBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:energetic", function (eventInfo) {
|
||
getAttrs(["energetic", "conditionStaminaBonus"], function (values) {
|
||
if (values.energetic === "on") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:confident", function (eventInfo) {
|
||
getAttrs(["confident", "conditionPresenceBonus"], function (values) {
|
||
if (values.confident === "on") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:determined", function (eventInfo) {
|
||
getAttrs(["determined", "conditionWillpowerBonus"], function (values) {
|
||
if (values.determined === "on") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:calculating", function (eventInfo) {
|
||
getAttrs(["calculating", "conditionKnowledgeBonus"], function (values) {
|
||
if (values.calculating === "on") {
|
||
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) + 1;
|
||
setAttrs({
|
||
conditionKnowledgeBonus: conditionKnowledgeBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) - 1;
|
||
setAttrs({
|
||
conditionKnowledgeBonus: conditionKnowledgeBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:amiable", function (eventInfo) {
|
||
getAttrs(["amiable", "conditionDispositionBonus"], function (values) {
|
||
if (values.amiable === "on") {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:imaginative", function (eventInfo) {
|
||
getAttrs(["imaginative", "conditionConnectionBonus"], function (values) {
|
||
if (values.imaginative === "on") {
|
||
let conditionConnectionBonus = Number(values.conditionConnectionBonus) + 1;
|
||
setAttrs({
|
||
conditionConnectionBonus: conditionConnectionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
|
||
setAttrs({
|
||
conditionConnectionBonus: conditionConnectionBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:attentive", function (eventInfo) {
|
||
getAttrs(["attentive", "conditionInstinctBonus"], function (values) {
|
||
if (values.attentive === "on") {
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
|
||
setAttrs({
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
|
||
setAttrs({
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:ordained", function (eventInfo) {
|
||
getAttrs(["ordained", "conditionPurityBonus"], function (values) {
|
||
if (values.ordained === "on") {
|
||
let conditionPurityBonus = Number(values.conditionPurityBonus) + 1;
|
||
setAttrs({
|
||
conditionPurityBonus: conditionPurityBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
|
||
setAttrs({
|
||
conditionPurityBonus: conditionPurityBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:desecrated", function (eventInfo) {
|
||
getAttrs(["desecrated", "conditionCorruptionBonus"], function (values) {
|
||
if (values.desecrated === "on") {
|
||
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) + 1;
|
||
setAttrs({
|
||
conditionCorruptionBonus: conditionCorruptionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.newValue === "0" && eventInfo.previousValue === "on") {
|
||
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) - 1;
|
||
setAttrs({
|
||
conditionCorruptionBonus: conditionCorruptionBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:headModerate", function (eventInfo) {
|
||
getAttrs(["headModerate", "conditionKnowledgeBonus"], function (values) {
|
||
if (values.headModerate === "on") {
|
||
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) - 1;
|
||
setAttrs({
|
||
conditionKnowledgeBonus: conditionKnowledgeBonus,
|
||
distracted: "on"
|
||
});
|
||
}
|
||
else {
|
||
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) + 1;
|
||
setAttrs({
|
||
conditionKnowledgeBonus: conditionKnowledgeBonus,
|
||
distracted: "0"
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:headMajor", function (eventInfo) {
|
||
getAttrs(["headMajor", "conditionKnowledgeBonus"], function (values) {
|
||
if (values.headMajor === "on") {
|
||
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) - 2;
|
||
setAttrs({
|
||
conditionKnowledgeBonus: conditionKnowledgeBonus,
|
||
distracted: "on"
|
||
});
|
||
}
|
||
else {
|
||
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) + 2;
|
||
setAttrs({
|
||
conditionKnowledgeBonus: conditionKnowledgeBonus,
|
||
distracted: "0"
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:chestModerate", function (eventInfo) {
|
||
getAttrs(["chestModerate", "conditionCS", "conditionStaminaBonus"], function (values) {
|
||
if (values.chestModerate === "on") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
let conditionCS = Number(values.conditionCS) - 2;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionCS: conditionCS
|
||
});
|
||
}
|
||
else {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
let conditionCS = Number(values.conditionCS) + 2;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionCS: conditionCS
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:chestMajor", function (eventInfo) {
|
||
getAttrs(["chestMajor", "conditionCS", "conditionStaminaBonus"], function (values) {
|
||
if (values.chestMajor === "on") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 2;
|
||
let conditionCS = Number(values.conditionCS) - 4;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionCS: conditionCS
|
||
});
|
||
}
|
||
else {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 2;
|
||
let conditionCS = Number(values.conditionCS) + 4;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionCS: conditionCS
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:gutModerate", function (eventInfo) {
|
||
getAttrs(["gutModerate", "conditionVitalityBonus"], function (values) {
|
||
if (values.gutModerate === "on") {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
|
||
setAttrs({
|
||
conditionVitalityBonus: conditionVitalityBonus
|
||
});
|
||
}
|
||
else {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:gutMajor", function (eventInfo) {
|
||
getAttrs(["gutMajor", "conditionVitalityBonus"], function (values) {
|
||
if (values.gutMajor === "on") {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 2;
|
||
setAttrs({
|
||
conditionVitalityBonus: conditionVitalityBonus
|
||
});
|
||
}
|
||
else {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 2;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:backModerate", function (eventInfo) {
|
||
getAttrs(["backModerate", "conditionFinesseBonus"], function (values) {
|
||
if (values.backModerate === "on") {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
unbalanced: "on"
|
||
});
|
||
}
|
||
else {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
unbalanced: "0"
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:backMajor", function (eventInfo) {
|
||
getAttrs(["backMajor", "conditionFinesseBonus"], function (values) {
|
||
if (values.backMajor === "on") {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 2;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
unbalanced: "on"
|
||
});
|
||
}
|
||
else {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 2;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
unbalanced: "0"
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:armModerate", function (eventInfo) {
|
||
getAttrs(["armModerate", "conditionStrikeDamage", "strength_training", "conditionStrengthBonus"], function (values) {
|
||
if (values.armModerate === "on") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
|
||
let conditionStrikeDamage = Number(values.conditionStrikeDamage) - Number(values.strength_training);
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionStrikeDamage: conditionStrikeDamage
|
||
});
|
||
}
|
||
else {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
|
||
let conditionStrikeDamage = Number(values.conditionStrikeDamage) + Number(values.strength_training);
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionStrikeDamage: conditionStrikeDamage
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:armMajor", function (eventInfo) {
|
||
getAttrs(["armMajor", "conditionStrikeDamage", "strength_training", "conditionStrengthBonus"], function (values) {
|
||
if (values.armMajor === "on") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 2;
|
||
let conditionStrikeDamage = Number(values.conditionStrikeDamage) - Number(values.strength_training);
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionStrikeDamage: conditionStrikeDamage
|
||
});
|
||
}
|
||
else {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 2;
|
||
let conditionStrikeDamage = Number(values.conditionStrikeDamage) + Number(values.strength_training);
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionStrikeDamage: conditionStrikeDamage
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:handModerate", function (eventInfo) {
|
||
getAttrs(["handModerate", "conditionFinesseBonus"], function (values) {
|
||
if (values.handModerate === "on") {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus
|
||
});
|
||
}
|
||
else {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:handMajor", function (eventInfo) {
|
||
getAttrs(["handMajor", "conditionFinesseBonus"], function (values) {
|
||
if (values.handMajor === "on") {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 2;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus
|
||
});
|
||
}
|
||
else {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 2;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:legModerate", function (eventInfo) {
|
||
getAttrs(["legModerate", "conditionMovement", "quickness_training", "conditionQuicknessBonus"], function (values) {
|
||
if (values.legModerate === "on") {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
|
||
let conditionMovement = Number(values.conditionMovement) - Number(values.quickness_training);
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
else {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
|
||
let conditionMovement = Number(values.conditionMovement) + Number(values.quickness_training);
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:legMajor", function (eventInfo) {
|
||
getAttrs(["legMajor", "conditionMovement", "quickness_training", "conditionQuicknessBonus"], function (values) {
|
||
if (values.legMajor === "on") {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 2;
|
||
let conditionMovement = Number(values.conditionMovement) - Number(values.quickness_training) - 15;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
else {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 2;
|
||
let conditionMovement = Number(values.conditionMovement) + Number(values.quickness_training) + 15;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionMovement: conditionMovement
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:footModerate", function (eventInfo) {
|
||
getAttrs(["footModerate", "conditionQuicknessBonus"], function (values) {
|
||
if (values.footModerate === "on") {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus
|
||
});
|
||
}
|
||
else {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:footMajor", function (eventInfo) {
|
||
getAttrs(["footMajor", "conditionQuicknessBonus"], function (values) {
|
||
if (values.footMajor === "on") {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 2;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus
|
||
});
|
||
}
|
||
else {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 2;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:eyeModerate", function (eventInfo) {
|
||
getAttrs(["eyeModerate", "conditionAccuracyBonus"], function (values) {
|
||
if (values.eyeModerate === "on") {
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
|
||
setAttrs({
|
||
conditionAccuracyBonus: conditionAccuracyBonus,
|
||
blinded: "on"
|
||
});
|
||
}
|
||
else {
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
|
||
setAttrs({
|
||
conditionAccuracyBonus: conditionAccuracyBonus,
|
||
blinded: "0"
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:eyeMajor", function (eventInfo) {
|
||
getAttrs(["eyeMajor", "conditionAccuracyBonus"], function (values) {
|
||
if (values.eyeMajor === "on") {
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 2;
|
||
setAttrs({
|
||
conditionAccuracyBonus: conditionAccuracyBonus,
|
||
blinded: "on"
|
||
});
|
||
}
|
||
else {
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 2;
|
||
setAttrs({
|
||
conditionAccuracyBonus: conditionAccuracyBonus,
|
||
blinded: "0"
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:earModerate", function (eventInfo) {
|
||
getAttrs(["earModerate", "conditionDispositionBonus"], function (values) {
|
||
if (values.earModerate === "on") {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
else {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:earMajor", function (eventInfo) {
|
||
getAttrs(["earMajor", "conditionDispositionBonus"], function (values) {
|
||
if (values.earMajor === "on") {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 2;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus,
|
||
deafened: "on"
|
||
});
|
||
}
|
||
else {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 2;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus,
|
||
deafened: "0"
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:jawModerate", function (eventInfo) {
|
||
getAttrs(["jawModerate", "conditionPresenceBonus"], function (values) {
|
||
if (values.jawModerate === "on") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:jawMajor", function (eventInfo) {
|
||
getAttrs(["jawMajor", "conditionPresenceBonus"], function (values) {
|
||
if (values.jawMajor === "on") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 2;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
silenced: "on"
|
||
});
|
||
}
|
||
else {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 2;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
silenced: "0"
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:afraid change:inCombat", function (eventInfo) {
|
||
getAttrs(["afraid", "conditionWillpowerBonus", "inCombat"], function (values) {
|
||
if (values.afraid === "on" && values.inCombat === "0") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "afraid" && values.afraid === "0" && values.inCombat === "0") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.afraid === "on" && values.inCombat === "on") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:ashamed change:inCombat", function (eventInfo) {
|
||
getAttrs(["ashamed", "conditionCorruptionBonus", "inCombat"], function (values) {
|
||
if (values.ashamed === "on" && values.inCombat === "0") {
|
||
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) - 1;
|
||
setAttrs({
|
||
conditionCorruptionBonus: conditionCorruptionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "ashamed" && values.ashamed === "0" && values.inCombat === "0") {
|
||
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) + 1;
|
||
setAttrs({
|
||
conditionCorruptionBonus: conditionCorruptionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.ashamed === "on" && values.inCombat === "on") {
|
||
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) + 1;
|
||
setAttrs({
|
||
conditionCorruptionBonus: conditionCorruptionBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:awed change:inCombat", function (eventInfo) {
|
||
getAttrs(["awed", "conditionConnectionBonus", "conditionWillpowerBonus", "inCombat"], function (values) {
|
||
if (values.awed === "on" && values.inCombat === "0") {
|
||
let conditionConnectionBonus = Number(values.conditionConnectionBonus) + 1;
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
setAttrs({
|
||
conditionConnectionBonus: conditionConnectionBonus,
|
||
conditionWillpowerBonus: conditionWillpowerBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "awed" && values.awed === "0" && values.inCombat === "0") {
|
||
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
setAttrs({
|
||
conditionConnectionBonus: conditionConnectionBonus,
|
||
conditionWillpowerBonus: conditionWillpowerBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.awed === "on" && values.inCombat === "on") {
|
||
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
setAttrs({
|
||
conditionConnectionBonus: conditionConnectionBonus,
|
||
conditionWillpowerBonus: conditionWillpowerBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:bored change:inCombat", function (eventInfo) {
|
||
getAttrs(["bored", "conditionConnectionBonus", "conditionStaminaBonus", "inCombat"], function (values) {
|
||
if (values.bored === "on" && values.inCombat === "0") {
|
||
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
setAttrs({
|
||
conditionConnectionBonus: conditionConnectionBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "bored" && values.bored === "0" && values.inCombat === "0") {
|
||
let conditionConnectionBonus = Number(values.conditionConnectionBonus) + 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
setAttrs({
|
||
conditionConnectionBonus: conditionConnectionBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.bored === "on" && values.inCombat === "on") {
|
||
let conditionConnectionBonus = Number(values.conditionConnectionBonus) + 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
setAttrs({
|
||
conditionConnectionBonus: conditionConnectionBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:calm change:inCombat", function (eventInfo) {
|
||
getAttrs(["calm", "conditionWillpowerBonus", "conditionStaminaBonus", "inCombat"], function (values) {
|
||
if (values.calm === "on" && values.inCombat === "0") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "calm" && values.calm === "0" && values.inCombat === "0") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.calm === "on" && values.inCombat === "on") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:cautious change:inCombat", function (eventInfo) {
|
||
getAttrs(["cautious", "conditionDispositionBonus", "conditionInstinctBonus", "inCombat"], function (values) {
|
||
if (values.cautious === "on" && values.inCombat === "0") {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "cautious" && values.cautious === "0" && values.inCombat === "0") {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.cautious === "on" && values.inCombat === "on") {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:charitable change:inCombat", function (eventInfo) {
|
||
getAttrs(["charitable", "conditionDispositionBonus", "conditionPurityBonus", "inCombat"], function (values) {
|
||
if (values.charitable === "on" && values.inCombat === "0") {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
|
||
let conditionPurityBonus = Number(values.conditionPurityBonus) + 1;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus,
|
||
conditionPurityBonus: conditionPurityBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "charitable" && values.charitable === "0" && values.inCombat === "0") {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
|
||
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus,
|
||
conditionPurityBonus: conditionPurityBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.charitable === "on" && values.inCombat === "on") {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
|
||
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus,
|
||
conditionPurityBonus: conditionPurityBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:comforted change:inCombat", function (eventInfo) {
|
||
getAttrs(["comforted", "conditionWillpowerBonus", "conditionInstinctBonus", "inCombat"], function (values) {
|
||
if (values.comforted === "on" && values.inCombat === "0") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "comforted" && values.comforted === "0" && values.inCombat === "0") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.comforted === "on" && values.inCombat === "on") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:companionable change:inCombat", function (eventInfo) {
|
||
getAttrs(["companionable", "conditionDispositionBonus", "inCombat"], function (values) {
|
||
if (values.companionable === "on" && values.inCombat === "0") {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "companionable" && values.companionable === "0" && values.inCombat === "0") {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.companionable === "on" && values.inCombat === "on") {
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
|
||
setAttrs({
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:concentrated change:inCombat", function (eventInfo) {
|
||
getAttrs(["concentrated", "conditionKnowledgeBonus", "inCombat"], function (values) {
|
||
if (values.concentrated === "on" && values.inCombat === "0") {
|
||
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) + 1;
|
||
setAttrs({
|
||
conditionKnowledgeBonus: conditionKnowledgeBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "concentrated" && values.concentrated === "0" && values.inCombat === "0") {
|
||
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) - 1;
|
||
setAttrs({
|
||
conditionKnowledgeBonus: conditionKnowledgeBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.concentrated === "on" && values.inCombat === "on") {
|
||
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) - 1;
|
||
setAttrs({
|
||
conditionKnowledgeBonus: conditionKnowledgeBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:confused change:inCombat", function (eventInfo) {
|
||
getAttrs(["confused", "conditionConnectionBonus", "conditionKnowledgeBonus", "inCombat"], function (values) {
|
||
if (values.confused === "on" && values.inCombat === "0") {
|
||
let conditionConnectionBonus = Number(values.conditionConnectionBonus) + 1;
|
||
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) - 1;
|
||
setAttrs({
|
||
conditionConnectionBonus: conditionConnectionBonus,
|
||
conditionKnowledgeBonus: conditionKnowledgeBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "confused" && values.confused === "0" && values.inCombat === "0") {
|
||
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
|
||
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) + 1;
|
||
setAttrs({
|
||
conditionConnectionBonus: conditionConnectionBonus,
|
||
conditionKnowledgeBonus: conditionKnowledgeBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.confused === "on" && values.inCombat === "on") {
|
||
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
|
||
let conditionKnowledgeBonus = Number(values.conditionKnowledgeBonus) + 1;
|
||
setAttrs({
|
||
conditionConnectionBonus: conditionConnectionBonus,
|
||
conditionKnowledgeBonus: conditionKnowledgeBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:courageous change:inCombat", function (eventInfo) {
|
||
getAttrs(["courageous", "conditionWillpowerBonus", "conditionInstinctBonus", "inCombat"], function (values) {
|
||
if (values.courageous === "on" && values.inCombat === "0") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "courageous" && values.courageous === "0" && values.inCombat === "0") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.courageous === "on" && values.inCombat === "on") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:creative change:inCombat", function (eventInfo) {
|
||
getAttrs(["creative", "conditionConnectionBonus", "inCombat"], function (values) {
|
||
if (values.creative === "on" && values.inCombat === "0") {
|
||
let conditionConnectionBonus = Number(values.conditionConnectionBonus) + 1;
|
||
setAttrs({
|
||
conditionConnectionBonus: conditionConnectionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "creative" && values.creative === "0" && values.inCombat === "0") {
|
||
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
|
||
setAttrs({
|
||
conditionConnectionBonus: conditionConnectionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.creative === "on" && values.inCombat === "on") {
|
||
let conditionConnectionBonus = Number(values.conditionConnectionBonus) - 1;
|
||
setAttrs({
|
||
conditionConnectionBonus: conditionConnectionBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:disgusted change:inCombat", function (eventInfo) {
|
||
getAttrs(["disgusted", "conditionVitalityBonus", "inCombat"], function (values) {
|
||
if (values.disgusted === "on" && values.inCombat === "0") {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
|
||
setAttrs({
|
||
conditionVitalityBonus: conditionVitalityBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "disgusted" && values.disgusted === "0" && values.inCombat === "0") {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
setAttrs({
|
||
conditionVitalityBonus: conditionVitalityBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.disgusted === "on" && values.inCombat === "on") {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
setAttrs({
|
||
conditionVitalityBonus: conditionVitalityBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:embarrassed change:inCombat", function (eventInfo) {
|
||
getAttrs(["embarrassed", "conditionPresenceBonus", "conditionWillpowerBonus", "inCombat"], function (values) {
|
||
if (values.embarrassed === "on" && values.inCombat === "0") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
conditionWillpowerBonus: conditionWillpowerBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "embarrassed" && values.embarrassed === "0" && values.inCombat === "0") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
conditionWillpowerBonus: conditionWillpowerBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.embarrassed === "on" && values.inCombat === "on") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
conditionWillpowerBonus: conditionWillpowerBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:enamoured change:inCombat", function (eventInfo) {
|
||
getAttrs(["enamoured", "conditionPresenceBonus", "conditionWillpowerBonus", "conditionInstinctBonus", "inCombat"], function (values) {
|
||
if (values.enamoured === "on" && values.inCombat === "0") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "enamoured" && values.enamoured === "0" && values.inCombat === "0") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.enamoured === "on" && values.inCombat === "on") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:excited change:inCombat", function (eventInfo) {
|
||
getAttrs(["excited", "conditionQuicknessBonus", "conditionStaminaBonus", "inCombat"], function (values) {
|
||
if (values.excited === "on" && values.inCombat === "0") {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "excited" && values.excited === "0" && values.inCombat === "0") {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.excited === "on" && values.inCombat === "on") {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:fierce change:inCombat", function (eventInfo) {
|
||
getAttrs(["fierce", "conditionStrengthBonus", "conditionInstinctBonus", "conditionPresenceBonus", "conditionDispositionBonus", "inCombat"], function (values) {
|
||
if (values.fierce === "on" && values.inCombat === "0") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "fierce" && values.fierce === "0" && values.inCombat === "0") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.fierce === "on" && values.inCombat === "on") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:frustrated change:inCombat", function (eventInfo) {
|
||
getAttrs(["frustrated", "conditionCorruptionBonus", "inCombat"], function (values) {
|
||
if (values.frustrated === "on" && values.inCombat === "0") {
|
||
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) + 1;
|
||
setAttrs({
|
||
conditionCorruptionBonus: conditionCorruptionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "frustrated" && values.frustrated === "0" && values.inCombat === "0") {
|
||
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) - 1;
|
||
setAttrs({
|
||
conditionCorruptionBonus: conditionCorruptionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.frustrated === "on" && values.inCombat === "on") {
|
||
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) - 1;
|
||
setAttrs({
|
||
conditionCorruptionBonus: conditionCorruptionBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:hateful change:inCombat", function (eventInfo) {
|
||
getAttrs(["hateful", "conditionCorruptionBonus", "inCombat"], function (values) {
|
||
if (values.hateful === "on" && values.inCombat === "0") {
|
||
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) + 1;
|
||
setAttrs({
|
||
conditionCorruptionBonus: conditionCorruptionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "hateful" && values.hateful === "0" && values.inCombat === "0") {
|
||
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) - 1;
|
||
setAttrs({
|
||
conditionCorruptionBonus: conditionCorruptionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.hateful === "on" && values.inCombat === "on") {
|
||
let conditionCorruptionBonus = Number(values.conditionCorruptionBonus) - 1;
|
||
setAttrs({
|
||
conditionCorruptionBonus: conditionCorruptionBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:indignant change:inCombat", function (eventInfo) {
|
||
getAttrs(["indignant", "conditionWillpowerBonus", "conditionDispositionBonus", "inCombat"], function (values) {
|
||
if (values.indignant === "on" && values.inCombat === "0") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "indignant" && values.indignant === "0" && values.inCombat === "0") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.indignant === "on" && values.inCombat === "on") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:joyful change:inCombat", function (eventInfo) {
|
||
getAttrs(["joyful", "conditionPresenceBonus", "conditionDispositionBonus", "inCombat"], function (values) {
|
||
if (values.joyful === "on" && values.inCombat === "0") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "joyful" && values.joyful === "0" && values.inCombat === "0") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.joyful === "on" && values.inCombat === "on") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:morose change:inCombat", function (eventInfo) {
|
||
getAttrs(["morose", "conditionPresenceBonus", "conditionDispositionBonus", "inCombat"], function (values) {
|
||
if (values.morose === "on" && values.inCombat === "0") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "morose" && values.morose === "0" && values.inCombat === "0") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.morose === "on" && values.inCombat === "on") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus,
|
||
conditionDispositionBonus: conditionDispositionBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:nervous change:inCombat", function (eventInfo) {
|
||
getAttrs(["nervous", "conditionInstinctBonus", "conditionPresenceBonus", "inCombat"], function (values) {
|
||
if (values.nervous === "on" && values.inCombat === "0") {
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
setAttrs({
|
||
conditionInstinctBonus: conditionInstinctBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "nervous" && values.nervous === "0" && values.inCombat === "0") {
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionInstinctBonus: conditionInstinctBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.nervous === "on" && values.inCombat === "on") {
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionInstinctBonus: conditionInstinctBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:protective change:inCombat", function (eventInfo) {
|
||
getAttrs(["protective", "conditionPurityBonus", "conditionWillpowerBonus", "inCombat"], function (values) {
|
||
if (values.protective === "on" && values.inCombat === "0") {
|
||
let conditionPurityBonus = Number(values.conditionPurityBonus) + 1;
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
setAttrs({
|
||
conditionPurityBonus: conditionPurityBonus,
|
||
conditionWillpowerBonus: conditionWillpowerBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "protective" && values.protective === "0" && values.inCombat === "0") {
|
||
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
setAttrs({
|
||
conditionPurityBonus: conditionPurityBonus,
|
||
conditionWillpowerBonus: conditionWillpowerBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.protective === "on" && values.inCombat === "on") {
|
||
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
setAttrs({
|
||
conditionPurityBonus: conditionPurityBonus,
|
||
conditionWillpowerBonus: conditionWillpowerBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:righteous change:inCombat", function (eventInfo) {
|
||
getAttrs(["righteous", "conditionPurityBonus", "inCombat"], function (values) {
|
||
if (values.righteous === "on" && values.inCombat === "0") {
|
||
let conditionPurityBonus = Number(values.conditionPurityBonus) + 1;
|
||
setAttrs({
|
||
conditionPurityBonus: conditionPurityBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "righteous" && values.righteous === "0" && values.inCombat === "0") {
|
||
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
|
||
setAttrs({
|
||
conditionPurityBonus: conditionPurityBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.righteous === "on" && values.inCombat === "on") {
|
||
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
|
||
setAttrs({
|
||
conditionPurityBonus: conditionPurityBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:romantic change:inCombat", function (eventInfo) {
|
||
getAttrs(["romantic", "conditionPresenceBonus", "inCombat"], function (values) {
|
||
if (values.romantic === "on" && values.inCombat === "0") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "romantic" && values.romantic === "0" && values.inCombat === "0") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.romantic === "on" && values.inCombat === "on") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:trusting change:inCombat", function (eventInfo) {
|
||
getAttrs(["trusting", "conditionPurityBonus", "conditionDispositionBonus", "conditionInstinctBonus", "inCombat"], function (values) {
|
||
if (values.trusting === "on" && values.inCombat === "0") {
|
||
let conditionPurityBonus = Number(values.conditionPurityBonus) + 1;
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) - 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
|
||
setAttrs({
|
||
conditionPurityBonus: conditionPurityBonus,
|
||
conditionDispositionBonus: conditionDispositionBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "trusting" && values.trusting === "0" && values.inCombat === "0") {
|
||
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
|
||
setAttrs({
|
||
conditionPurityBonus: conditionPurityBonus,
|
||
conditionDispositionBonus: conditionDispositionBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.trusting === "on" && values.inCombat === "on") {
|
||
let conditionPurityBonus = Number(values.conditionPurityBonus) - 1;
|
||
let conditionDispositionBonus = Number(values.conditionDispositionBonus) + 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
|
||
setAttrs({
|
||
conditionPurityBonus: conditionPurityBonus,
|
||
conditionDispositionBonus: conditionDispositionBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:uncomfortable change:inCombat", function (eventInfo) {
|
||
getAttrs(["uncomfortable", "conditionFinesseBonus", "conditionPresenceBonus", "inCombat"], function (values) {
|
||
if (values.uncomfortable === "on" && values.inCombat === "0") {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "uncomfortable" && values.uncomfortable === "0" && values.inCombat === "0") {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.uncomfortable === "on" && values.inCombat === "on") {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:alert change:inCombat", function (eventInfo) {
|
||
getAttrs(["alert", "conditionAccuracyBonus", "conditionStaminaBonus", "conditionInstinctBonus", "inCombat"], function (values) {
|
||
if (values.alert === "on" && values.inCombat === "0") {
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
|
||
setAttrs({
|
||
conditionAccuracyBonus: conditionAccuracyBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "alert" && values.alert === "0" && values.inCombat === "0") {
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
|
||
setAttrs({
|
||
conditionAccuracyBonus: conditionAccuracyBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.alert === "on" && values.inCombat === "on") {
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
|
||
setAttrs({
|
||
conditionAccuracyBonus: conditionAccuracyBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:appareled change:inCombat", function (eventInfo) {
|
||
getAttrs(["appareled", "conditionPresenceBonus", "inCombat"], function (values) {
|
||
if (values.appareled === "on" && values.inCombat === "0") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "appareled" && values.appareled === "0" && values.inCombat === "0") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.appareled === "on" && values.inCombat === "on") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:clumsy change:inCombat", function (eventInfo) {
|
||
getAttrs(["clumsy", "conditionPresenceBonus", "conditionFinesseBonus", "inCombat"], function (values) {
|
||
if (values.clumsy === "on" && values.inCombat === "0") {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "clumsy" && values.clumsy === "0" && values.inCombat === "0") {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.clumsy === "on" && values.inCombat === "on") {
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:cramped change:inCombat", function (eventInfo) {
|
||
getAttrs(["cramped", "conditionStrengthBonus", "conditionAccuracyBonus", "conditionQuicknessBonus", "conditionFinesseBonus", "conditionVitalityBonus", "conditionStaminaBonus", "conditionPresenceBonus", "inCombat"], function (values) {
|
||
if (values.cramped === "on" && values.inCombat === "0") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionAccuracyBonus: conditionAccuracyBonus,
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionVitalityBonus: conditionVitalityBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "cramped" && values.cramped === "0" && values.inCombat === "0") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionAccuracyBonus: conditionAccuracyBonus,
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionVitalityBonus: conditionVitalityBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.cramped === "on" && values.inCombat === "on") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionAccuracyBonus: conditionAccuracyBonus,
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionVitalityBonus: conditionVitalityBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:disheveled change:inCombat", function (eventInfo) {
|
||
getAttrs(["disheveled", "conditionPresenceBonus", "inCombat"], function (values) {
|
||
if (values.disheveled === "on" && values.inCombat === "0") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "disheveled" && values.disheveled === "0" && values.inCombat === "0") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.disheveled === "on" && values.inCombat === "on") {
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:drowsy change:inCombat", function (eventInfo) {
|
||
getAttrs(["drowsy", "conditionAccuracyBonus", "conditionStaminaBonus", "conditionInstinctBonus", "inCombat"], function (values) {
|
||
if (values.drowsy === "on" && values.inCombat === "0") {
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) - 1;
|
||
setAttrs({
|
||
conditionAccuracyBonus: conditionAccuracyBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "drowsy" && values.drowsy === "0" && values.inCombat === "0") {
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
|
||
setAttrs({
|
||
conditionAccuracyBonus: conditionAccuracyBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.drowsy === "on" && values.inCombat === "on") {
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
let conditionInstinctBonus = Number(values.conditionInstinctBonus) + 1;
|
||
setAttrs({
|
||
conditionAccuracyBonus: conditionAccuracyBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionInstinctBonus: conditionInstinctBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:drunk change:inCombat", function (eventInfo) {
|
||
getAttrs(["drunk", "conditionWillpowerBonus", "conditionFinesseBonus", "conditionAccuracyBonus", "inCombat"], function (values) {
|
||
if (values.drunk === "on" && values.inCombat === "0") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionAccuracyBonus: conditionAccuracyBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "drunk" && values.drunk === "0" && values.inCombat === "0") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionAccuracyBonus: conditionAccuracyBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.drunk === "on" && values.inCombat === "on") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionAccuracyBonus: conditionAccuracyBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:empowered change:inCombat", function (eventInfo) {
|
||
getAttrs(["empowered", "conditionStrengthBonus", "conditionStaminaBonus", "inCombat"], function (values) {
|
||
if (values.empowered === "on" && values.inCombat === "0") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "empowered" && values.empowered === "0" && values.inCombat === "0") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.empowered === "on" && values.inCombat === "on") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:enfeebled change:inCombat", function (eventInfo) {
|
||
getAttrs(["enfeebled", "conditionStrengthBonus", "conditionStaminaBonus", "inCombat"], function (values) {
|
||
if (values.enfeebled === "on" && values.inCombat === "0") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "enfeebled" && values.enfeebled === "0" && values.inCombat === "0") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.enfeebled === "on" && values.inCombat === "on") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:freezing change:inCombat", function (eventInfo) {
|
||
getAttrs(["freezing", "conditionVitalityBonus", "conditionQuicknessBonus", "inCombat"], function (values) {
|
||
if (values.freezing === "on" && values.inCombat === "0") {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
|
||
setAttrs({
|
||
conditionVitalityBonus: conditionVitalityBonus,
|
||
conditionQuicknessBonus: conditionQuicknessBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "freezing" && values.freezing === "0" && values.inCombat === "0") {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
|
||
setAttrs({
|
||
conditionVitalityBonus: conditionVitalityBonus,
|
||
conditionQuicknessBonus: conditionQuicknessBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.freezing === "on" && values.inCombat === "on") {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
|
||
setAttrs({
|
||
conditionVitalityBonus: conditionVitalityBonus,
|
||
conditionQuicknessBonus: conditionQuicknessBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:graceful change:inCombat", function (eventInfo) {
|
||
getAttrs(["graceful", "conditionQuicknessBonus", "conditionFinesseBonus", "inCombat"], function (values) {
|
||
if (values.graceful === "on" && values.inCombat === "0") {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "graceful" && values.graceful === "0" && values.inCombat === "0") {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.graceful === "on" && values.inCombat === "on") {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:injured change:inCombat", function (eventInfo) {
|
||
getAttrs(["injured", "conditionStrengthBonus", "conditionAccuracyBonus", "conditionQuicknessBonus", "conditionFinesseBonus", "conditionVitalityBonus", "conditionStaminaBonus", "conditionPresenceBonus", "inCombat"], function (values) {
|
||
if (values.injured === "on" && values.inCombat === "0") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) - 1;
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) - 1;
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) - 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionAccuracyBonus: conditionAccuracyBonus,
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionVitalityBonus: conditionVitalityBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "injured" && values.injured === "0" && values.inCombat === "0") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionAccuracyBonus: conditionAccuracyBonus,
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionVitalityBonus: conditionVitalityBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.injured === "on" && values.inCombat === "on") {
|
||
let conditionStrengthBonus = Number(values.conditionStrengthBonus) + 1;
|
||
let conditionAccuracyBonus = Number(values.conditionAccuracyBonus) + 1;
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
let conditionPresenceBonus = Number(values.conditionPresenceBonus) + 1;
|
||
setAttrs({
|
||
conditionStrengthBonus: conditionStrengthBonus,
|
||
conditionAccuracyBonus: conditionAccuracyBonus,
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionVitalityBonus: conditionVitalityBonus,
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionPresenceBonus: conditionPresenceBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:limber change:inCombat", function (eventInfo) {
|
||
getAttrs(["limber", "conditionQuicknessBonus", "conditionFinesseBonus", "inCombat"], function (values) {
|
||
if (values.limber === "on" && values.inCombat === "0") {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "limber" && values.limber === "0" && values.inCombat === "0") {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.limber === "on" && values.inCombat === "on") {
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
|
||
setAttrs({
|
||
conditionQuicknessBonus: conditionQuicknessBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:refreshed change:inCombat", function (eventInfo) {
|
||
getAttrs(["refreshed", "conditionStaminaBonus", "inCombat"], function (values) {
|
||
if (values.refreshed === "on" && values.inCombat === "0") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "refreshed" && values.refreshed === "0" && values.inCombat === "0") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.refreshed === "on" && values.inCombat === "on") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:sickly change:inCombat", function (eventInfo) {
|
||
getAttrs(["sickly", "conditionStaminaBonus", "conditionVitalityBonus", "inCombat"], function (values) {
|
||
if (values.sickly === "on" && values.inCombat === "0") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionVitalityBonus: conditionVitalityBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "sickly" && values.sickly === "0" && values.inCombat === "0") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionVitalityBonus: conditionVitalityBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.sickly === "on" && values.inCombat === "on") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionVitalityBonus: conditionVitalityBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:starved change:inCombat", function (eventInfo) {
|
||
getAttrs(["starved", "conditionWillpowerBonus", "conditionVitalityBonus", "inCombat"], function (values) {
|
||
if (values.starved === "on" && values.inCombat === "0") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) - 1;
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionVitalityBonus: conditionVitalityBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "starved" && values.starved === "0" && values.inCombat === "0") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionVitalityBonus: conditionVitalityBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.starved === "on" && values.inCombat === "on") {
|
||
let conditionWillpowerBonus = Number(values.conditionWillpowerBonus) + 1;
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
setAttrs({
|
||
conditionWillpowerBonus: conditionWillpowerBonus,
|
||
conditionVitalityBonus: conditionVitalityBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:stuffed change:inCombat", function (eventInfo) {
|
||
getAttrs(["stuffed", "conditionVitalityBonus", "conditionFinesseBonus", "conditionQuicknessBonus", "inCombat"], function (values) {
|
||
if (values.stuffed === "on" && values.inCombat === "0") {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) - 1;
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) - 1;
|
||
setAttrs({
|
||
conditionVitalityBonus: conditionVitalityBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionQuicknessBonus: conditionQuicknessBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "stuffed" && values.stuffed === "0" && values.inCombat === "0") {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
|
||
setAttrs({
|
||
conditionVitalityBonus: conditionVitalityBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionQuicknessBonus: conditionQuicknessBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.stuffed === "on" && values.inCombat === "on") {
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
|
||
let conditionFinesseBonus = Number(values.conditionFinesseBonus) + 1;
|
||
let conditionQuicknessBonus = Number(values.conditionQuicknessBonus) + 1;
|
||
setAttrs({
|
||
conditionVitalityBonus: conditionVitalityBonus,
|
||
conditionFinesseBonus: conditionFinesseBonus,
|
||
conditionQuicknessBonus: conditionQuicknessBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:vigorous change:inCombat", function (eventInfo) {
|
||
getAttrs(["vigorous", "conditionStaminaBonus", "conditionVitalityBonus", "inCombat"], function (values) {
|
||
if (values.vigorous === "on" && values.inCombat === "0") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) + 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionVitalityBonus: conditionVitalityBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "vigorous" && values.vigorous === "0" && values.inCombat === "0") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionVitalityBonus: conditionVitalityBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.vigorous === "on" && values.inCombat === "on") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
let conditionVitalityBonus = Number(values.conditionVitalityBonus) - 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus,
|
||
conditionVitalityBonus: conditionVitalityBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
on("change:withering change:inCombat", function (eventInfo) {
|
||
getAttrs(["withering", "conditionStaminaBonus", "inCombat"], function (values) {
|
||
if (values.withering === "on" && values.inCombat === "0") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) - 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "withering" && values.withering === "0" && values.inCombat === "0") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
else if (eventInfo.triggerName === "incombat" && values.withering === "on" && values.inCombat === "on") {
|
||
let conditionStaminaBonus = Number(values.conditionStaminaBonus) + 1;
|
||
setAttrs({
|
||
conditionStaminaBonus: conditionStaminaBonus
|
||
});
|
||
}
|
||
});
|
||
});
|
||
|
||
</script>
|
||
</div>
|
||
<rolltemplate class="sheet-rolltemplate-one-die">
|
||
<div class="sheet-template-container">
|
||
<div class="sheet-template-header">{{rollname}}</div>
|
||
<div class="sheet-template-row">{{roll}}</div>
|
||
</div>
|
||
</rolltemplate>
|
||
<rolltemplate class="sheet-rolltemplate-two-dice">
|
||
<div class="sheet-template-container">
|
||
<div class="sheet-template-header">{{rollname}}</div>
|
||
<div class="sheet-template-row">{{roll}}
|
||
<div class="sheet-template-row">{{roll}}
|
||
</rolltemplate>
|
||
<rolltemplate class="sheet-rolltemplate-check">
|
||
<div class="sheet-container">
|
||
<div class="sheet-header sheet-color-{{type}}">
|
||
{{#type}}<div class="sheet-title">{{type}} Check</div>{{/type}}
|
||
{{#character}}<div class="sheet-subtitle">{{character}}</div>{{/character}}
|
||
</div>
|
||
{{#rollLess() Die 6}}
|
||
<div class="sheet-body">
|
||
{{/rollLess() Die 6}}
|
||
{{#rollGreater() Die 5}}
|
||
<div class="sheet-body sheet-large-body">
|
||
{{/rollGreater() Die 5}}
|
||
{{#rollTotal() Die -8}}
|
||
<span class="sheet-roll">{{rollminus9}}</span>
|
||
{{/rollTotal() Die -8}}
|
||
{{#rollTotal() Die -7}}
|
||
<span class="sheet-roll">{{rollminus8}}</span>
|
||
{{/rollTotal() Die -7}}
|
||
{{#rollTotal() Die -6}}
|
||
<span class="sheet-roll">{{rollminus7}}</span>
|
||
{{/rollTotal() Die -6}}
|
||
{{#rollTotal() Die -5}}
|
||
<span class="sheet-roll">{{rollminus6}}</span>
|
||
{{/rollTotal() Die -5}}
|
||
{{#rollTotal() Die -4}}
|
||
<span class="sheet-roll">{{rollminus5}}</span>
|
||
{{/rollTotal() Die -4}}
|
||
{{#rollTotal() Die -3}}
|
||
<span class="sheet-roll">{{rollminus4}}</span>
|
||
{{/rollTotal() Die -3}}
|
||
{{#rollTotal() Die -2}}
|
||
<span class="sheet-roll">{{rollminus3}}</span>
|
||
{{/rollTotal() Die -2}}
|
||
{{#rollTotal() Die -1}}
|
||
<span class="sheet-roll">{{rollminus2}}</span>
|
||
{{/rollTotal() Die -1}}
|
||
{{#rollTotal() Die 0}}
|
||
<span class="sheet-roll">{{rollminus1}}</span>
|
||
{{/rollTotal() Die 0}}
|
||
{{#rollGreater() Die 0}}
|
||
<span class="sheet-roll">{{roll1}}</span>
|
||
{{/rollGreater() Die 0}}
|
||
{{#rollGreater() Die 1}}
|
||
<span class="sheet-roll"> {{roll2}}</span>
|
||
{{/rollGreater() Die 1}}
|
||
{{#rollGreater() Die 2}}
|
||
<span class="sheet-roll"> {{roll3}}</span>
|
||
{{/rollGreater() Die 2}}
|
||
{{#rollGreater() Die 3}}
|
||
<span class="sheet-roll"> {{roll4}}</span>
|
||
{{/rollGreater() Die 3}}
|
||
{{#rollGreater() Die 4}}
|
||
<span class="sheet-roll"> {{roll5}}</span>
|
||
{{/rollGreater() Die 4}}
|
||
{{#rollGreater() Die 5}}
|
||
<span class="sheet-roll"> {{roll6}}</span>
|
||
{{/rollGreater() Die 5}}
|
||
{{#rollGreater() Die 6}}
|
||
<span class="sheet-roll"> {{roll7}}</span>
|
||
{{/rollGreater() Die 6}}
|
||
{{#rollGreater() Die 7}}
|
||
<span class="sheet-roll"> {{roll8}}</span>
|
||
{{/rollGreater() Die 7}}
|
||
{{#rollGreater() Die 8}}
|
||
<span class="sheet-roll"> {{roll9}}</span>
|
||
{{/rollGreater() Die 8}}
|
||
{{#rollGreater() Die 9}}
|
||
<span class="sheet-roll"> {{roll10}}</span>
|
||
{{/rollGreater() Die 9}}
|
||
</div>
|
||
</div>
|
||
</rolltemplate>
|
||
|
||
<rolltemplate class="sheet-rolltemplate-damage">
|
||
<div class="sheet-container">
|
||
<div class="sheet-header sheet-color-{{type}}">
|
||
{{#type}}<div class="sheet-title">{{type}}</div>{{/type}}
|
||
{{#character}}<div class="sheet-subtitle">{{character}}</div>{{/character}}
|
||
</div>
|
||
<div class="sheet-body">
|
||
{{#rollBetween() damage dieTotal1 dieTotal2}}
|
||
<div class="sheet-result1"></div>
|
||
{{/rollBetween() damage dieTotal1 dieTotal2}}
|
||
{{#rollBetween() damage dieTotal2 dieTotal3}}
|
||
<div class="sheet-result2"></div>
|
||
{{/rollBetween() damage dieTotal2 dieTotal3}}
|
||
{{#rollBetween() damage dieTotal3 dieTotal4}}
|
||
<div class="sheet-result3"></div>
|
||
{{/rollBetween() damage dieTotal3 dieTotal4}}
|
||
{{#rollBetween() damage dieTotal4 dieTotal5}}
|
||
<div class="sheet-result4"></div>
|
||
{{/rollBetween() damage dieTotal4 dieTotal5}}
|
||
{{#rollBetween() damage dieTotal5 dieTotal6}}
|
||
<div class="sheet-result5"></div>
|
||
{{/rollBetween() damage dieTotal5 dieTotal6}}
|
||
<div class="sheet-damageContainer">
|
||
{{damage}} Damage {{dieTotal}}
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</rolltemplate>
|
||
|
||
<rolltemplate class="sheet-rolltemplate-strike">
|
||
<div class="sheet-container">
|
||
<div class="sheet-header sheet-color-Accuracy">
|
||
<div class="sheet-title">
|
||
{{character}} attacks!
|
||
</div>
|
||
</div>
|
||
{{#rollTotal() defense 0}}
|
||
<div class="sheet-header-borderless sheet-color-defense-0">
|
||
<div class="sheet-title">
|
||
{{defender}} evades!
|
||
</div>
|
||
</div>
|
||
{{/rollTotal() defense 0}}
|
||
{{#rollTotal() defense 1}}
|
||
<div class="sheet-header-borderless sheet-color-defense-1">
|
||
<div class="sheet-title">
|
||
{{defender}} blocks!
|
||
</div>
|
||
</div>
|
||
{{/rollTotal() defense 1}}
|
||
{{#rollTotal() defense 2}}
|
||
<div class="sheet-header-borderless sheet-color-defense-2">
|
||
<div class="sheet-title">
|
||
{{defender}} parries!
|
||
</div>
|
||
</div>
|
||
{{/rollTotal() defense 2}}
|
||
{{#rollTotal() defense 3}}
|
||
<div class="sheet-header-borderless sheet-color-defense-3">
|
||
<div class="sheet-title">
|
||
{{defender}} dodges!
|
||
</div>
|
||
</div>
|
||
{{/rollTotal() defense 3}}
|
||
{{#rollTotal() defense 4}}
|
||
<div class="sheet-header-borderless sheet-color-defense-4">
|
||
<div class="sheet-title">
|
||
{{defender}} does nothing!
|
||
</div>
|
||
</div>
|
||
{{/rollTotal() defense 4}}
|
||
{{#rollLess() Die 6}}
|
||
<div class="sheet-body">
|
||
{{/rollLess() Die 6}}
|
||
{{#rollGreater() Die 5}}
|
||
<div class="sheet-body sheet-large-body">
|
||
{{/rollGreater() Die 5}}
|
||
{{#rollTotal() Die -8}}
|
||
<span class="sheet-roll">{{rollminus9}}</span>
|
||
{{/rollTotal() Die -8}}
|
||
{{#rollTotal() Die -7}}
|
||
<span class="sheet-roll">{{rollminus8}}</span>
|
||
{{/rollTotal() Die -7}}
|
||
{{#rollTotal() Die -6}}
|
||
<span class="sheet-roll">{{rollminus7}}</span>
|
||
{{/rollTotal() Die -6}}
|
||
{{#rollTotal() Die -5}}
|
||
<span class="sheet-roll">{{rollminus6}}</span>
|
||
{{/rollTotal() Die -5}}
|
||
{{#rollTotal() Die -4}}
|
||
<span class="sheet-roll">{{rollminus5}}</span>
|
||
{{/rollTotal() Die -4}}
|
||
{{#rollTotal() Die -3}}
|
||
<span class="sheet-roll">{{rollminus4}}</span>
|
||
{{/rollTotal() Die -3}}
|
||
{{#rollTotal() Die -2}}
|
||
<span class="sheet-roll">{{rollminus3}}</span>
|
||
{{/rollTotal() Die -2}}
|
||
{{#rollTotal() Die -1}}
|
||
<span class="sheet-roll">{{rollminus2}}</span>
|
||
{{/rollTotal() Die -1}}
|
||
{{#rollTotal() Die 0}}
|
||
<span class="sheet-roll">{{rollminus1}}</span>
|
||
{{/rollTotal() Die 0}}
|
||
{{#rollGreater() Die 0}}
|
||
<span class="sheet-roll">{{roll1}}</span>
|
||
{{/rollGreater() Die 0}}
|
||
{{#rollGreater() Die 1}}
|
||
<span class="sheet-roll"> {{roll2}}</span>
|
||
{{/rollGreater() Die 1}}
|
||
{{#rollGreater() Die 2}}
|
||
<span class="sheet-roll"> {{roll3}}</span>
|
||
{{/rollGreater() Die 2}}
|
||
{{#rollGreater() Die 3}}
|
||
<span class="sheet-roll"> {{roll4}}</span>
|
||
{{/rollGreater() Die 3}}
|
||
{{#rollGreater() Die 4}}
|
||
<span class="sheet-roll"> {{roll5}}</span>
|
||
{{/rollGreater() Die 4}}
|
||
{{#rollGreater() Die 5}}
|
||
<span class="sheet-roll"> {{roll6}}</span>
|
||
{{/rollGreater() Die 5}}
|
||
{{#rollGreater() Die 6}}
|
||
<span class="sheet-roll"> {{roll7}}</span>
|
||
{{/rollGreater() Die 6}}
|
||
{{#rollGreater() Die 7}}
|
||
<span class="sheet-roll"> {{roll8}}</span>
|
||
{{/rollGreater() Die 7}}
|
||
{{#rollGreater() Die 8}}
|
||
<span class="sheet-roll"> {{roll9}}</span>
|
||
{{/rollGreater() Die 8}}
|
||
{{#rollGreater() Die 9}}
|
||
<span class="sheet-roll"> {{roll10}}</span>
|
||
{{/rollGreater() Die 9}}
|
||
</div>
|
||
</div>
|
||
<div class="sheet-header sheet-color-{{weaponAtt}}">
|
||
<div class="sheet-title">
|
||
{{weapon}} Damage
|
||
</div>
|
||
</div>
|
||
<div class="sheet-body">
|
||
{{#rollBetween() damage dieTotal1 dieTotal2}}
|
||
<div class="sheet-result1"></div>
|
||
{{/rollBetween() damage dieTotal1 dieTotal2}}
|
||
{{#rollBetween() damage dieTotal2 dieTotal3}}
|
||
<div class="sheet-result2"></div>
|
||
{{/rollBetween() damage dieTotal2 dieTotal3}}
|
||
{{#rollBetween() damage dieTotal3 dieTotal4}}
|
||
<div class="sheet-result3"></div>
|
||
{{/rollBetween() damage dieTotal3 dieTotal4}}
|
||
{{#rollBetween() damage dieTotal4 dieTotal5}}
|
||
<div class="sheet-result4"></div>
|
||
{{/rollBetween() damage dieTotal4 dieTotal5}}
|
||
{{#rollBetween() damage dieTotal5 dieTotal6}}
|
||
<div class="sheet-result5"></div>
|
||
{{/rollBetween() damage dieTotal5 dieTotal6}}
|
||
<div class="sheet-damageContainer">
|
||
{{damage}} Damage {{dieTotal}}
|
||
</div>
|
||
</div>
|
||
</rolltemplate>
|
||
|
||
<rolltemplate class="sheet-rolltemplate-combatTechnique">
|
||
<div class="sheet-wrapper">
|
||
<div class="sheet-titleContainer">
|
||
<div>{{name}}</div>
|
||
<div class="sheet-subTitle">{{character}}</div>
|
||
</div>
|
||
<div class="sheet-background">
|
||
<div class="sheet-contentSection">
|
||
Description: {{description}}
|
||
</div>
|
||
<div class="sheet-contentSection">
|
||
Type: {{type}}
|
||
</div>
|
||
{{#ap}}
|
||
<div class="sheet-detailsContainer">
|
||
<div class="sheet-details33">
|
||
AP: {{ap}}
|
||
</div>
|
||
<div class="sheet-details33">
|
||
CS: {{cs}}
|
||
</div>
|
||
<div class="sheet-details33 sheet-noBorder">
|
||
Touch: {{touch}}
|
||
</div>
|
||
</div>
|
||
{{/ap}}
|
||
<div class="sheet-detailsContainer">
|
||
<div class="sheet-details50 sheet-noBorder">
|
||
R: {{range}}
|
||
</div>
|
||
<div class="sheet-details50">
|
||
T: {{targets}}
|
||
</div>
|
||
</div>
|
||
<div class="sheet-detailsContainer">
|
||
<div class="sheet-details50 sheet-noBorder">
|
||
D: {{duration}}
|
||
</div>
|
||
<div class="sheet-details50">
|
||
A: {{area}}
|
||
</div>
|
||
</div>
|
||
{{#special}}
|
||
<div class="sheet-contentSection">
|
||
Special: {{special}}
|
||
</div>
|
||
{{/special}}
|
||
{{#trigger}}
|
||
<div class="sheet-contentSection">
|
||
Trigger: {{trigger}}
|
||
</div>
|
||
{{/trigger}}
|
||
{{#situation}}
|
||
<div class="sheet-contentSection">
|
||
Situation: {{situation}}
|
||
</div>
|
||
{{/situation}}
|
||
<div class="sheet-contentSection">
|
||
Effect: {{effect}}
|
||
</div>
|
||
{{#recharge}}
|
||
<div class="sheet-contentSection">
|
||
Recharge: {{recharge}}
|
||
</div>
|
||
{{/recharge}}
|
||
</div>
|
||
</div>
|
||
</rolltemplate> |