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roll20-character-sheets/alien_rpg/alien_rpg.html
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<rolltemplate class="sheet-rolltemplate-alien">
<div class="body">{{#character_name}}{{#character_id}}
<h1 class="character_name">[{{character_name}}](http://journal.roll20.net/character/{{character_id}})</h1>{{/character_id}}{{^character_id}}
<h1 class="character_name">{{character_name}}</h1>{{/character_id}}{{/character_name}}
<h2 class="title">{{title}}</h2>{{#successes}}
<div class="results justify-space-between">
<div class="flex-box half-gap">
<h3 data-i18n="successes"></h3>{{computed::successes}}
</div>{{#panic}}
<div class="flex-box half-gap">
<h3 data-i18n="panic"></h3>{{computed::panic}}
</div>{{/panic}}
</div>{{/successes}}{{#base_dice_1}}
<div class="results dice">
<div class="base">{{base_dice_1}}{{base_dice_2}}{{base_dice_3}}{{base_dice_4}}{{base_dice_5}}{{base_dice_6}}{{base_dice_7}}{{base_dice_8}}{{base_dice_9}}{{base_dice_10}}{{base_dice_11}}{{base_dice_12}}{{base_dice_13}}{{base_dice_14}}{{base_dice_15}}{{base_dice_16}}{{base_dice_17}}{{base_dice_18}}{{base_dice_19}}{{base_dice_20}}{{base_dice_21}}{{base_dice_22}}{{base_dice_23}}{{base_dice_24}}{{base_dice_25}}{{base_dice_26}}{{base_dice_27}}{{base_dice_28}}{{base_dice_29}}
</div>
<div class="stress">{{stress_dice_1}}{{stress_dice_2}}{{stress_dice_3}}{{stress_dice_4}}{{stress_dice_5}}{{stress_dice_6}}{{stress_dice_7}}{{stress_dice_8}}{{stress_dice_9}}{{stress_dice_10}}{{stress_dice_11}}{{stress_dice_12}}{{stress_dice_13}}{{stress_dice_14}}{{stress_dice_15}}{{stress_dice_16}}{{stress_dice_17}}{{stress_dice_18}}{{stress_dice_19}}{{stress_dice_20}}{{stress_dice_21}}{{stress_dice_22}}{{stress_dice_23}}{{stress_dice_24}}{{stress_dice_25}}{{stress_dice_26}}{{stress_dice_27}}{{stress_dice_28}}{{stress_dice_29}}
</div>{{#no_dice}}
<h3 data-i18n="no dice to roll"></h3>{{/no_dice}}
</div>{{/base_dice_1}}{{^base_dice_1}}{{#stress_dice_1}}
<div class="results dice">
<div class="base">{{base_dice_1}}{{base_dice_2}}{{base_dice_3}}{{base_dice_4}}{{base_dice_5}}{{base_dice_6}}{{base_dice_7}}{{base_dice_8}}{{base_dice_9}}{{base_dice_10}}{{base_dice_11}}{{base_dice_12}}{{base_dice_13}}{{base_dice_14}}{{base_dice_15}}{{base_dice_16}}{{base_dice_17}}{{base_dice_18}}{{base_dice_19}}{{base_dice_20}}{{base_dice_21}}{{base_dice_22}}{{base_dice_23}}{{base_dice_24}}{{base_dice_25}}{{base_dice_26}}{{base_dice_27}}{{base_dice_28}}{{base_dice_29}}
</div>
<div class="stress">{{stress_dice_1}}{{stress_dice_2}}{{stress_dice_3}}{{stress_dice_4}}{{stress_dice_5}}{{stress_dice_6}}{{stress_dice_7}}{{stress_dice_8}}{{stress_dice_9}}{{stress_dice_10}}{{stress_dice_11}}{{stress_dice_12}}{{stress_dice_13}}{{stress_dice_14}}{{stress_dice_15}}{{stress_dice_16}}{{stress_dice_17}}{{stress_dice_18}}{{stress_dice_19}}{{stress_dice_20}}{{stress_dice_21}}{{stress_dice_22}}{{stress_dice_23}}{{stress_dice_24}}{{stress_dice_25}}{{stress_dice_26}}{{stress_dice_27}}{{stress_dice_28}}{{stress_dice_29}}
</div>{{#no_dice}}
<h3 data-i18n="no dice to roll"></h3>{{/no_dice}}
</div>{{/stress_dice_1}}{{/base_dice_1}}{{#base_damage}}
<div class="results">
<h3 data-i18n="base damage"></h3><span>{{base_damage}}</span>
</div>{{/base_damage}}{{#character_name}}{{#^rollTotal() computed::push_through 0}}{{#base_dice_1}}
<div class="results">{{#push_label}}[{{push_label}}](~{{character_name}}|push||{{computed::push_through}}){{/push_label}}{{^push_label}}[push](~{{character_name}}|push||{{computed::push_through}}){{/push_label}}
</div>{{/base_dice_1}}{{^base_dice_1}}{{#stress_dice_1}}
<div class="results">{{#push_label}}[{{push_label}}](~{{character_name}}|push||{{computed::push_through}}){{/push_label}}{{^push_label}}[push](~{{character_name}}|push||{{computed::push_through}}){{/push_label}}
</div>{{/stress_dice_1}}{{/base_dice_1}}{{/^rollTotal() computed::push_through 0}}{{/character_name}}{{#results}}
<div class="results plain">
<h3 data-i18n="results"></h3>{{results}}
</div>{{/results}}{{#comment}}
<h3 data-i18n="comments"></h3>
<div class="results plain">{{comment}}</div>{{/comment}}{{#description}}
<div class="results plain">{{description}}</div>{{/description}}
</div>
</rolltemplate>
<button name="act_push" hidden="" type="action" title="%{push}">
</button>
<div class="sheet-alien compendium-drop-target npcs vehicles ships hostiles">
<input name="attr_drop_name" accept="Name" value="" type="hidden" title="@{drop_name}"/>
<input name="attr_drop_data" accept="data" value="" type="hidden" title="@{drop_data}"/><!-- sectionName:menu -->
<input name="attr_menu_tab" value="nav-tabs-menu--settings" type="hidden" title="@{menu_tab}"/>
<div class="tabs tabs--menu">
<nav class="tabs__header tabs--menu__header">
<div class="generic_rolls">
<h1>Roll Menu</h1>
<button type="roll" name="roll-1d3" title="Roll 1d3" value="&amp;{template:alien} {{character_name=@{character_name}}} {{title=Generic 1d3}} {{description=[[1d3]]}}">1d3</button>
<button type="roll" name="roll-1d6" title="Roll 1d6" value="&amp;{template:alien} {{character_name=@{character_name}}} {{title=Generic 1d6}} {{description=[[1d6]]}}">1d6</button>
<button type="roll" name="roll-2d6" title="Roll 2d6" value="&amp;{template:alien} {{character_name=@{character_name}}} {{title=Generic 2d6}} {{description=[[2d6]]}}">2d6</button>
<button type="roll" name="roll-3d6" title="Roll 3d6" value="&amp;{template:alien} {{character_name=@{character_name}}} {{title=Generic 3d6}} {{description=[[3d6]]}}">3d6</button>
<button type="roll" name="roll-1d66" title="Roll 1d66" value="&amp;{template:alien} {{character_name=@{character_name}}} {{title=Generic 1d66}} {{description=[[1d66]]}}">1d66</button>
</div>
<ul class="no-list flex-box half-gap flex-wrap">
<li class="tabs__button tabs--menu__button tabs--menu__button--settings pictos">
<button class="tabs__button tabs--menu__button tabs--menu__button--settings pictos" name="act_nav-tabs-menu--settings" data-container-button="menu" data-button="settings" type="action" title="%{nav-tabs-menu--settings}" data-container-tab="menu" data-tab="settings">y
</button>
</li>
<li class="tabs__button tabs--menu__button tabs--menu__button--character">
<button class="tabs__button tabs--menu__button tabs--menu__button--character" name="act_nav-tabs-menu--character" data-container-button="menu" data-button="character" data-i18n="tabs-menu-character" type="action" title="%{nav-tabs-menu--character}" data-container-tab="menu" data-tab="character">
</button>
</li>
<li class="tabs__button tabs--menu__button tabs--menu__button--npc">
<button class="tabs__button tabs--menu__button tabs--menu__button--npc" name="act_nav-tabs-menu--npc" data-container-button="menu" data-button="npc" data-i18n="tabs-menu-npc" type="action" title="%{nav-tabs-menu--npc}" data-container-tab="menu" data-tab="npc">
</button>
</li>
<li class="tabs__button tabs--menu__button tabs--menu__button--hostile">
<button class="tabs__button tabs--menu__button tabs--menu__button--hostile" name="act_nav-tabs-menu--hostile" data-container-button="menu" data-button="hostile" data-i18n="tabs-menu-hostile" type="action" title="%{nav-tabs-menu--hostile}" data-container-tab="menu" data-tab="hostile">
</button>
</li>
<li class="tabs__button tabs--menu__button tabs--menu__button--ship">
<button class="tabs__button tabs--menu__button tabs--menu__button--ship" name="act_nav-tabs-menu--ship" data-container-button="menu" data-button="ship" data-i18n="tabs-menu-ship" type="action" title="%{nav-tabs-menu--ship}" data-container-tab="menu" data-tab="ship">
</button>
</li>
<li class="tabs__button tabs--menu__button tabs--menu__button--vehicle">
<button class="tabs__button tabs--menu__button tabs--menu__button--vehicle" name="act_nav-tabs-menu--vehicle" data-container-button="menu" data-button="vehicle" data-i18n="tabs-menu-vehicle" type="action" title="%{nav-tabs-menu--vehicle}" data-container-tab="menu" data-tab="vehicle">
</button>
</li>
<li class="tabs__button tabs--menu__button tabs--menu__button--initiative">
<button class="tabs__button tabs--menu__button tabs--menu__button--initiative" name="act_nav-tabs-menu--initiative" data-container-button="menu" data-button="initiative" data-i18n="tabs-menu-initiative" type="action" title="%{nav-tabs-menu--initiative}" data-container-tab="menu" data-tab="initiative">
</button>
</li>
</ul>
</nav>
<div class="tabs__body tabs--menu__body">
<div class="tabs__container tabs--menu__container tabs--menu__container--settings" data-container-tab="menu" data-tab="settings">
<div class="tab settings"></div>
<div class="box sheet_behavior">
<div class="underlay">
<h1 data-i18n="sheet behavior"></h1>
<div class="border"></div>
</div>
<div class="overlay">
<div class="input_row">
<h3 data-i18n="character type"></h3>
<select name="attr_sheet_type" title="@{sheet_type}">
<option value="character" data-i18n="character"></option>
<option value="npc" data-i18n="npc"></option>
<option value="hostile" data-i18n="hostile"></option>
<option value="ship" data-i18n="ship"></option>
<option value="vehicle" data-i18n="vehicle"></option>
<option value="party screen" data-i18n="party screen"></option>
</select>
</div>
<div class="input_row">
<h3 data-i18n="whisper to gm"></h3>
<select name="attr_whisper" title="@{whisper}">
<option value="" data-i18n="never" selected=""></option>
<option value="/w gm " data-i18n="always"></option>
</select>
</div>
</div>
</div>
</div>
<div class="tabs__container tabs--menu__container tabs--menu__container--character" data-container-tab="menu" data-tab="character">
<div class="tab character">
<div class="box Personal_Agenda">
<div class="underlay">
<h1 data-i18n="Personal Agenda"></h1>
<div class="border"></div>
</div>
<div class="overlay">
<textarea name="attr_personal_agenda" title="@{personal_agenda}"></textarea>
</div>
</div>
<div class="box Relationships">
<div class="underlay">
<h1 data-i18n="Relationships"></h1>
<div class="border"></div>
</div>
<div class="overlay">
<div class="input_row">
<h3 data-i18n="buddy:">Buddy:</h3>
<input name="attr_buddy" type="text" title="@{buddy}"/>
</div>
<div class="input_row">
<h3 data-i18n="rival:">Rival:</h3>
<input name="attr_rival" type="text" title="@{rival}"/>
</div>
</div>
</div>
<div class="box Stress_Level">
<div class="underlay">
<button class="roll_icon roller" name="roll_panic" data-i18n="Stress Level" role="heading" aria-level="1" value="@{panic_action}" title="%{panic}" type="roll">
</button>
<button name="act_panic-action" hidden="" type="action" title="%{panic-action}">
</button>
<input name="attr_panic_action" type="hidden" title="@{panic_action}"/>
<div class="border"></div>
</div>
<div class="overlay">
<div class="fill-left stress_level">
<input class="fill-left__radio fill-left__radio--clearer" name="attr_stress_level" value="0" type="hidden" title="@{stress_level}"/>
<input class="fill-left__radio" name="attr_stress_level" value="1" type="checkbox" title="@{stress_level}"/>
<input class="fill-left__radio" name="attr_stress_level" value="2" type="checkbox" title="@{stress_level}"/>
<input class="fill-left__radio" name="attr_stress_level" value="3" type="checkbox" title="@{stress_level}"/>
<input class="fill-left__radio" name="attr_stress_level" value="4" type="checkbox" title="@{stress_level}"/>
<input class="fill-left__radio" name="attr_stress_level" value="5" type="checkbox" title="@{stress_level}"/>
<input class="fill-left__radio" name="attr_stress_level" value="6" type="checkbox" title="@{stress_level}"/>
<input class="fill-left__radio" name="attr_stress_level" value="7" type="checkbox" title="@{stress_level}"/>
<input class="fill-left__radio" name="attr_stress_level" value="8" type="checkbox" title="@{stress_level}"/>
<input class="fill-left__radio" name="attr_stress_level" value="9" type="checkbox" title="@{stress_level}"/>
<input class="fill-left__radio" name="attr_stress_level" value="10" type="checkbox" title="@{stress_level}"/>
</div>
</div>
</div>
<div class="box Health">
<div class="underlay">
<h1 data-i18n="Health"></h1>
<div class="border"></div>
</div>
<div class="overlay">
<div class="fill-left health_level">
<input class="fill-left__radio fill-left__radio--clearer" name="attr_health_level" value="0" type="hidden" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="1" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="2" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="3" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="4" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="5" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="6" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="7" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="8" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="9" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="10" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="11" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="12" type="checkbox" title="@{health_level}"/>
</div>
<div class="border radiation">
<input name="attr_radiation_damage" value="0" type="hidden" title="@{radiation_damage}"/><span></span>
<input name="attr_radiation_damage" value="0" type="number" title="@{radiation_damage}"/>
</div>
</div>
</div>
<div class="box Radiation">
<div class="underlay">
<button class="roll_icon roller" name="roll_radiation" data-i18n="Radiation" role="heading" aria-level="1" value="@{radiation_action}" title="%{radiation}" type="roll">
</button>
<button name="act_radiation-action" hidden="" type="action" title="%{radiation-action}">
</button>
<input name="attr_radiation_action" type="hidden" title="@{radiation_action}"/>
<div class="border"></div>
</div>
<div class="overlay">
<div class="fill-left radiation_level">
<input class="fill-left__radio fill-left__radio--clearer" name="attr_radiation_level" value="0" type="hidden" title="@{radiation_level}"/>
<input class="fill-left__radio" name="attr_radiation_level" value="1" type="checkbox" title="@{radiation_level}"/>
<input class="fill-left__radio" name="attr_radiation_level" value="2" type="checkbox" title="@{radiation_level}"/>
<input class="fill-left__radio" name="attr_radiation_level" value="3" type="checkbox" title="@{radiation_level}"/>
<input class="fill-left__radio" name="attr_radiation_level" value="4" type="checkbox" title="@{radiation_level}"/>
<input class="fill-left__radio" name="attr_radiation_level" value="5" type="checkbox" title="@{radiation_level}"/>
<input class="fill-left__radio" name="attr_radiation_level" value="6" type="checkbox" title="@{radiation_level}"/>
<input class="fill-left__radio" name="attr_radiation_level" value="7" type="checkbox" title="@{radiation_level}"/>
<input class="fill-left__radio" name="attr_radiation_level" value="8" type="checkbox" title="@{radiation_level}"/>
<input class="fill-left__radio" name="attr_radiation_level" value="9" type="checkbox" title="@{radiation_level}"/>
<input class="fill-left__radio" name="attr_radiation_level" value="10" type="checkbox" title="@{radiation_level}"/>
</div>
</div>
</div>
<div class="box Critical_Injuries">
<div class="underlay">
<h1 data-i18n="Critical Injuries"></h1>
<div class="border"></div>
</div>
<div class="overlay">
<div class="input_row">
<input name="attr_critical_injuries" type="text" title="@{critical_injuries}"/>
</div>
</div>
</div>
<div class="box Conditions short">
<div class="underlay">
<h1 data-i18n="Conditions"></h1>
<div class="border short"></div>
</div>
<div class="overlay short">
<label class="input_row">
<h3 data-i18n="starving">starving</h3>
<input name="attr_starving" type="checkbox" title="@{starving}"/>
</label>
<label class="input_row">
<h3 data-i18n="dehydrated">dehydrated</h3>
<input name="attr_dehydrated" type="checkbox" title="@{dehydrated}"/>
</label>
<label class="input_row">
<h3 data-i18n="exhausted">exhausted</h3>
<input name="attr_exhausted" type="checkbox" title="@{exhausted}"/>
</label>
<label class="input_row">
<h3 data-i18n="freezing">freezing</h3>
<input name="attr_freezing" type="checkbox" title="@{freezing}"/>
</label>
</div>
</div>
<div class="Consumables">
<h1>Consumables </h1>
<div class="sm_box">
<div class="input_row">
<button class="roller" name="roll_air" value="@{air_action}" title="%{air}" type="roll">
<h3 data-i18n="air"></h3>
</button>
<button name="act_air-action" hidden="" type="action" title="%{air-action}">
</button>
<input name="attr_air_action" type="hidden" title="@{air_action}"/>
<label class="__big">
<input class="__big" name="attr_air" value="0" type="number" title="@{air}"/>
</label>
</div>
</div>
<div class="sm_box">
<div class="input_row">
<button class="roller" name="roll_food" value="@{food_action}" title="%{food}" type="roll">
<h3 data-i18n="food"></h3>
</button>
<button name="act_food-action" hidden="" type="action" title="%{food-action}">
</button>
<input name="attr_food_action" type="hidden" title="@{food_action}"/>
<label class="__big">
<input class="__big" name="attr_food" value="0" type="number" title="@{food}"/>
</label>
</div>
</div>
<div class="sm_box">
<div class="input_row">
<button class="roller" name="roll_power" value="@{power_action}" title="%{power}" type="roll">
<h3 data-i18n="power"></h3>
</button>
<button name="act_power-action" hidden="" type="action" title="%{power-action}">
</button>
<input name="attr_power_action" type="hidden" title="@{power_action}"/>
<label class="__big">
<input class="__big" name="attr_power" value="0" type="number" title="@{power}"/>
</label>
</div>
</div>
<div class="sm_box">
<div class="input_row">
<button class="roller" name="roll_water" value="@{water_action}" title="%{water}" type="roll">
<h3 data-i18n="water"></h3>
</button>
<button name="act_water-action" hidden="" type="action" title="%{water-action}">
</button>
<input name="attr_water_action" type="hidden" title="@{water_action}"/>
<label class="__big">
<input class="__big" name="attr_water" value="0" type="number" title="@{water}"/>
</label>
</div>
</div>
</div>
<div class="bioSection">
<div class="camelBox">
<h1>Name</h1>
<div class="input_row">
<input name="attr_character_name" type="text" title="@{character_name}"/>
</div>
</div>
<div class="camelBox">
<h1>Career</h1>
<div class="input_row">
<input name="attr_career" type="text" title="@{career}"/>
</div>
</div>
<div class="camelBox">
<h1>Appearance</h1>
<textarea name="attr_appearance_notes" title="@{appearance_notes}"></textarea>
</div>
</div>
<div class="attribute_section">
<div class="strength_segment">
<div class="skill_button __strength">
<label class="__big">
<input class="__big" name="attr_strength" value="0" type="number" title="@{strength}"/>
</label>
<button class="roller" type="roll" name="roll_strength" value="@{strength_action}" title="%{strength}">
<h3 data-i18n="strength"></h3>
</button>
<button name="act_strength-action" hidden="" type="action" title="%{strength-action}">
</button>
<input name="attr_strength_action" type="hidden" title="@{strength_action}"/>
</div>
<div class="skill_button __heavy_machinery">
<label class="__big">
<input class="__big" name="attr_heavy_machinery" value="0" type="number" title="@{heavy_machinery}"/>
</label>
<button class="roller" type="roll" name="roll_heavy_machinery" value="@{heavy_machinery_action}" title="%{heavy_machinery}">
<h3 data-i18n="heavy machinery"></h3>
</button>
<button name="act_heavy-machinery-action" hidden="" type="action" title="%{heavy-machinery-action}">
</button>
<input name="attr_heavy_machinery_action" type="hidden" title="@{heavy_machinery_action}"/>
</div>
<div class="skill_button __stamina">
<label class="__big">
<input class="__big" name="attr_stamina" value="0" type="number" title="@{stamina}"/>
</label>
<button class="roller" type="roll" name="roll_stamina" value="@{stamina_action}" title="%{stamina}">
<h3 data-i18n="stamina"></h3>
</button>
<button name="act_stamina-action" hidden="" type="action" title="%{stamina-action}">
</button>
<input name="attr_stamina_action" type="hidden" title="@{stamina_action}"/>
</div>
<div class="skill_button __close_combat">
<label class="__big">
<input class="__big" name="attr_close_combat" value="0" type="number" title="@{close_combat}"/>
</label>
<button class="roller" type="roll" name="roll_close_combat" value="@{close_combat_action}" title="%{close_combat}">
<h3 data-i18n="close combat"></h3>
</button>
<button name="act_close-combat-action" hidden="" type="action" title="%{close-combat-action}">
</button>
<input name="attr_close_combat_action" type="hidden" title="@{close_combat_action}"/>
</div>
</div>
<div class="agility_segment">
<div class="skill_button __agility">
<label class="__big">
<input class="__big" name="attr_agility" value="0" type="number" title="@{agility}"/>
</label>
<button class="roller" type="roll" name="roll_agility" value="@{agility_action}" title="%{agility}">
<h3 data-i18n="agility"></h3>
</button>
<button name="act_agility-action" hidden="" type="action" title="%{agility-action}">
</button>
<input name="attr_agility_action" type="hidden" title="@{agility_action}"/>
</div>
<div class="skill_button __ranged_combat">
<label class="__big">
<input class="__big" name="attr_ranged_combat" value="0" type="number" title="@{ranged_combat}"/>
</label>
<button class="roller" type="roll" name="roll_ranged_combat" value="@{ranged_combat_action}" title="%{ranged_combat}">
<h3 data-i18n="ranged combat"></h3>
</button>
<button name="act_ranged-combat-action" hidden="" type="action" title="%{ranged-combat-action}">
</button>
<input name="attr_ranged_combat_action" type="hidden" title="@{ranged_combat_action}"/>
</div>
<div class="skill_button __mobility">
<label class="__big">
<input class="__big" name="attr_mobility" value="0" type="number" title="@{mobility}"/>
</label>
<button class="roller" type="roll" name="roll_mobility" value="@{mobility_action}" title="%{mobility}">
<h3 data-i18n="mobility"></h3>
</button>
<button name="act_mobility-action" hidden="" type="action" title="%{mobility-action}">
</button>
<input name="attr_mobility_action" type="hidden" title="@{mobility_action}"/>
</div>
<div class="skill_button __piloting">
<label class="__big">
<input class="__big" name="attr_piloting" value="0" type="number" title="@{piloting}"/>
</label>
<button class="roller" type="roll" name="roll_piloting" value="@{piloting_action}" title="%{piloting}">
<h3 data-i18n="piloting"></h3>
</button>
<button name="act_piloting-action" hidden="" type="action" title="%{piloting-action}">
</button>
<input name="attr_piloting_action" type="hidden" title="@{piloting_action}"/>
</div>
</div>
<div class="wits_segment">
<div class="skill_button __wits">
<label class="__big">
<input class="__big" name="attr_wits" value="0" type="number" title="@{wits}"/>
</label>
<button class="roller" type="roll" name="roll_wits" value="@{wits_action}" title="%{wits}">
<h3 data-i18n="wits"></h3>
</button>
<button name="act_wits-action" hidden="" type="action" title="%{wits-action}">
</button>
<input name="attr_wits_action" type="hidden" title="@{wits_action}"/>
</div>
<div class="skill_button __observation">
<label class="__big">
<input class="__big" name="attr_observation" value="0" type="number" title="@{observation}"/>
</label>
<button class="roller" type="roll" name="roll_observation" value="@{observation_action}" title="%{observation}">
<h3 data-i18n="observation"></h3>
</button>
<button name="act_observation-action" hidden="" type="action" title="%{observation-action}">
</button>
<input name="attr_observation_action" type="hidden" title="@{observation_action}"/>
</div>
<div class="skill_button __survival">
<label class="__big">
<input class="__big" name="attr_survival" value="0" type="number" title="@{survival}"/>
</label>
<button class="roller" type="roll" name="roll_survival" value="@{survival_action}" title="%{survival}">
<h3 data-i18n="survival"></h3>
</button>
<button name="act_survival-action" hidden="" type="action" title="%{survival-action}">
</button>
<input name="attr_survival_action" type="hidden" title="@{survival_action}"/>
</div>
<div class="skill_button __comtech">
<label class="__big">
<input class="__big" name="attr_comtech" value="0" type="number" title="@{comtech}"/>
</label>
<button class="roller" type="roll" name="roll_comtech" value="@{comtech_action}" title="%{comtech}">
<h3 data-i18n="comtech"></h3>
</button>
<button name="act_comtech-action" hidden="" type="action" title="%{comtech-action}">
</button>
<input name="attr_comtech_action" type="hidden" title="@{comtech_action}"/>
</div>
</div>
<div class="empathy_segment">
<div class="skill_button __empathy">
<label class="__big">
<input class="__big" name="attr_empathy" value="0" type="number" title="@{empathy}"/>
</label>
<button class="roller" type="roll" name="roll_empathy" value="@{empathy_action}" title="%{empathy}">
<h3 data-i18n="empathy"></h3>
</button>
<button name="act_empathy-action" hidden="" type="action" title="%{empathy-action}">
</button>
<input name="attr_empathy_action" type="hidden" title="@{empathy_action}"/>
</div>
<div class="skill_button __command">
<label class="__big">
<input class="__big" name="attr_command" value="0" type="number" title="@{command}"/>
</label>
<button class="roller" type="roll" name="roll_command" value="@{command_action}" title="%{command}">
<h3 data-i18n="command"></h3>
</button>
<button name="act_command-action" hidden="" type="action" title="%{command-action}">
</button>
<input name="attr_command_action" type="hidden" title="@{command_action}"/>
</div>
<div class="skill_button __medical_aid">
<label class="__big">
<input class="__big" name="attr_medical_aid" value="0" type="number" title="@{medical_aid}"/>
</label>
<button class="roller" type="roll" name="roll_medical_aid" value="@{medical_aid_action}" title="%{medical_aid}">
<h3 data-i18n="medical aid"></h3>
</button>
<button name="act_medical-aid-action" hidden="" type="action" title="%{medical-aid-action}">
</button>
<input name="attr_medical_aid_action" type="hidden" title="@{medical_aid_action}"/>
</div>
<div class="skill_button __manipulation">
<label class="__big">
<input class="__big" name="attr_manipulation" value="0" type="number" title="@{manipulation}"/>
</label>
<button class="roller" type="roll" name="roll_manipulation" value="@{manipulation_action}" title="%{manipulation}">
<h3 data-i18n="manipulation"></h3>
</button>
<button name="act_manipulation-action" hidden="" type="action" title="%{manipulation-action}">
</button>
<input name="attr_manipulation_action" type="hidden" title="@{manipulation_action}"/>
</div>
</div>
</div>
<div class="combat">
<div class="box Armor short collapse-container">
<div class="underlay">
<h1 data-i18n="Armor"></h1>
<div class="border short collapse-container"></div>
</div>
<div class="overlay short collapse-container">
<input class="collapse" name="attr_armor_collapse" value="1" type="checkbox" title="@{armor_collapse}"/>
<div class="input_row">
<button class="roll_icon roller" name="roll_armor" value="@{armor_action}" title="%{armor}" type="roll">
</button>
<button name="act_armor-action" hidden="" type="action" title="%{armor-action}">
</button>
<input name="attr_armor_action" type="hidden" title="@{armor_action}"/>
<input name="attr_armor_name" type="text" title="@{armor_name}"/>
<input name="attr_armor" value="0" type="number" title="@{armor}"/>
</div>
<div class="input_row border expanded">
<label class="input-label"><span class="capitalize input-label__text" data-i18n="weight"></span>
<input class="input_row__border input-label__input" type="number" name="attr_armor_weight" title="@{armor_weight}"/>
</label>
<div class="adaptive adaptive--text"><span class="adaptive--text__span" name="attr_armor_comment" title="@{armor_comment}"></span>
<textarea class="adaptive--text__textarea" name="attr_armor_comment" placeholder="armor comment" title="@{armor_comment}"></textarea>
</div>
<div class="adaptive adaptive--text"><span class="adaptive--text__span" name="attr_armor_description" title="@{armor_description}"></span>
<textarea class="adaptive--text__textarea" name="attr_armor_description" placeholder="armor description" title="@{armor_description}"></textarea>
</div>
</div>
</div>
</div>
<div class="sm_box">
<div class="input_row">
<h3 data-i18n="encumbrance">encumbrance</h3>
<input name="attr_encumbrance" type="number" title="@{encumbrance}"/>/
<input name="attr_encumbrance_max" type="number" title="@{encumbrance|max}"/>
</div>
</div>
<div class="box Weapons">
<div class="underlay">
<h1 data-i18n="Weapons"></h1>
<div class="border"></div>
</div>
<div class="overlay"><span class="__underline_items" hidden=""></span>
<fieldset class="repeating_weapons">
<input class="collapse" name="attr_collapse" value="1" type="checkbox" title="@{repeating_weapons_$X_collapse}"/>
<div class="input_row">
<button class="roll_icon roller" name="roll_roll" value="@{action}" title="%{repeating_weapons_$X_roll}" type="roll">
</button>
<button name="act_action" hidden="" type="action" title="%{repeating_weapons_$X_action}">
</button>
<input name="attr_action" type="hidden" title="@{repeating_weapons_$X_action}"/>
<input name="attr_name" data-i18n-placeholder="weapon name" type="text" title="@{repeating_weapons_$X_name}"/>
<input name="attr_bonus" value="0" type="number" title="@{repeating_weapons_$X_bonus}"/>
<input name="attr_damage" value="0" type="number" title="@{repeating_weapons_$X_damage}"/>
</div>
<div class="expanded border">
<div class="input_row">
<select name="attr_type" title="@{repeating_weapons_$X_type}">
<option value="close_combat" data-i18n="close" selected=""></option>
<option value="ranged_combat" data-i18n="ranged"></option>
</select>
<select name="attr_range" title="@{repeating_weapons_$X_range}">
<option value="Engaged" data-i18n="engaged" selected=""></option>
<option value="Short" data-i18n="short"></option>
<option value="Medium" data-i18n="medium"></option>
<option value="Long" data-i18n="long"></option>
<option value="Extreme" data-i18n="extreme"></option>
</select>
</div>
<label class="input-label input_row"><span class="capitalize input-label__text" data-i18n="comments"></span>
<input class="input_row__border input-label__input" type="text" name="attr_comment" title="@{repeating_weapons_$X_comment}"/>
</label>
<div class="adaptive adaptive--text"><span class="adaptive--text__span" name="attr_description" title="@{repeating_weapons_$X_description}"></span>
<textarea class="adaptive--text__textarea" name="attr_description" data-i18n-placeholder="weapon description" title="@{repeating_weapons_$X_description}"></textarea>
</div>
</div>
</fieldset>
</div>
</div>
</div>
<div class="box Talents repeat_menu collapse-container">
<div class="underlay">
<h1 data-i18n="Talents"></h1>
<div class="border repeat_menu collapse-container"></div>
</div>
<div class="overlay repeat_menu collapse-container">
<input class="collapse" name="attr_talent_collapse" value="1" type="checkbox" title="@{talent_collapse}"/>
<input name="attr_talent_id" type="hidden" title="@{talent_id}"/>
<input name="attr_talent_name" id="talent_name" data-i18n-placeholder="talent name" type="text" title="@{talent_name}"/>
<div class="talent_details collapse-container">
<textarea name="attr_talent_description" data-i18n-placeholder="talent description" title="@{talent_description}"></textarea>
<label class="input-label expanded"><span class="capitalize input-label__text" data-i18n="push"></span>
<input class="expanded input-label__input" name="attr_talent_push_twice" data-i18n-placeholder="e.g. agility" title="@{talent_push_twice}"/>
</label>
</div>
<button class="repcontrol-button repcontrol-button--add" name="act_add-talents" type="action" title="%{add-talents}">
</button>
<fieldset class="repeating_talents">
<input class="active-control" name="attr_active" hidden="" value="1" type="checkbox" title="@{repeating_talents_$X_active}"/>
<button name="act_display" type="action" title="%{repeating_talents_$X_display}"><span name="attr_name" title="@{repeating_talents_$X_name}"></span>
<input name="attr_description" type="hidden" title="@{repeating_talents_$X_description}"/>
<input name="attr_push_twice" type="hidden" title="@{repeating_talents_$X_push_twice}"/>
</button>
</fieldset>
</div>
</div>
<div class="box Experience_Points short">
<div class="underlay">
<h1 data-i18n="Experience Points"></h1>
<div class="border short"></div>
</div>
<div class="overlay short">
<div class="fill-left experience_points">
<input class="fill-left__radio fill-left__radio--clearer" name="attr_experience_points" value="0" type="hidden" title="@{experience_points}"/>
<input class="fill-left__radio" name="attr_experience_points" value="1" type="checkbox" title="@{experience_points}"/>
<input class="fill-left__radio" name="attr_experience_points" value="2" type="checkbox" title="@{experience_points}"/>
<input class="fill-left__radio" name="attr_experience_points" value="3" type="checkbox" title="@{experience_points}"/>
<input class="fill-left__radio" name="attr_experience_points" value="4" type="checkbox" title="@{experience_points}"/>
<input class="fill-left__radio" name="attr_experience_points" value="5" type="checkbox" title="@{experience_points}"/>
<input class="fill-left__radio" name="attr_experience_points" value="6" type="checkbox" title="@{experience_points}"/>
<input class="fill-left__radio" name="attr_experience_points" value="7" type="checkbox" title="@{experience_points}"/>
<input class="fill-left__radio" name="attr_experience_points" value="8" type="checkbox" title="@{experience_points}"/>
<input class="fill-left__radio" name="attr_experience_points" value="9" type="checkbox" title="@{experience_points}"/>
<input class="fill-left__radio" name="attr_experience_points" value="10" type="checkbox" title="@{experience_points}"/>
</div>
</div>
</div>
<div class="box Story_Points">
<div class="underlay">
<h1 data-i18n="Story Points"></h1>
<div class="border"></div>
</div>
<div class="overlay">
<div class="fill-left story_points">
<input class="fill-left__radio" name="attr_story_points" value="0" checked="" type="radio" title="@{story_points}"/>
<input class="fill-left__radio" name="attr_story_points" value="1" type="radio" title="@{story_points}"/>
<input class="fill-left__radio" name="attr_story_points" value="2" type="radio" title="@{story_points}"/>
<input class="fill-left__radio" name="attr_story_points" value="3" type="radio" title="@{story_points}"/>
</div>
</div>
</div>
<div class="box Tiny_Items">
<div class="underlay">
<h1 data-i18n="Tiny Items"></h1>
<div class="border"></div>
</div>
<div class="overlay">
<textarea name="attr_tiny_items" title="@{tiny_items}"></textarea>
</div>
</div>
<div class="inventory">
<div class="box Signature_Item">
<div class="underlay">
<h1 data-i18n="Signature Item"></h1>
<div class="border"></div>
</div>
<div class="overlay">
<div class="input_row">
<input name="attr_signature_item" type="text" title="@{signature_item}"/>
</div>
</div>
</div>
<div class="box gear">
<div class="underlay">
<h1 data-i18n="gear"></h1>
<div class="border"></div>
</div>
<div class="overlay"><span class="underline_items" hidden=""></span>
<fieldset class="repeating_gear">
<input class="collapse" name="attr_collapse" value="1" type="checkbox" title="@{repeating_gear_$X_collapse}"/>
<div class="input_row">
<input name="attr_name" placeholder="gear name" type="text" title="@{repeating_gear_$X_name}"/>
<input name="attr_weight" value="1" type="number" title="@{repeating_gear_$X_weight}"/>
</div>
<div class="expanded border">
<label class="input-label input_row"><span class="capitalize input-label__text" data-i18n="effect"></span>
<input class="input_row__border input-label__input" type="text" name="attr_effect" title="@{repeating_gear_$X_effect}"/>
</label>
<div class="adaptive adaptive--text"><span class="adaptive--text__span" name="attr_description" title="@{repeating_gear_$X_description}"></span>
<textarea class="adaptive--text__textarea" name="attr_description" data-i18n-placeholder="gear description" title="@{repeating_gear_$X_description}"></textarea>
</div>
</div>
</fieldset>
</div>
</div>
</div>
</div>
</div>
<div class="tabs__container tabs--menu__container tabs--menu__container--npc" data-container-tab="menu" data-tab="npc">
<div class="tab npc">
<div class="camelBox">
<h1 data-i18n="name"></h1>
<div class="input_row">
<input name="attr_character_name" type="text" autocomplete="off" title="@{character_name}"/>
</div>
</div><img class="portrait" name="attr_character_avatar"/>
<div class="box Records">
<div class="underlay">
<h1 data-i18n="Records"></h1>
<div class="border"></div>
</div>
<div class="overlay">
<div class="input_row">
<h3 class="colon" data-i18n="title"></h3>
<input name="attr_title" type="text" autocomplete="off" title="@{title}"/>
</div>
<div class="input_row">
<h3 class="colon" data-i18n="nickname"></h3>
<input name="attr_nickname" type="text" autocomplete="nope" title="@{nickname}"/>
</div>
<div class="input_row">
<h3 class="colon" data-i18n="age"></h3>
<input name="attr_age" type="text" autocomplete="off" title="@{age}"/>
</div>
<div class="input_row">
<h3 class="colon" data-i18n="personality"></h3>
<input name="attr_personality" type="text" title="@{personality}"/>
</div>
</div>
</div>
<div class="box Biography">
<div class="underlay">
<h1 data-i18n="Biography"></h1>
<div class="border"></div>
</div>
<div class="overlay">
<textarea name="attr_biography" title="@{biography}"></textarea>
</div>
</div>
<div class="box Personal_Agenda">
<div class="underlay">
<h1 data-i18n="Personal Agenda"></h1>
<div class="border"></div>
</div>
<div class="overlay">
<textarea name="attr_personal_agenda" title="@{personal_agenda}"></textarea>
</div>
</div>
<div class="box Data">
<div class="underlay">
<h1 data-i18n="Data"></h1>
<div class="border"></div>
</div>
<div class="overlay">
<div class="input_row">
<h3 class="colon" data-i18n="attributes"></h3>
<input name="attr_strength" type="hidden" title="@{strength}"/>
<div class="skill_button __strength">
<label class="__big">
<input class="__big" name="attr_strength" value="0" type="number" title="@{strength}"/>
</label>
<button class="roller" type="roll" name="roll_strength" value="@{strength_action}" title="%{strength}">
<h3 data-i18n="strength"></h3>
</button>
<button name="act_strength-action" hidden="" type="action" title="%{strength-action}">
</button>
<input name="attr_strength_action" type="hidden" title="@{strength_action}"/>
</div>
<input name="attr_agility" type="hidden" title="@{agility}"/>
<div class="skill_button __agility">
<label class="__big">
<input class="__big" name="attr_agility" value="0" type="number" title="@{agility}"/>
</label>
<button class="roller" type="roll" name="roll_agility" value="@{agility_action}" title="%{agility}">
<h3 data-i18n="agility"></h3>
</button>
<button name="act_agility-action" hidden="" type="action" title="%{agility-action}">
</button>
<input name="attr_agility_action" type="hidden" title="@{agility_action}"/>
</div>
<input name="attr_wits" type="hidden" title="@{wits}"/>
<div class="skill_button __wits">
<label class="__big">
<input class="__big" name="attr_wits" value="0" type="number" title="@{wits}"/>
</label>
<button class="roller" type="roll" name="roll_wits" value="@{wits_action}" title="%{wits}">
<h3 data-i18n="wits"></h3>
</button>
<button name="act_wits-action" hidden="" type="action" title="%{wits-action}">
</button>
<input name="attr_wits_action" type="hidden" title="@{wits_action}"/>
</div>
<input name="attr_empathy" type="hidden" title="@{empathy}"/>
<div class="skill_button __empathy">
<label class="__big">
<input class="__big" name="attr_empathy" value="0" type="number" title="@{empathy}"/>
</label>
<button class="roller" type="roll" name="roll_empathy" value="@{empathy_action}" title="%{empathy}">
<h3 data-i18n="empathy"></h3>
</button>
<button name="act_empathy-action" hidden="" type="action" title="%{empathy-action}">
</button>
<input name="attr_empathy_action" type="hidden" title="@{empathy_action}"/>
</div>
</div>
<div class="input_row">
<h3 class="colon" data-i18n="skills"></h3>
<input class="reveal" name="attr_reveal_skills" value="1" checked="" type="checkbox" title="@{reveal_skills}"/>
<input name="attr_heavy_machinery" type="hidden" title="@{heavy_machinery}"/>
<div class="skill_button __heavy_machinery">
<label class="__big">
<input class="__big" name="attr_heavy_machinery" value="0" type="number" title="@{heavy_machinery}"/>
</label>
<button class="roller" type="roll" name="roll_heavy_machinery" value="@{heavy_machinery_action}" title="%{heavy_machinery}">
<h3 data-i18n="heavy machinery"></h3>
</button>
<button name="act_heavy-machinery-action" hidden="" type="action" title="%{heavy-machinery-action}">
</button>
<input name="attr_heavy_machinery_action" type="hidden" title="@{heavy_machinery_action}"/>
</div>
<input name="attr_stamina" type="hidden" title="@{stamina}"/>
<div class="skill_button __stamina">
<label class="__big">
<input class="__big" name="attr_stamina" value="0" type="number" title="@{stamina}"/>
</label>
<button class="roller" type="roll" name="roll_stamina" value="@{stamina_action}" title="%{stamina}">
<h3 data-i18n="stamina"></h3>
</button>
<button name="act_stamina-action" hidden="" type="action" title="%{stamina-action}">
</button>
<input name="attr_stamina_action" type="hidden" title="@{stamina_action}"/>
</div>
<input name="attr_close_combat" type="hidden" title="@{close_combat}"/>
<div class="skill_button __close_combat">
<label class="__big">
<input class="__big" name="attr_close_combat" value="0" type="number" title="@{close_combat}"/>
</label>
<button class="roller" type="roll" name="roll_close_combat" value="@{close_combat_action}" title="%{close_combat}">
<h3 data-i18n="close combat"></h3>
</button>
<button name="act_close-combat-action" hidden="" type="action" title="%{close-combat-action}">
</button>
<input name="attr_close_combat_action" type="hidden" title="@{close_combat_action}"/>
</div>
<input name="attr_ranged_combat" type="hidden" title="@{ranged_combat}"/>
<div class="skill_button __ranged_combat">
<label class="__big">
<input class="__big" name="attr_ranged_combat" value="0" type="number" title="@{ranged_combat}"/>
</label>
<button class="roller" type="roll" name="roll_ranged_combat" value="@{ranged_combat_action}" title="%{ranged_combat}">
<h3 data-i18n="ranged combat"></h3>
</button>
<button name="act_ranged-combat-action" hidden="" type="action" title="%{ranged-combat-action}">
</button>
<input name="attr_ranged_combat_action" type="hidden" title="@{ranged_combat_action}"/>
</div>
<input name="attr_mobility" type="hidden" title="@{mobility}"/>
<div class="skill_button __mobility">
<label class="__big">
<input class="__big" name="attr_mobility" value="0" type="number" title="@{mobility}"/>
</label>
<button class="roller" type="roll" name="roll_mobility" value="@{mobility_action}" title="%{mobility}">
<h3 data-i18n="mobility"></h3>
</button>
<button name="act_mobility-action" hidden="" type="action" title="%{mobility-action}">
</button>
<input name="attr_mobility_action" type="hidden" title="@{mobility_action}"/>
</div>
<input name="attr_piloting" type="hidden" title="@{piloting}"/>
<div class="skill_button __piloting">
<label class="__big">
<input class="__big" name="attr_piloting" value="0" type="number" title="@{piloting}"/>
</label>
<button class="roller" type="roll" name="roll_piloting" value="@{piloting_action}" title="%{piloting}">
<h3 data-i18n="piloting"></h3>
</button>
<button name="act_piloting-action" hidden="" type="action" title="%{piloting-action}">
</button>
<input name="attr_piloting_action" type="hidden" title="@{piloting_action}"/>
</div>
<input name="attr_observation" type="hidden" title="@{observation}"/>
<div class="skill_button __observation">
<label class="__big">
<input class="__big" name="attr_observation" value="0" type="number" title="@{observation}"/>
</label>
<button class="roller" type="roll" name="roll_observation" value="@{observation_action}" title="%{observation}">
<h3 data-i18n="observation"></h3>
</button>
<button name="act_observation-action" hidden="" type="action" title="%{observation-action}">
</button>
<input name="attr_observation_action" type="hidden" title="@{observation_action}"/>
</div>
<input name="attr_survival" type="hidden" title="@{survival}"/>
<div class="skill_button __survival">
<label class="__big">
<input class="__big" name="attr_survival" value="0" type="number" title="@{survival}"/>
</label>
<button class="roller" type="roll" name="roll_survival" value="@{survival_action}" title="%{survival}">
<h3 data-i18n="survival"></h3>
</button>
<button name="act_survival-action" hidden="" type="action" title="%{survival-action}">
</button>
<input name="attr_survival_action" type="hidden" title="@{survival_action}"/>
</div>
<input name="attr_comtech" type="hidden" title="@{comtech}"/>
<div class="skill_button __comtech">
<label class="__big">
<input class="__big" name="attr_comtech" value="0" type="number" title="@{comtech}"/>
</label>
<button class="roller" type="roll" name="roll_comtech" value="@{comtech_action}" title="%{comtech}">
<h3 data-i18n="comtech"></h3>
</button>
<button name="act_comtech-action" hidden="" type="action" title="%{comtech-action}">
</button>
<input name="attr_comtech_action" type="hidden" title="@{comtech_action}"/>
</div>
<input name="attr_command" type="hidden" title="@{command}"/>
<div class="skill_button __command">
<label class="__big">
<input class="__big" name="attr_command" value="0" type="number" title="@{command}"/>
</label>
<button class="roller" type="roll" name="roll_command" value="@{command_action}" title="%{command}">
<h3 data-i18n="command"></h3>
</button>
<button name="act_command-action" hidden="" type="action" title="%{command-action}">
</button>
<input name="attr_command_action" type="hidden" title="@{command_action}"/>
</div>
<input name="attr_medical_aid" type="hidden" title="@{medical_aid}"/>
<div class="skill_button __medical_aid">
<label class="__big">
<input class="__big" name="attr_medical_aid" value="0" type="number" title="@{medical_aid}"/>
</label>
<button class="roller" type="roll" name="roll_medical_aid" value="@{medical_aid_action}" title="%{medical_aid}">
<h3 data-i18n="medical aid"></h3>
</button>
<button name="act_medical-aid-action" hidden="" type="action" title="%{medical-aid-action}">
</button>
<input name="attr_medical_aid_action" type="hidden" title="@{medical_aid_action}"/>
</div>
<input name="attr_manipulation" type="hidden" title="@{manipulation}"/>
<div class="skill_button __manipulation">
<label class="__big">
<input class="__big" name="attr_manipulation" value="0" type="number" title="@{manipulation}"/>
</label>
<button class="roller" type="roll" name="roll_manipulation" value="@{manipulation_action}" title="%{manipulation}">
<h3 data-i18n="manipulation"></h3>
</button>
<button name="act_manipulation-action" hidden="" type="action" title="%{manipulation-action}">
</button>
<input name="attr_manipulation_action" type="hidden" title="@{manipulation_action}"/>
</div>
</div>
<div class="input_row">
<h3 class="colon" data-i18n="talent"></h3><span class="inline_repeating no_control" hidden=""></span>
<fieldset class="repeating_talents">
<div class="tooltip-container"><span class="tooltip-control" name="attr_name" title="@{repeating_talents_$X_name}"></span>
<div class="adaptive adaptive--text tooltip-target border expanded"><span class="adaptive--text__span" name="attr_description" title="@{repeating_talents_$X_description}"></span>
<textarea class="adaptive--text__textarea" name="attr_description" title="@{repeating_talents_$X_description}"></textarea>
</div>
</div>
</fieldset>
</div>
<div class="input_row">
<h3 class="colon" data-i18n="buddy"></h3>
<input name="attr_buddy" type="text" title="@{buddy}"/>
</div>
<div class="input_row">
<h3 class="colon" data-i18n="rival"></h3>
<input name="attr_rival" type="text" title="@{rival}"/>
</div>
</div>
</div>
<div class="box Gear">
<div class="underlay">
<h1 data-i18n="Gear"></h1>
<div class="border"></div>
</div>
<div class="overlay">
<div><span class="inline_repeating no_control" hidden=""></span>
<fieldset class="repeating_weapons">
<label class="skill_button">
<button class="roller" name="roll_roll" value="@{action}" title="%{repeating_weapons_$X_roll}" type="roll">
<h3><span name="attr_name" title="@{repeating_weapons_$X_name}"></span>
</h3>
</button>
<button name="act_action" hidden="" type="action" title="%{repeating_weapons_$X_action}">
</button>
<input name="attr_action" type="hidden" title="@{repeating_weapons_$X_action}"/>
</label>
</fieldset><span class="inline_repeating" hidden=""></span>
<fieldset class="repeating_gear">
<div class="adaptive adaptive--input" style="min-width:6ch;"><span class="adaptive--input__span" name="attr_name" title="@{repeating_gear_$X_name}"></span>
<input class="adaptive--input__input" name="attr_name" type="text" data-i18n-placeholder="name" title="@{repeating_gear_$X_name}"/>
</div>
</fieldset>
</div>
</div>
</div>
</div>
</div>
<div class="tabs__container tabs--menu__container tabs--menu__container--hostile" data-container-tab="menu" data-tab="hostile">
<div class="tab hostile">
<div class="name">
<div class="camelBox">
<div class="input_row">
<h1 data-i18n="hostile"></h1>
<input name="attr_character_name" type="text" title="@{character_name}"/>
</div>
</div>
<div class="camelBox">
<div class="input_row">
<h1 data-i18n="stage"></h1>
<input name="attr_stage" type="text" title="@{stage}"/>
</div>
</div>
</div>
<div class="attributes">
<input name="attr_mobility" type="hidden" title="@{mobility}"/>
<div class="skill_button __mobility">
<label class="__big">
<input class="__big" name="attr_mobility" value="0" type="number" title="@{mobility}"/>
</label>
<button class="roller" type="roll" name="roll_mobility" value="@{mobility_action}" title="%{mobility}">
<h3 data-i18n="mobility"></h3>
</button>
<button name="act_mobility-action" hidden="" type="action" title="%{mobility-action}">
</button>
<input name="attr_mobility_action" type="hidden" title="@{mobility_action}"/>
</div>
<input name="attr_observation" type="hidden" title="@{observation}"/>
<div class="skill_button __observation">
<label class="__big">
<input class="__big" name="attr_observation" value="0" type="number" title="@{observation}"/>
</label>
<button class="roller" type="roll" name="roll_observation" value="@{observation_action}" title="%{observation}">
<h3 data-i18n="observation"></h3>
</button>
<button name="act_observation-action" hidden="" type="action" title="%{observation-action}">
</button>
<input name="attr_observation_action" type="hidden" title="@{observation_action}"/>
</div>
</div>
<div class="combat_stats">
<div class="box Health">
<div class="underlay">
<h1 data-i18n="Health"></h1>
<div class="border"></div>
</div>
<div class="overlay">
<div class="input_row">
<div class="fill-left health_level">
<input class="fill-left__radio fill-left__radio--clearer" name="attr_health_level" value="0" type="hidden" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="1" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="2" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="3" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="4" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="5" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="6" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="7" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="8" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="9" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="10" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="11" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="12" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="13" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="14" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="15" type="checkbox" title="@{health_level}"/>
<input class="fill-left__radio" name="attr_health_level" value="16" type="checkbox" title="@{health_level}"/>
</div>
<label class="__big">
<input name="attr_health_max" value="8" type="number" title="@{health|max}"/>
</label>
</div>
<div class="collapse-container">
<input class="collapse" name="attr_armor_collapse" value="1" type="checkbox" title="@{armor_collapse}"/>
<div class="input_row">
<button class="roll_icon roller" name="roll_armor" value="@{armor_action}" title="%{armor}" type="roll">
</button>
<button name="act_armor-action" hidden="" type="action" title="%{armor-action}">
</button>
<input name="attr_armor_action" type="hidden" title="@{armor_action}"/>
<h3 data-i18n="armor rating:"></h3>
<label class="__big margin-justify-right">
<input name="attr_armor" type="number" title="@{armor}"/>
</label>
<input name="attr_armor_description" type="text" title="@{armor_description}"/>
</div>
</div>
</div>
</div>
<div class="skill_button input_row">
<h3 data-i18n="speed"></h3>
<label class="__big">
<input name="attr_Speed" value="0" type="number" title="@{Speed}"/>
</label>
</div>
</div>
<div class="box Information">
<div class="underlay">
<h1 data-i18n="Information"></h1>
<div class="border"></div>
</div>
<div class="overlay">
<div class="adaptive adaptive--text"><span class="adaptive--text__span" name="attr_information" title="@{information}"></span>
<textarea class="adaptive--text__textarea" name="attr_information" title="@{information}"></textarea>
</div>
</div>
</div>
<div class="box Containment_and_Termination_Protocols">
<div class="underlay">
<h1 data-i18n="Containment and Termination Protocols"></h1>
<div class="border"></div>
</div>
<div class="overlay">
<div class="adaptive adaptive--text"><span class="adaptive--text__span" name="attr_containment" title="@{containment}"></span>
<textarea class="adaptive--text__textarea" name="attr_containment" title="@{containment}"></textarea>
</div>
</div>
</div>
<div class="box multibox attack_table">
<button class="roll_icon roller" name="roll_attacks" role="heading" aria-level="1" data-i18n="attacks" value="@{attacks_action}" title="%{attacks}" type="roll">
</button>
<button name="act_attacks-action" hidden="" type="action" title="%{attacks-action}">
</button>
<input name="attr_attacks_action" type="hidden" title="@{attacks_action}"/>
<div class="border"></div>
<div class="border">
<h2 data-i18n="chance"></h2>
</div>
<div class="border">
<h2 data-i18n="name"></h2>
</div>
<div class="border">
<h2 data-i18n="bonus"></h2>
</div>
<div class="border">
<h2 data-i18n="damage"></h2>
</div>
<fieldset class="repeating_signature">
<input class="collapse" name="attr_collapse" value="1" type="checkbox" title="@{repeating_signature_$X_collapse}"/>
<div class="input_row">
<button class="roll_icon input_row__borderless roller" name="roll_roll" value="@{action}" title="%{repeating_signature_$X_roll}" type="roll">
</button>
<button name="act_action" hidden="" type="action" title="%{repeating_signature_$X_action}">
</button>
<input name="attr_action" type="hidden" title="@{repeating_signature_$X_action}"/>
<input name="attr_chance" type="number" title="@{repeating_signature_$X_chance}"/>
<input name="attr_name" value="" type="text" title="@{repeating_signature_$X_name}"/>
<input name="attr_bonus" type="number" title="@{repeating_signature_$X_bonus}"/>
<input name="attr_damage" type="number" title="@{repeating_signature_$X_damage}"/>
</div>
<div class="input_row border span-all expanded">
<div class="adaptive adaptive--text span-all" style="justify-self:stretch;"><span class="adaptive--text__span" name="attr_description" title="@{repeating_signature_$X_description}"></span>
<textarea class="adaptive--text__textarea" name="attr_description" title="@{repeating_signature_$X_description}"></textarea>
</div>
</div>
</fieldset>
</div>
<div class="box multibox ability_table">
<h1 data-i18n="abilities"></h1>
<div class="border"></div>
<div class="border">
<h2 data-i18n="name"></h2>
</div>
<fieldset class="repeating_abilities">
<input class="collapse" name="attr_collapse" value="1" type="checkbox" title="@{repeating_abilities_$X_collapse}"/>
<div class="input_row">
<button class="roll_icon input_row__borderless" name="roll_roll" value="@{template_start} {{title=@{name}}} {{description=@{description}}}" title="%{repeating_abilities_$X_roll}" type="roll">
</button>
<input name="attr_name" value="" type="text" title="@{repeating_abilities_$X_name}"/>
</div>
<div class="input_row border span-all expanded">
<div class="adaptive adaptive--text" style="justify-self:stretch;"><span class="adaptive--text__span" name="attr_description" title="@{repeating_abilities_$X_description}"></span>
<textarea class="adaptive--text__textarea" name="attr_description" title="@{repeating_abilities_$X_description}"></textarea>
</div>
</div>
</fieldset>
</div>
</div>
</div>
<div class="tabs__container tabs--menu__container tabs--menu__container--ship" data-container-tab="menu" data-tab="ship">
<div class="tab ship">
<div class="ship_top">
<div class="ship_modules">
<div class="box multibox Internal_Modules">
<h1 data-i18n="internal modules"></h1>
<div class="border"></div>
<div class="border">
<h2 data-i18n="qty"></h2>
</div>
<div class="border">
<h2 data-i18n="size"></h2>
</div>
<fieldset class="repeating_internal-modules">
<input class="collapse" name="attr_collapse" value="1" type="checkbox" title="@{repeating_internal-modules_$X_collapse}"/>
<div class="input_row">
<div class="flex-box tiny-gap input_row__borderless">
<input name="attr_online" value="1" checked="" type="checkbox" title="@{repeating_internal-modules_$X_online}"/>
<input class="input_row__border" name="attr_name" value="" data-i18n-placeholder="internal module" type="text" title="@{repeating_internal-modules_$X_name}"/>
</div>
<input name="attr_quantity" type="number" title="@{repeating_internal-modules_$X_quantity}"/>
<input name="attr_size" type="text" title="@{repeating_internal-modules_$X_size}"/>
</div>
<div class="input_row border expanded">
<label class="input-label justify-content-space-between span-all"><span class="input-label__text" data-i18n="type"></span>
<select class="input-label__input" name="attr_type" title="@{repeating_internal-modules_$X_type}">
<option value="" data-i18n="select one"></option>
<option value="artificial intelligence" data-i18n="artificial intelligence"></option>
<option value="air scrubber" data-i18n="air scrubber"></option>
<option value="cargo bay" data-i18n="cargo bay"></option>
<option value="corporate suite" data-i18n="corporate suite"></option>
<option value="cryo deck" data-i18n="cryo deck"></option>
<option value="docking umbilical" data-i18n="docking umbilical"></option>
<option value="emergency escape vehicle" data-i18n="emergency escape vehicle"></option>
<option value="galley" data-i18n="galley"></option>
<option value="hangar" data-i18n="hangar"></option>
<option value="medlab" data-i18n="medlab"></option>
<option value="salvage crane" data-i18n="salvage crane"></option>
<option value="science lab" data-i18n="science lab"></option>
<option value="tractor hitch" data-i18n="tractor hitch"></option>
<option value="vehicle bay" data-i18n="vehicle bay"></option>
</select>
</label>
</div>
<input class="display-control" name="attr_type" hidden="" value="artificial intelligence" type="checkbox" title="@{repeating_internal-modules_$X_type}"/>
<div class="input_row border expanded">
<label class="input-label flex-box tiny-gap justify-content-space-between" style="width:100%;margin:0;"><span class="input-label__text" data-i18n="comtech" style="white-space:nowrap;text-overflow:ellipsis;overflow:hidden;"></span>
<input class="input-label__input" type="number" name="attr_ai_comtech" title="@{repeating_internal-modules_$X_ai_comtech}"/>
</label>
<label class="input-label flex-box tiny-gap justify-content-space-between" style="width:100%;margin:0;"><span class="input-label__text" data-i18n="piloting" style="white-space:nowrap;text-overflow:ellipsis;overflow:hidden;"></span>
<input class="input-label__input" type="number" name="attr_ai_piloting" title="@{repeating_internal-modules_$X_ai_piloting}"/>
</label>
<label class="input-label flex-box tiny-gap justify-content-space-between" style="width:100%;margin:0;"><span class="input-label__text" data-i18n="observation" style="white-space:nowrap;text-overflow:ellipsis;overflow:hidden;"></span>
<input class="input-label__input" type="number" name="attr_ai_observation" title="@{repeating_internal-modules_$X_ai_observation}"/>
</label>
<label class="input-label flex-box tiny-gap justify-content-space-between" style="width:100%;margin:0;"><span class="input-label__text" data-i18n="ranged combat" style="white-space:nowrap;text-overflow:ellipsis;overflow:hidden;"></span>
<input class="input-label__input" type="number" name="attr_ai_ranged_combat" title="@{repeating_internal-modules_$X_ai_ranged_combat}"/>
</label>
</div>
</fieldset>
</div>
<div class="box Lease_Cost bottom">
<div class="underlay">
<h1 data-i18n="Lease Cost"></h1>
<div class="border bottom"></div>
</div>
<div class="overlay bottom">
<div class="input_row">
<input name="attr_lease_cost" type="text" title="@{lease_cost}"/>
</div>
</div>
</div>
</div>
<div class="ship_information">
<div class="camelBox">
<h1 data-i18n="name"></h1>
<div class="input_row">
<input name="attr_character_name" type="text" title="@{character_name}"/>
</div>
</div>
<div class="camelBox">
<h1 data-i18n="manufacturer"></h1>
<div class="input_row">
<input name="attr_manufacturer" type="text" title="@{manufacturer}"/>
</div>
</div>
<div class="camelBox">
<h1 class="uppercase" data-i18n="ai"></h1>
<div class="input_row">
<input name="attr_ai" type="text" title="@{ai}"/>
</div>
</div>
<div class="left_attributes">
<input name="attr_hull" value="0" type="hidden" title="@{hull}"/>
<div class="skill_button __crew no-hover">
<label class="__big">
<input class="__big" name="attr_crew" value="0" type="number" title="@{crew}"/>
</label>
<div class="button">
<h3 data-i18n="crew"></h3>
</div>
</div>
<div class="skill_button __length no-hover">
<label class="__big">
<input class="__big" name="attr_length" value="0" type="number" title="@{length}"/>
</label>
<div class="button">
<h3 data-i18n="length"></h3>
</div>
</div>
<div class="skill_button __passengers no-hover">
<label class="__big">
<input class="__big" name="attr_passengers" value="0" type="number" title="@{passengers}"/>
</label>
<div class="button">
<h3 data-i18n="passengers"></h3>
</div>
</div>
<div class="skill_button __hull">
<label class="__big">
<input class="__big" name="attr_hull_max" value="0" type="number" title="@{hull|max}"/>
</label>
<div class="button">
<h3 data-i18n="hull"></h3>
</div>
</div>
</div>
<div class="right_attributes">
<div class="skill_button __signature">
<label class="__big">
<input class="__big" name="attr_signature" value="0" type="number" title="@{signature}"/>
</label>
<button class="roller" name="roll_signature" value="@{signature_action}" title="%{signature}" type="roll">
<h3 data-i18n="signature"></h3>
</button>
<button name="act_signature-action" hidden="" type="action" title="%{signature-action}">
</button>
<input name="attr_signature_action" type="hidden" title="@{signature_action}"/>
</div>
<div class="skill_button __ftl_rating">
<label class="__big">
<input class="__big" name="attr_ftl_rating" value="0" type="number" title="@{ftl_rating}"/>
</label>
<button class="roller" name="roll_ftl_rating" value="@{ftl_rating_action}" title="%{ftl_rating}" type="roll">
<h3 data-i18n="ftl rating"></h3>
</button>
<button name="act_ftl-rating-action" hidden="" type="action" title="%{ftl-rating-action}">
</button>
<input name="attr_ftl_rating_action" type="hidden" title="@{ftl_rating_action}"/>
</div>
<div class="skill_button __thrusters">
<label class="__big">
<input class="__big" name="attr_thrusters" value="0" type="number" title="@{thrusters}"/>
</label>
<button class="roller" name="roll_thrusters" value="@{thrusters_action}" title="%{thrusters}" type="roll">
<h3 data-i18n="thrusters"></h3>
</button>
<button name="act_thrusters-action" hidden="" type="action" title="%{thrusters-action}">
</button>
<input name="attr_thrusters_action" type="hidden" title="@{thrusters_action}"/>
</div>
<div class="skill_button __armor">
<label class="__big">
<input class="__big" name="attr_armor" value="0" type="number" title="@{armor}"/>
</label>
<button class="roller" name="roll_armor" value="@{armor_action}" title="%{armor}" type="roll">
<h3 data-i18n="armor"></h3>
</button>
<button name="act_armor-action" hidden="" type="action" title="%{armor-action}">
</button>
<input name="attr_armor_action" type="hidden" title="@{armor_action}"/>
</div>
</div>
<div class="camelBox">
<h1 data-i18n="damage"></h1>
<div class="fill-left ship_damage">
<input class="fill-left__radio" name="attr_ship_damage" value="0" checked="" type="radio" title="@{ship_damage}"/>
<input class="fill-left__radio" name="attr_ship_damage" value="1" type="radio" title="@{ship_damage}"/>
<input class="fill-left__radio" name="attr_ship_damage" value="2" type="radio" title="@{ship_damage}"/>
<input class="fill-left__radio" name="attr_ship_damage" value="3" type="radio" title="@{ship_damage}"/>
<input class="fill-left__radio" name="attr_ship_damage" value="4" type="radio" title="@{ship_damage}"/>
<input class="fill-left__radio" name="attr_ship_damage" value="5" type="radio" title="@{ship_damage}"/>
<input class="fill-left__radio" name="attr_ship_damage" value="6" type="radio" title="@{ship_damage}"/>
<input class="fill-left__radio" name="attr_ship_damage" value="7" type="radio" title="@{ship_damage}"/>
<input class="fill-left__radio" name="attr_ship_damage" value="8" type="radio" title="@{ship_damage}"/>
<input class="fill-left__radio" name="attr_ship_damage" value="9" type="radio" title="@{ship_damage}"/>
<input class="fill-left__radio" name="attr_ship_damage" value="10" type="radio" title="@{ship_damage}"/>
</div>
</div>
</div>
<div class="box multibox Ships_Log">
<h1 data-i18n="ship's log"></h1>
<div class="border">
<h2 data-i18n="date"></h2>
</div>
<div class="border">
<h2 data-i18n="location"></h2>
</div>
<fieldset class="repeating_ships-log">
<div class="input_row">
<input name="attr_date" value="" placeholder="Date" type="text" title="@{date}"/>
<input name="attr_location" value="" placeholder="Location" type="text" title="@{location}"/>
</div>
</fieldset>
</div>
</div>
<div class="ship_bottom">
<div class="box multibox component_damage">
<h1 data-i18n="minor component damage"></h1>
<div class="border"></div>
<div class="border">
<h2 data-i18n="skill 1"></h2>
</div>
<div class="border">
<h2 data-i18n="skill 2"></h2>
</div>
<fieldset class="repeating_minor-component-damage">
<input class="collapse" name="attr_collapse" value="1" type="checkbox" title="@{repeating_minor-component-damage_$X_collapse}"/>
<div class="input_row">
<input class="input_row__border" name="attr_name" value="" type="text" title="@{repeating_minor-component-damage_$X_name}"/>
<div class="input-label input_row__borderless justify-self-center" style="width:fit-content">
<button class="roll_icon roller" name="roll_skill_1" value="@{skill_1_action}" title="%{repeating_minor-component-damage_$X_skill_1}" type="roll">
</button>
<button name="act_skill-1-action" hidden="" type="action" title="%{repeating_minor-component-damage_$X_skill-1-action}">
</button>
<input name="attr_skill_1_action" type="hidden" title="@{repeating_minor-component-damage_$X_skill_1_action}"/>
<input class="input_row__border" name="attr_skill_1_completed" type="number" title="@{repeating_minor-component-damage_$X_skill_1_completed}"/><span>/</span>
<input class="input_row__border" name="attr_skill_1_completed_max" type="number" title="@{repeating_minor-component-damage_$X_skill_1_completed|max}"/>
</div>
<div class="input-label input_row__borderless justify-self-center" style="width:fit-content">
<button class="roll_icon roller" name="roll_skill_2" value="@{skill_2_action}" title="%{repeating_minor-component-damage_$X_skill_2}" type="roll">
</button>
<button name="act_skill-2-action" hidden="" type="action" title="%{repeating_minor-component-damage_$X_skill-2-action}">
</button>
<input name="attr_skill_2_action" type="hidden" title="@{repeating_minor-component-damage_$X_skill_2_action}"/>
<input class="input_row__border" name="attr_skill_2_completed" type="number" title="@{repeating_minor-component-damage_$X_skill_2_completed}"/><span>/</span>
<input class="input_row__border" name="attr_skill_2_completed_max" type="number" title="@{repeating_minor-component-damage_$X_skill_2_completed|max}"/>
</div>
</div>
<div class="input_row expanded border">
<label class="input-label input_row__borderless"><span class="input-label__text" data-i18n="skill 1"></span>
<select class="input-label__input" name="attr_skill_1" title="@{repeating_minor-component-damage_$X_skill_1}">
<option value="" data-i18n="select one"></option>
<option value="heavy_machinery" data-i18n="heavy machinery"></option>
<option value="comtech" data-i18n="comtech"></option>
</select>
</label>
<label class="input-label input_row__borderless"><span class="input-label__text" data-i18n="skill 2"></span>
<select class="input-label__input" name="attr_skill_2" title="@{repeating_minor-component-damage_$X_skill_2}">
<option value="" data-i18n="select one"></option>
<option value="heavy_machinery" data-i18n="heavy machinery"></option>
<option value="comtech" data-i18n="comtech"></option>
</select>
</label>
<div class="adaptive adaptive--text span-all input_row__border" style="justify-self:stretch;"><span class="adaptive--text__span" name="attr_effect" title="@{repeating_minor-component-damage_$X_effect}"></span>
<textarea class="adaptive--text__textarea" name="attr_effect" value="" placeholder="Effect" title="@{repeating_minor-component-damage_$X_effect}"></textarea>
</div>
</div>
</fieldset>
</div>
<div class="box multibox component_damage">
<h1 data-i18n="major component damage"></h1>
<div class="border"></div>
<div class="border">
<h2 data-i18n="skill 1"></h2>
</div>
<div class="border">
<h2 data-i18n="skill 2"></h2>
</div>
<fieldset class="repeating_major-component-damage">
<input class="collapse" name="attr_collapse" value="1" type="checkbox" title="@{repeating_major-component-damage_$X_collapse}"/>
<div class="input_row">
<input class="input_row__border" name="attr_name" value="" type="text" title="@{repeating_major-component-damage_$X_name}"/>
<div class="input-label input_row__borderless justify-self-center" style="width:fit-content">
<button class="roll_icon roller" name="roll_skill_1" value="@{skill_1_action}" title="%{repeating_major-component-damage_$X_skill_1}" type="roll">
</button>
<button name="act_skill-1-action" hidden="" type="action" title="%{repeating_major-component-damage_$X_skill-1-action}">
</button>
<input name="attr_skill_1_action" type="hidden" title="@{repeating_major-component-damage_$X_skill_1_action}"/>
<input class="input_row__border" name="attr_skill_1_completed" type="number" title="@{repeating_major-component-damage_$X_skill_1_completed}"/><span>/</span>
<input class="input_row__border" name="attr_skill_1_completed_max" type="number" title="@{repeating_major-component-damage_$X_skill_1_completed|max}"/>
</div>
<div class="input-label input_row__borderless justify-self-center" style="width:fit-content">
<button class="roll_icon roller" name="roll_skill_2" value="@{skill_2_action}" title="%{repeating_major-component-damage_$X_skill_2}" type="roll">
</button>
<button name="act_skill-2-action" hidden="" type="action" title="%{repeating_major-component-damage_$X_skill-2-action}">
</button>
<input name="attr_skill_2_action" type="hidden" title="@{repeating_major-component-damage_$X_skill_2_action}"/>
<input class="input_row__border" name="attr_skill_2_completed" type="number" title="@{repeating_major-component-damage_$X_skill_2_completed}"/><span>/</span>
<input class="input_row__border" name="attr_skill_2_completed_max" type="number" title="@{repeating_major-component-damage_$X_skill_2_completed|max}"/>
</div>
</div>
<div class="input_row expanded border">
<label class="input-label input_row__borderless"><span class="input-label__text" data-i18n="skill 1"></span>
<select class="input-label__input" name="attr_skill_1" title="@{repeating_major-component-damage_$X_skill_1}">
<option value="" data-i18n="select one"></option>
<option value="heavy_machinery" data-i18n="heavy machinery"></option>
<option value="comtech" data-i18n="comtech"></option>
</select>
</label>
<label class="input-label input_row__borderless"><span class="input-label__text" data-i18n="skill 2"></span>
<select class="input-label__input" name="attr_skill_2" title="@{repeating_major-component-damage_$X_skill_2}">
<option value="" data-i18n="select one"></option>
<option value="heavy_machinery" data-i18n="heavy machinery"></option>
<option value="comtech" data-i18n="comtech"></option>
</select>
</label>
<div class="adaptive adaptive--text span-all input_row__border" style="justify-self:stretch;"><span class="adaptive--text__span" name="attr_effect" title="@{repeating_major-component-damage_$X_effect}"></span>
<textarea class="adaptive--text__textarea" name="attr_effect" value="" placeholder="Effect" title="@{repeating_major-component-damage_$X_effect}"></textarea>
</div>
</div>
</fieldset>
</div>
<div class="box multibox Upgrades short">
<h1 data-i18n="upgrades"></h1>
<div class="border">
<h2 data-i18n="quantity-abbreviation"></h2>
</div>
<div class="border"></div>
<div class="border">
<h2 data-i18n="effect"></h2>
</div>
<fieldset class="repeating_upgrades">
<div class="input_row">
<input name="attr_quantity" type="number" title="@{repeating_upgrades_$X_quantity}"/>
<input name="attr_name" value="" placeholder="Upgrade" type="text" title="@{repeating_upgrades_$X_name}"/>
<input name="attr_effect" value="" placeholder="Effect" type="text" title="@{repeating_upgrades_$X_effect}"/>
</div>
</fieldset>
</div>
<div class="box multibox Armaments">
<h1 data-i18n="armaments"></h1>
<div class="border"> </div>
<div class="border">
<h2 data-i18n="bonus"> </h2>
</div>
<div class="border">
<h2 data-i18n="damage"> </h2>
</div>
<div class="border">
<h2 data-i18n="range"></h2>
</div>
<div class="border">
<h2 data-i18n="size"></h2>
</div>
<fieldset class="repeating_armaments">
<input class="collapse" name="attr_collapse" value="1" type="checkbox" title="@{repeating_armaments_$X_collapse}"/>
<div class="input_row">
<div class="group flex-box input_row__borderless">
<button class="roll_icon roller" name="roll_roll" value="@{action}" title="%{repeating_armaments_$X_roll}" type="roll">
</button>
<button name="act_action" hidden="" type="action" title="%{repeating_armaments_$X_action}">
</button>
<input name="attr_action" type="hidden" title="@{repeating_armaments_$X_action}"/>
<input class="input_row__border" name="attr_name" value="" data-i18n-placeholder="armament" type="text" title="@{repeating_armaments_$X_name}"/>
</div>
<input name="attr_bonus" value="" placeholder="0" type="number" title="@{repeating_armaments_$X_bonus}"/>
<input name="attr_damage" value="" placeholder="0" type="number" title="@{repeating_armaments_$X_damage}"/>
<input name="attr_range" value="" data-i18n-placeholder="range" type="text" title="@{repeating_armaments_$X_range}"/>
<input name="attr_size" value="" data-i18n-placeholder="size" type="text" title="@{repeating_armaments_$X_size}"/>
</div>
<div class="input_row border span-all expanded">
<div class="adaptive adaptive--text span-all" style="justify-self:stretch;"><span class="adaptive--text__span" name="attr_description" title="@{repeating_armaments_$X_description}"></span>
<textarea class="adaptive--text__textarea" name="attr_description" title="@{repeating_armaments_$X_description}"></textarea>
</div>
</div>
</fieldset>
</div>
<div class="box multibox crew-positions span-all">
<h1 data-i18n="crew positions"></h1>
<div class="border"></div>
<div class="border">
<h2 data-i18n="position"></h2>
</div>
<div class="border">
<h2 data-i18n="bonus"></h2>
</div>
<div class="border">
<h2 data-i18n="notes"></h2>
</div>
<fieldset class="repeating_crew">
<div class="input_row">
<input name="attr_name" value="" data-i18n-placeholder="name" type="text" title="@{repeating_crew_$X_name}"/>
<select name="attr_position" title="@{repeating_crew_$X_position}">
<option value="" data-i18n="passenger" selected=""></option>
<option value="captain" data-i18n="captain"></option>
<option value="sensor operator" data-i18n="sensor operator"></option>
<option value="pilot" data-i18n="pilot"></option>
<option value="gunner" data-i18n="gunner"></option>
<option value="engineer" data-i18n="engineer"></option>
</select>
<input name="attr_bonus" type="number" title="@{repeating_crew_$X_bonus}"/>
<input name="attr_notes" value="" type="text" title="@{repeating_crew_$X_notes}"/>
</div>
</fieldset>
</div>
</div>
</div>
</div>
<div class="tabs__container tabs--menu__container tabs--menu__container--vehicle" data-container-tab="menu" data-tab="vehicle">
<div class="tab vehicle">
<div class="vehicle_top">
<div class="vehicle_information">
<div class="camelBox">
<h1>Name</h1>
<div class="input_row">
<input name="attr_character_name" type="text" title="@{character_name}"/>
</div>
</div>
<div class="camelBox">
<h1>Length </h1>
<div class="input_row">
<input name="attr_length" type="text" title="@{length}"/>
</div>
</div>
<div class="camelBox">
<h1>Top Speed </h1>
<div class="input_row">
<input name="attr_top_speed" type="text" title="@{top_speed}"/>
</div>
</div>
</div>
<div class="attributes">
<div class="skill_button __passengers">
<label class="__big">
<input class="__big" name="attr_passengers" value="0" type="number" title="@{passengers}"/>
</label>
<div class="button">
<h3 data-i18n="passengers"></h3>
</div>
</div>
<div class="skill_button __speed">
<label class="__big">
<input class="__big" name="attr_speed" value="0" type="number" title="@{speed}"/>
</label>
<div class="button">
<h3 data-i18n="speed"></h3>
</div>
</div>
<div class="skill_button __maneuverability">
<label class="__big">
<input class="__big" name="attr_maneuverability" value="0" type="number" title="@{maneuverability}"/>
</label>
<button class="roller" name="roll_maneuverability" value="@{maneuverability_action}" title="%{maneuverability}" type="roll">
<h3 data-i18n="maneuverability"></h3>
</button>
<button name="act_maneuverability-action" hidden="" type="action" title="%{maneuverability-action}">
</button>
<input name="attr_maneuverability_action" type="hidden" title="@{maneuverability_action}"/>
</div>
<div class="skill_button __hull">
<label class="__big">
<input class="__big" name="attr_hull" value="0" type="number" title="@{hull}"/>
</label>
<div class="button">
<h3 data-i18n="hull"></h3>
</div>
</div>
<div class="skill_button __armor">
<label class="__big">
<input class="__big" name="attr_armor" value="0" type="number" title="@{armor}"/>
</label>
<button class="roller" name="roll_armor" value="@{armor_action}" title="%{armor}" type="roll">
<h3 data-i18n="armor"></h3>
</button>
<button name="act_armor-action" hidden="" type="action" title="%{armor-action}">
</button>
<input name="attr_armor_action" type="hidden" title="@{armor_action}"/>
</div>
<div class="camelBox">
<h1>Damage </h1>
<div class="fill-left vehicle_damage">
<input class="fill-left__radio" name="attr_vehicle_damage" value="0" checked="" type="radio" title="@{vehicle_damage}"/>
<input class="fill-left__radio" name="attr_vehicle_damage" value="1" type="radio" title="@{vehicle_damage}"/>
<input class="fill-left__radio" name="attr_vehicle_damage" value="2" type="radio" title="@{vehicle_damage}"/>
<input class="fill-left__radio" name="attr_vehicle_damage" value="3" type="radio" title="@{vehicle_damage}"/>
<input class="fill-left__radio" name="attr_vehicle_damage" value="4" type="radio" title="@{vehicle_damage}"/>
<input class="fill-left__radio" name="attr_vehicle_damage" value="5" type="radio" title="@{vehicle_damage}"/>
<input class="fill-left__radio" name="attr_vehicle_damage" value="6" type="radio" title="@{vehicle_damage}"/>
<input class="fill-left__radio" name="attr_vehicle_damage" value="7" type="radio" title="@{vehicle_damage}"/>
<input class="fill-left__radio" name="attr_vehicle_damage" value="8" type="radio" title="@{vehicle_damage}"/>
<input class="fill-left__radio" name="attr_vehicle_damage" value="9" type="radio" title="@{vehicle_damage}"/>
<input class="fill-left__radio" name="attr_vehicle_damage" value="10" type="radio" title="@{vehicle_damage}"/>
</div>
</div>
</div>
<div class="box multibox component_damage">
<h1 data-i18n="component damage"></h1>
<div class="border"></div>
<div class="border">
<h2 data-i18n="skill 1"></h2>
</div>
<div class="border">
<h2 data-i18n="skill 2"></h2>
</div>
<fieldset class="repeating_component-damage">
<input class="collapse" name="attr_collapse" value="1" type="checkbox" title="@{repeating_component-damage_$X_collapse}"/>
<div class="input_row">
<input class="input_row__border" name="attr_name" value="" type="text" title="@{repeating_component-damage_$X_name}"/>
<div class="input-label input_row__borderless justify-self-center" style="width:fit-content">
<button class="roll_icon roller" name="roll_skill_1" value="@{skill_1_action}" title="%{repeating_component-damage_$X_skill_1}" type="roll">
</button>
<button name="act_skill-1-action" hidden="" type="action" title="%{repeating_component-damage_$X_skill-1-action}">
</button>
<input name="attr_skill_1_action" type="hidden" title="@{repeating_component-damage_$X_skill_1_action}"/>
<input class="input_row__border" name="attr_skill_1_completed" type="number" title="@{repeating_component-damage_$X_skill_1_completed}"/><span>/</span>
<input class="input_row__border" name="attr_skill_1_completed_max" type="number" title="@{repeating_component-damage_$X_skill_1_completed|max}"/>
</div>
<div class="input-label input_row__borderless justify-self-center" style="width:fit-content">
<button class="roll_icon roller" name="roll_skill_2" value="@{skill_2_action}" title="%{repeating_component-damage_$X_skill_2}" type="roll">
</button>
<button name="act_skill-2-action" hidden="" type="action" title="%{repeating_component-damage_$X_skill-2-action}">
</button>
<input name="attr_skill_2_action" type="hidden" title="@{repeating_component-damage_$X_skill_2_action}"/>
<input class="input_row__border" name="attr_skill_2_completed" type="number" title="@{repeating_component-damage_$X_skill_2_completed}"/><span>/</span>
<input class="input_row__border" name="attr_skill_2_completed_max" type="number" title="@{repeating_component-damage_$X_skill_2_completed|max}"/>
</div>
</div>
<div class="input_row expanded border">
<label class="input-label input_row__borderless"><span class="input-label__text" data-i18n="skill 1"></span>
<select class="input-label__input" name="attr_skill_1" title="@{repeating_component-damage_$X_skill_1}">
<option value="" data-i18n="select one"></option>
<option value="heavy_machinery" data-i18n="heavy machinery"></option>
<option value="comtech" data-i18n="comtech"></option>
</select>
</label>
<label class="input-label input_row__borderless"><span class="input-label__text" data-i18n="skill 2"></span>
<select class="input-label__input" name="attr_skill_2" title="@{repeating_component-damage_$X_skill_2}">
<option value="" data-i18n="select one"></option>
<option value="heavy_machinery" data-i18n="heavy machinery"></option>
<option value="comtech" data-i18n="comtech"></option>
</select>
</label>
<div class="adaptive adaptive--text span-all input_row__border" style="justify-self:stretch;"><span class="adaptive--text__span" name="attr_effect" title="@{repeating_component-damage_$X_effect}"></span>
<textarea class="adaptive--text__textarea" name="attr_effect" value="" placeholder="Effect" title="@{repeating_component-damage_$X_effect}"></textarea>
</div>
</div>
</fieldset>
</div>
<div class="box multibox Armaments">
<h1 data-i18n="armaments"></h1>
<div class="border"> </div>
<div class="border">
<h2 data-i18n="bonus"> </h2>
</div>
<div class="border">
<h2 data-i18n="damage"> </h2>
</div>
<div class="border">
<h2 data-i18n="range"></h2>
</div>
<fieldset class="repeating_armaments">
<input class="collapse" name="attr_collapse" value="1" type="checkbox" title="@{repeating_armaments_$X_collapse}"/>
<div class="input_row">
<div class="group flex-box input_row__borderless">
<button class="roll_icon roller" name="roll_roll" value="@{action}" title="%{repeating_armaments_$X_roll}" type="roll">
</button>
<button name="act_action" hidden="" type="action" title="%{repeating_armaments_$X_action}">
</button>
<input name="attr_action" type="hidden" title="@{repeating_armaments_$X_action}"/>
<input class="input_row__border" name="attr_name" value="" data-i18n-placeholder="armament" type="text" title="@{repeating_armaments_$X_name}"/>
</div>
<input name="attr_bonus" value="" placeholder="0" type="number" title="@{repeating_armaments_$X_bonus}"/>
<input name="attr_damage" value="" placeholder="0" type="number" title="@{repeating_armaments_$X_damage}"/>
<input name="attr_range" value="" data-i18n-placeholder="range" type="text" title="@{repeating_armaments_$X_range}"/>
</div>
<div class="input_row border span-all expanded">
<div class="adaptive adaptive--text span-all" style="justify-self:stretch;"><span class="adaptive--text__span" name="attr_description" title="@{repeating_armaments_$X_description}"></span>
<textarea class="adaptive--text__textarea" name="attr_description" title="@{repeating_armaments_$X_description}"></textarea>
</div>
</div>
</fieldset>
</div>
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":"change:repeating_armaments:description","listenerFunc":"accessSheet"},"attr_repeating_crew_$X_name":{"name":"repeating_crew_$X_name","type":"text","defaultValue":"","triggeredFuncs":[],"affects":[]},"attr_repeating_crew_$X_position":{"name":"repeating_crew_$X_position","type":"select","defaultValue":"","triggeredFuncs":[],"affects":[]},"attr_repeating_crew_$X_bonus":{"name":"repeating_crew_$X_bonus","type":"number","defaultValue":0,"triggeredFuncs":[],"affects":[]},"attr_repeating_crew_$X_notes":{"name":"repeating_crew_$X_notes","type":"text","defaultValue":"","triggeredFuncs":[],"affects":[]},"attr_top_speed":{"name":"top_speed","type":"text","defaultValue":"","triggeredFuncs":[],"affects":[]},"attr_speed":{"name":"speed","type":"number","defaultValue":0,"triggeredFuncs":[],"affects":[]},"attr_maneuverability":{"name":"maneuverability","type":"number","defaultValue":0,"triggeredFuncs":[],"affects":[]},"act_maneuverability-action":{"triggeredFuncs":["maneuverability"],"name":"maneuverability-action","listener":"clicked:maneuverability-action","listenerFunc":"accessSheet","type":"action"},"attr_maneuverability_action":{"name":"maneuverability_action","type":"hidden","defaultValue":"","triggeredFuncs":[],"affects":[]},"attr_vehicle_damage":{"name":"vehicle_damage","type":"radio","defaultValue":0,"triggeredFuncs":[],"affects":[]},"attr_repeating_component-damage_$X_collapse":{"name":"repeating_component-damage_$X_collapse","type":"checkbox","defaultValue":0,"triggeredFuncs":[],"affects":[]},"attr_repeating_component-damage_$X_name":{"triggeredFuncs":["setActionCalls"],"name":"repeating_component-damage_$X_name","listener":"change:repeating_component-damage:name","listenerFunc":"accessSheet","type":"text","defaultValue":"","affects":[]},"act_repeating_component-damage_$X_skill-1-action":{"triggeredFuncs":["engineerRoll"],"name":"repeating_component-damage_$X_skill-1-action","listener":"clicked:repeating_component-damage:skill-1-action","listenerFunc":"accessSheet","type":"action"},"attr_repeating_component-damage_$X_skill_1_action":{"name":"repeating_component-damage_$X_skill_1_action","type":"hidden","defaultValue":"","triggeredFuncs":[],"affects":[]},"attr_repeating_component-damage_$X_skill_1_completed":{"triggeredFuncs":["setActionCalls"],"name":"repeating_component-damage_$X_skill_1_completed","listener":"change:repeating_component-damage:skill_1_completed","listenerFunc":"accessSheet","type":"number","defaultValue":0,"affects":[]},"attr_repeating_component-damage_$X_skill_1_completed_max":{"triggeredFuncs":["setActionCalls"],"name":"repeating_component-damage_$X_skill_1_completed_max","listener":"change:repeating_component-damage:skill_1_completed_max","listenerFunc":"accessSheet","type":"number","defaultValue":0,"affects":[]},"act_repeating_component-damage_$X_skill-2-action":{"triggeredFuncs":["engineerRoll"],"name":"repeating_component-damage_$X_skill-2-action","listener":"clicked:repeating_component-damage:skill-2-action","listenerFunc":"accessSheet","type":"action"},"attr_repeating_component-damage_$X_skill_2_action":{"name":"repeating_component-damage_$X_skill_2_action","type":"hidden","defaultValue":"","triggeredFuncs":[],"affects":[]},"attr_repeating_component-damage_$X_skill_2_completed":{"triggeredFuncs":["setActionCalls"],"name":"repeating_component-damage_$X_skill_2_completed","listener":"change:repeating_component-damage:skill_2_completed","listenerFunc":"accessSheet","type":"number","defaultValue":0,"affects":[]},"attr_repeating_component-damage_$X_skill_2_completed_max":{"triggeredFuncs":["setActionCalls"],"name":"repeating_component-damage_$X_skill_2_completed_max","listener":"change:repeating_component-damage:skill_2_completed_max","listenerFunc":"accessSheet","type":"number","defaultValue":0,"affects":[]},"attr_repeating_component-damage_$X_skill_1":{"triggeredFuncs":["setActionCalls"],"name":"repeating_component-damage_$X_skill_1","listener":"change:repeating_component-damage:skill_1","listenerFunc":"accessSheet","type":"select","defaultValue":"","affects":[]},"attr_repeating_component-damage_$X_skill_2":{"triggeredFuncs":["setActionCalls"],"name":"repeating_component-damage_$X_skill_2","listener":"change:repeating_component-damage:skill_2","listenerFunc":"accessSheet","type":"select","defaultValue":"","affects":[]},"attr_repeating_component-damage_$X_effect":{"name":"repeating_component-damage_$X_effect","type":"span","defaultValue":"","triggeredFuncs":["setActionCalls"],"affects":[],"listener":"change:repeating_component-damage:effect","listenerFunc":"accessSheet"},"attr_template_start":{"name":"template_start","type":"hidden","defaultValue":"&{template:alien} {{character_name=@{character_name}}} {{push_label=^{push}}} {{character_id=@{character_id}}}","triggeredFuncs":[],"affects":[]}};
kFuncs.cascades = cascades;
const repeatingSectionDetails = [{"section":"repeating_weapons","fields":["collapse","action","name","bonus","damage","type","range","comment","description"]},{"section":"repeating_talents","fields":["active","name","description","push_twice"]},{"section":"repeating_gear","fields":["collapse","name","weight","effect","description"]},{"section":"repeating_signature","fields":["collapse","action","chance","name","bonus","damage","description"]},{"section":"repeating_abilities","fields":["collapse","name","description"]},{"section":"repeating_internal-modules","fields":["collapse","online","name","quantity","size","type","ai_comtech","ai_piloting","ai_observation","ai_ranged_combat"]},{"section":"repeating_minor-component-damage","fields":["collapse","name","skill_1_action","skill_1_completed","skill_1_completed_max","skill_2_action","skill_2_completed","skill_2_completed_max","skill_1","skill_2","effect"]},{"section":"repeating_major-component-damage","fields":["collapse","name","skill_1_action","skill_1_completed","skill_1_completed_max","skill_2_action","skill_2_completed","skill_2_completed_max","skill_1","skill_2","effect"]},{"section":"repeating_upgrades","fields":["quantity","name","effect"]},{"section":"repeating_armaments","fields":["collapse","action","name","bonus","damage","range","size","description"]},{"section":"repeating_crew","fields":["name","position","bonus","notes"]},{"section":"repeating_component-damage","fields":["collapse","name","skill_1_action","skill_1_completed","skill_1_completed_max","skill_2_action","skill_2_completed","skill_2_completed_max","skill_1","skill_2","effect"]}];
kFuncs.repeatingSectionDetails = repeatingSectionDetails;
/**
* This stores the name of your sheet for use in the logging functions {@link log} and {@link debug}. Accessible by `k.sheetName`
* @var
* @type {string}
*/
let sheetName = 'kScaffold Powered Sheet';
kFuncs.sheetName = sheetName;
/**
* This stores the version of your sheet for use in the logging functions{@link log} and {@link debug}. It is also stored in the sheet_version attribute on your character sheet. Accessible via `k.version`
* @var
* @type {number}
*/
let version = 0;
kFuncs.version = version;
/**
* A boolean flag that tells the script whether to enable or disable {@link debug} calls. If the version of the sheet is `0`, or an attribute named `debug_mode` is found on opening this is set to true for your entire session. Otherwise, it remains false.
* @var
* @type {boolean}
*/
let debugMode = false;
kFuncs.debugMode = debugMode;
const funcs = {};
kFuncs.funcs = funcs;
const updateHandlers = {};
const openHandlers = {};
const initialSetups = {};
const allHandlers = {};
const addFuncs = {};
const kscaffoldJSVersion = '0.0.4';
const kscaffoldPUGVersion = '0.0.4';
/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/
/*jshint -W014,-W084,-W030,-W033*/
/**
* Replaces problem characters to use a string as a regex
* @param {string} text - The text to replace characters in
* @returns {string}
* @example
* const textForRegex = k.sanitizeForRegex('.some thing[with characters]');
* console.log(textForRegex);// => "\.some thing\[with characters\]"
*/
const sanitizeForRegex = function(text){
return text.replace(/\.|\||\(|\)|\[|\]|\-|\+|\?|\/|\{|\}|\^|\$|\*/g,'\\$&');
};
kFuncs.sanitizeForRegex = sanitizeForRegex;
/**
* Converts a value to a number, it\'s default value, or `0` if no default value passed.
* @param {string|number} val - Value to convert to a number
* @param {number} def - The default value, uses 0 if not passed
* @returns {number|undefined}
* @example
* const num = k.value('100');
* console.log(num);// => 100
*/
const value = function(val,def){
return (+val||def||0);
};
kFuncs.value = value;
/**
* Extracts the section (e.g. `repeating_equipment`), rowID (e.g `-;lkj098J:LKj`), and field name (e.g. `bulk`) from a repeating attribute name.
* @param {string} string - The string to parse
* @returns {array} - Array of matches. Index 0: the section name, e.g. repeating_equipment | Index 1:the row ID | index 2: The name of the attribute
* @returns {string[]}
* @example
* //Extract info from a full repeating name
* const [section,rowID,attrName] = k.parseRepeatName('repeating_equipment_-8908asdflkjZlkj23_name');
* console.log(section);// => "repeating_equipment"
* console.log(rowID);// => "-8908asdflkjZlkj23"
* console.log(attrName);// => "name"
*
* //Extract info from just a row name
* const [section,rowID,attrName] = k.parseRepeatName('repeating_equipment_-8908asdflkjZlkj23');
* console.log(section);// => "repeating_equipment"
* console.log(rowID);// => "-8908asdflkjZlkj23"
* console.log(attrName);// => undefined
*/
const parseRepeatName = function(string){
let match = string.match(/(repeating_[^_]+)_([^_]+)(?:_(.+))?/);
match.shift();
return match;
};
kFuncs.parseRepeatName = parseRepeatName;
/**
* Parses out the components of a trigger name similar to [parseRepeatName](#parserepeatname). Aliases: parseClickTrigger.
*
* Aliases: `k.parseClickTrigger`
* @param {string} string The triggerName property of the
* @returns {array} - For a repeating button named `repeating_equipment_-LKJhpoi98;lj_roll`, the array will be `['repeating_equipment','-LKJhpoi98;lj','roll']`. For a non repeating button named `roll`, the array will be `[undefined,undefined,'roll']`
* @returns {string[]}
* @example
* //Parse a non repeating trigger
* const [section,rowID,attrName] = k.parseTriggerName('clicked:some-button');
* console.log(section);// => undefined
* console.log(rowID);// => undefined
* console.log(attrName);// => "some-button"
*
* //Parse a repeating trigger
* const [section,rowID,attrName] = k.parseTriggerName('clicked:repeating_attack_-234lkjpd8fu8usadf_some-button');
* console.log(section);// => "repeating_attack"
* console.log(rowID);// => "-234lkjpd8fu8usadf"
* console.log(attrName);// => "some-button"
*
* //Parse a repeating name
* const [section,rowID,attrName] = k.parseTriggerName('repeating_attack_-234lkjpd8fu8usadf_some-button');
* console.log(section);// => "repeating_attack"
* console.log(rowID);// => "-234lkjpd8fu8usadf"
* console.log(attrName);// => "some-button"
*/
const parseTriggerName = function(string){
let match = string.replace(/^clicked:/,'').match(/(?:(repeating_[^_]+)_([^_]+)_)?(.+)/);
match.shift();
return match;
};
kFuncs.parseTriggerName = parseTriggerName;
const parseClickTrigger = parseTriggerName;
kFuncs.parseClickTrigger = parseClickTrigger;
/**
* Parses out the attribute name from the htmlattribute name.
* @param {string} string - The triggerName property of the [event](https://wiki.roll20.net/Sheet_Worker_Scripts#eventInfo_Object).
* @returns {string}
* @example
* //Parse a name
* const attrName = k.parseHtmlName('attr_attribute_1');
* console.log(attrName);// => "attribute_1"
*/
const parseHTMLName = function(string){
let match = string.match(/(?:attr|act|roll)_(.+)/);
match.shift();
return match[0];
};
kFuncs.parseHTMLName = parseHTMLName;
/**
* Capitalize each word in a string
* @param {string} string - The string to capitalize
* @returns {string}
* @example
* const capitalized = k.capitalize('a word');
* console.log(capitalized);// => "A Word"
*/
const capitalize = function(string){
return string.replace(/(?:^|\s+|\/)[a-z]/ig,(letter)=>letter.toUpperCase());
};
kFuncs.capitalize = capitalize;
/**
* Extracts a roll query result for use in later functions. Must be awaited as per [startRoll documentation](https://wiki.roll20.net/Sheet_Worker_Scripts#Roll_Parsing.28NEW.29). Stolen from [Oosh\'s Adventures with Startroll thread](https://app.roll20.net/forum/post/10346883/adventures-with-startroll).
* @param {string} query - The query should be just the text as the `?{` and `}` at the start/end of the query are added by the function.
* @returns {Promise} - Resolves to the selected value from the roll query
* @example
* const rollFunction = async function(){
* //Get the result of a choose from list query
* const queryResult = await extractQueryResult('Prompt Text Here|Option 1|Option 2');
* console.log(queryResult);//=> "Option 1" or "Option 2" depending on what the user selects
*
* //Get free from input from the user
* const freeResult = await extractQueryResult('Prompt Text Here');
* consoel.log(freeResult);// => Whatever the user entered
* }
*/
const extractQueryResult = async function(query){
debug('entering extractQueryResult');
let queryRoll = await startRoll(`!{{query=[[0[response=?{${query}}]]]}}`);
finishRoll(queryRoll.rollId);
return queryRoll.results.query.expression.replace(/^.+?response=|\]$/g,'');
};
kFuncs.extractQueryResult = extractQueryResult;
/**
* Simulates a query for ensuring that async/await works correctly in the sheetworker environment when doing conditional startRolls. E.g. if you have an if/else and only one of the conditions results in `startRoll` being called (and thus an `await`), the sheetworker environment would normally crash. Awaiting this in the condition that does not actually need to call `startRoll` will keep the environment in sync.
* @param {string|number} [value] - The value to return. Optional.
* @returns {Promise} - Resolves to the value passed to the function
* @example
* const rollFunction = async function(){
* //Get the result of a choose from list query
* const queryResult = await pseudoQuery('a value');
* console.log(queryResult);//=> "a value"
* }
*/
const pseudoQuery = async function(value){
debug('entering pseudoQuery');
let queryRoll = await startRoll(`!{{query=[[0[response=${value}]]]}}`);
finishRoll(queryRoll.rollId);
return queryRoll.results.query.expression.replace(/^.+?response=|\]$/g,'');
};
kFuncs.pseudoQuery = pseudoQuery;
/**
* An alias for console.log.
* @param {any} msg - The message can be a straight string, an object, or an array. If it is an object or array, the object will be broken down so that each key is used as a label to output followed by the value of that key. If the value of the key is an object or array, it will be output via `console.table`.
*/
const log = function(msg){
if(typeof msg === 'string'){
console.log(`%c${kFuncs.sheetName} log| ${msg}`,"background-color:#159ccf");
}else if(typeof msg === 'object'){
Object.keys(msg).forEach((m)=>{
if(typeof msg[m] === 'string'){
console.log(`%c${kFuncs.sheetName} log| ${m}: ${msg[m]}`,"background-color:#159ccf");
}else{
console.log(`%c${kFuncs.sheetName} log| ${typeof msg[m]} ${m}`,"background-color:#159ccf");
console.table(msg[m]);
}
});
}
};
kFuncs.log = log;
/**
* Alias for console.log that only triggers when debug mode is enabled or when the sheet\'s version is `0`. Useful for entering test logs that will not pollute the console on the live sheet.
* @param {any} msg - 'See {@link k.log}
* @param {boolean} force - Pass as a truthy value to force the debug output to be output to the console regardless of debug mode.
* @returns {void}
*/
const debug = function(msg,force){
if(!kFuncs.debugMode && !force && kFuncs.version > 0) return;
if(typeof msg === 'string'){
console.log(`%c${kFuncs.sheetName} DEBUG| ${msg}`,"background-color:tan;color:red;");
}else if(typeof msg === 'object'){
Object.keys(msg).forEach((m)=>{
if(typeof msg[m] === 'string'){
console.log(`%c${kFuncs.sheetName} DEBUG| ${m}: ${msg[m]}`,"background-color:tan;color:red;");
}else{
console.log(`%c${kFuncs.sheetName} DEBUG| ${typeof msg[m]} ${m}`,"background-color:tan;color:red;font-weight:bold;");
console.table(msg[m]);
}
});
}
};
kFuncs.debug = debug;
/**
* Orders the section id arrays for all sections in the `sections` object to match the repOrder attribute.
* @param {attributesProxy} attributes - The attributes object that must have a value for the reporder for each section.
* @param {[object]} sections - Object containing the IDs for the repeating sections, indexed by repeating section name.
*/
const orderSections = function(attributes,sections){
Object.keys(sections).forEach((section)=>{
attributes.attributes[`_reporder_${section}`] = commaArray(attributes[`_reporder_${section}`]);
orderSection(attributes.attributes[`_reporder_${section}`],sections[section]);
});
};
kFuncs.orderSections = orderSections;
/**
* Orders a single ID array.
* @param {[string]} repOrder - Array of IDs in the order they are in on the sheet.
* @param {[string]} IDs - Array of IDs to be ordered.
*/
const orderSection = function(repOrder,IDs=[]){
IDs.sort((a,b)=>{
return repOrder.indexOf(a.toLowerCase()) - repOrder.indexOf(b.toLowerCase());
});
};
kFuncs.orderSection = orderSection;
/**
* Splits a comma delimited string into an array
* @param {string} string - The string to split.
* @returns {array} - The string segments of the comma delimited list.
*/
const commaArray = function(string=''){
return string.toLowerCase().split(/\s*,\s*/);
};
kFuncs.commaArray = commaArray;/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/
/*jshint -W014,-W084,-W030,-W033*/
//# Attribute Obj Proxy handler
const createAttrProxy = function(attrs){
//creates a proxy for the attributes object so that values can be worked with more easily.
const getCascObj = function(event,casc){
const eventName = event.triggerName || event.sourceAttribute;
let typePrefix = eventName.startsWith('clicked:') ?
'act_' :
event.removedInfo ?
'fieldset_' :
'attr_';
let cascName = `${typePrefix}${eventName.replace(/(?:removed?|clicked):/,'')}`;
let cascObj = casc[cascName] ? {...casc[cascName]} : null;
if(event){
Object.assign(cascObj,event);
}
k.debug({[cascName]:cascObj});
return cascObj;
};
const triggerFunctions = function(obj,attributes,sections,casc){
if(obj.triggeredFuncs && obj.triggeredFuncs.length){
debug(`triggering functions for ${obj.name}`);
obj.triggeredFuncs && obj.triggeredFuncs.forEach(func=>funcs[func] ?
funcs[func]({trigger:obj,attributes,sections,casc}) :
debug(`!!!Warning!!! no function named ${func} found. Triggered function not called for ${obj.name}`,true));
}
};
const initialFunction = function(obj,attributes,sections,casc){
if(obj.initialFunc){
debug(`initial functions for ${obj.name}`);
funcs[obj.initialFunc] ?
funcs[obj.initialFunc]({trigger:obj,attributes,sections,casc}) :
debug(`!!!Warning!!! no function named ${obj.initialFunc} found. Initial function not called for ${obj.name}`,true);
}
};
const alwaysFunctions = function(trigger,attributes,sections,casc){
Object.values(allHandlers).forEach((handler)=>{
handler({trigger,attributes,sections,casc});
});
};
const processChange = function({event,trigger,attributes,sections,casc}){
if(event && !trigger){
debug(`${event.sourceAttribute} change detected. No trigger found`);
return;
}
if(!attributes || !sections || !casc){
debug(`!!! Insufficient arguments || attributes > ${!!attributes} | sections > ${!!sections} | casc > ${!!casc} !!!`);
return;
}
debug({trigger});
if(event){
debug('checking for initial & always functions');
alwaysFunctions(trigger,attributes,sections,casc);//Functions that should be run for all events.
initialFunction(trigger,attributes,sections,casc);//functions that should only be run if the attribute was the thing changed by the user
}
if(trigger){
debug(`processing ${trigger.name}`);
triggerFunctions(trigger,attributes,sections,casc);
if(!event && trigger.calculation && funcs[trigger.calculation]){
attributes[trigger.name] = funcs[trigger.calculation]({trigger,attributes,sections,casc});
}else if(trigger.calculation && !funcs[trigger.calculation]){
debug(`K-Scaffold Error: No function named ${trigger.calculation} found`);
}
if(Array.isArray(trigger.affects)){
attributes.queue.push(...trigger.affects);
}
}
attributes.set({attributes,sections,casc});
};
const attrTarget = {
updates:{},
attributes:{...attrs},
repOrders:{},
queue: [],
casc:{},
alwaysFunctions,
processChange,
triggerFunctions,
initialFunction,
getCascObj
};
const attrHandler = {
get:function(obj,prop){//gets the most value of the attribute.
//If it is a repeating order, returns the array, otherwise returns the update value or the original value
if(prop === 'set'){
return function(){
let {attributes,sections,casc,callback,vocal} = arguments[0] ? arguments[0] : {};
if(attributes && attributes.queue.length && sections && casc){
let triggerName = attributes.queue.shift();
let trigger = getCascObj({sourceAttribute:triggerName},casc);
attributes.processChange({trigger,attributes,sections,casc});
}else{
debug({updates:obj.updates});
let trueCallback = Object.keys(obj.repOrders).length ?
function(){
Object.entries(obj.repOrders).forEach(([section,order])=>{
_setSectionOrder(section,order,)
});
callback && callback();
}:
callback;
Object.keys(obj.updates).forEach((key)=>obj.attributes[key] = obj.updates[key]);
const update = obj.updates;
obj.updates = {};
set(update,vocal,trueCallback);
}
}
}else if(Object.keys(obj).some(key=>key===prop)){
return Reflect.get(...arguments)
}else{
let retValue;
switch(true){
case obj.repOrders.hasOwnProperty(prop):
retValue = obj.repOrders[prop];
break;
case obj.updates.hasOwnProperty(prop):
retValue = obj.updates[prop];
break;
default:
retValue = obj.attributes[prop];
break;
}
let cascRef = `attr_${prop.replace(/(repeating_[^_]+_)[^_]+/,'$1\$X')}`;
let numRetVal = +retValue;
if(!Number.isNaN(numRetVal) && retValue !== ''){
retValue = numRetVal;
}else if(cascades[cascRef] && (typeof cascades[cascRef].defaultValue === 'number' || cascades[cascRef].type === 'number')){
retValue = cascades[cascRef].defaultValue;
}
return retValue;
}
},
set:function(obj,prop,value){
//Sets the value. Also verifies that the value is a valid attribute value
//e.g. not undefined, null, or NaN
if(value || value===0 || value===''){
if(/reporder|^repeating_[^_]+$/.test(prop)){
let section = prop.replace(/_reporder_/,'');
obj.repOrders[section] = value;
}else if(`${obj.attributes}` !== `${value}` ||
(obj.updates[prop] && `${obj.updates}` !== `${value}`)
){
obj.updates[prop] = value;
}
}else{
debug(`!!!Warning: Attempted to set ${prop} to an invalid value:${value}; value not stored!!!`);
}
return true;
},
deleteProperty(obj,prop){
//removes the property from the original attributes, updates, and the reporders
Object.keys(obj).forEach((key)=>{
delete obj[key][prop.toLowerCase()];
delete obj[key][prop];
});
}
};
return new Proxy(attrTarget,attrHandler);
};
/**
* Function that registers a function for being called via the funcs object. Returns true if the function was successfully registered, and false if it could not be registered for any reason.
* @param {object} funcObj - Object with keys that are names to register functions under and values that are functions.
* @param {object} optionsObj - Object that contains options to use for this registration.
* @param {string[]} optionsObj.type - Array that contains the types of specialized functions that apply to the functions being registered. Valid types are `"opener"`, `"updater"`, and `"default"`. `"default"` is always used, and never needs to be passed.
* @returns {boolean} - True if the registration succeeded, false if it failed.
* @example
* //Basic Registration
* const myFunc = function({trigger,attributes,sections,casc}){};
* k.registerFuncs({myFunc});
*
* //Register a function to run on sheet open
* const openFunc = function({trigger,attributes,sections,casc}){};
* k.registerFuncs({openFunc},{type:['opener']})
*
* //Register a function to run on all events
* const allFunc = function({trigger,attributes,sections,casc}){};
* k.registerFuncs({allFunc},{type:['all']})
*/
const registerFuncs = function(funcObj,optionsObj = {}){
if(typeof funcObj !== 'object' || typeof optionsObj !== 'object'){
debug(`!!!! K-scaffold error: Improper arguments to register functions !!!!`);
return false;
}
const typeArr = optionsObj.type ? ['default',...optionsObj.type] : ['default'];
const typeSwitch = {
'opener':openHandlers,
'updater':updateHandlers,
'new':initialSetups,
'all':allHandlers,
'default':funcs
};
let setState;
Object.entries(funcObj).map(([prop,value])=>{
typeArr.forEach((type)=>{
if(typeSwitch[type][prop]){
debug(`!!! Duplicate function name for ${prop} as ${type}!!!`);
setState = false;
}else if(typeof value === 'function'){
typeSwitch[type][prop] = value;
setState = setState !== false ? true : false;
}else{
debug(`!!! K-scaffold error: Function registration requires a function. Invalid value to register as ${type} !!!`);
setState = false;
}
});
});
return setState;
};
kFuncs.registerFuncs = registerFuncs;
const setActionCalls = function({attributes,sections}){
actionAttributes.forEach((base)=>{
let [section,,field] = k.parseTriggerName(base);
let fieldAction = field.replace(/_/g,'-');
if(section){
sections[section].forEach((id)=>{
attributes[`${section}_${id}_${field}`] = `%{${attributes.character_name}|${section}_${id}_${fieldAction}}`;
});
}else{
attributes[`${field}`] = `%{${attributes.character_name}|${fieldAction}}`;
}
});
};
funcs.setActionCalls = setActionCalls;
kFuncs.setActionCalls = setActionCalls;
/**
* Function to call a function previously registered to the funcs object. May not be used that much. Either returns the function or null if no function exists.
* @param {string} funcName - The name of the function to invoke.
* @param {...any} args - The arguments to call the function with.
* @returns {any}
* @example
* //Call myFunc with two arguments
* k.callFunc('myFunc','an argument','another argument');
*/
const callFunc = function(funcName,...args){
if(funcs[funcName]){
debug(`calling ${funcName}`);
return funcs[funcName](...args);
}else{
debug(`Invalid function name: ${funcName}`);
return null;
}
};
kFuncs.callFunc = callFunc;/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/
/*jshint -W014,-W084,-W030,-W033*/
//Sheet Updaters and styling functions
const updateSheet = function(){
log('updating sheet');
getAllAttrs({props:['debug_mode',...baseGet],callback:(attributes,sections,casc)=>{
kFuncs.debugMode = kFuncs.debugMode || !!attributes.debug_mode;
debug({sheet_version:attributes.sheet_version});
if(!attributes.sheet_version){
Object.entries(initialSetups).forEach(([funcName,handler])=>{
if(typeof funcs[funcName] === 'function'){
debug(`running ${funcName}`);
funcs[funcName]({attributes,sections,casc});
}else{
debug(`!!!Warning!!! no function named ${funcName} found. Initial sheet setup not performed.`);
}
});
}else{
Object.entries(updateHandlers).forEach(([ver,handler])=>{
if(attributes.sheet_version < +ver){
handler({attributes,sections,casc});
}
});
}
Object.entries(openHandlers).forEach(([funcName,func])=>{
if(typeof funcs[funcName] === 'function'){
debug(`running ${funcName}`);
funcs[funcName]({attributes,sections,casc});
}else{
debug(`!!!Warning!!! no function named ${funcName} found. Sheet open handling not performed.`);
}
});
setActionCalls({attributes,sections});
attributes.sheet_version = kFuncs.version;
log(`Sheet Update applied. Current Sheet Version ${kFuncs.version}`);
attributes.set();
log('Sheet ready for use');
}});
};
const initialSetup = function(attributes,sections){
debug('Initial sheet setup');
};
/**
* This is the default listener function for attributes that the K-Scaffold uses. It utilizes the `triggerFuncs`, `listenerFunc`, `calculation`, and `affects` properties of the K-scaffold trigger object (see the Pug section of the scaffold for more details).
* @param {Roll20Event} event
* @returns {void}
* @example
* //Call from an attribute change
* on('change:an_attribute',k.accessSheet);
*/
const accessSheet = function(event){
debug({funcs:Object.keys(funcs)});
debug({event});
getAllAttrs({callback:(attributes,sections,casc)=>{
let trigger = attributes.getCascObj(event,casc);
attributes.processChange({event,trigger,attributes,sections,casc});
}});
};
funcs.accessSheet = accessSheet;/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/
/*jshint -W014,-W084,-W030,-W033*/
/*
Cascade Expansion functions
*/
//Expands the repeating section templates in cascades to reflect the rows actually available
const expandCascade = function(cascade,sections,attributes){
return _.keys(cascade).reduce((memo,key)=>{//iterate through cascades and replace references to repeating attributes with correct row ids.
if(/^(?:act|attr)_repeating_/.test(key)){//If the attribute is a repeating attribute, do special logic
expandRepeating(memo,key,cascade,sections,attributes);
}else if(key){//for non repeating attributes do this logic
expandNormal(memo,key,cascade,sections);
}
return memo;
},{});
};
const expandRepeating = function(memo,key,cascade,sections,attributes){
key.replace(/((?:attr|act)_)(repeating_[^_]+)_[^_]+?_(.+)/,(match,type,section,field)=>{
(sections[section]||[]).forEach((id)=>{
memo[`${type}${section}_${id}_${field}`]=_.clone(cascade[key]);//clone the details so that each row's attributes have correct ids
memo[`${type}${section}_${id}_${field}`].name = `${section}_${id}_${field}`;
if(key.startsWith('attr_')){
memo[`${type}${section}_${id}_${field}`].affects = memo[`${type}${section}_${id}_${field}`].affects.reduce((m,affected)=>{
if(section === affected){//otherwise if the affected attribute is in the same section, simply set the affected attribute to have the same row id.
m.push(applyID(affected,id));
}else if(/repeating/.test(affected)){//If the affected attribute isn't in the same repeating section but is still a repeating attribute, add all the rows of that section
addAllRows(affected,m,sections);
}else{//otherwise the affected attribute is a non repeating attribute. Simply add it to the computed affected array
m.push(affected);
}
return m;
},[]);
}
});
});
};
const applyID = function(affected,id){
return affected.replace(/(repeating_[^_]+_)[^_]+(.+)/,`$1${id}$2`);
};
const expandNormal = function(memo,key,cascade,sections){
memo[key] = _.clone(cascade[key]);
if(key.startsWith('attr_')){
memo[key].affects = memo[key].affects || [];
memo[key].affects = memo[key].affects.reduce((m,a)=>{
if(/^repeating/.test(a)){
addAllRows(a,m,sections);
}else{
m.push(a);
}
return m;
},[]);
}
};
const addAllRows = function(affected,memo,sections){
affected.replace(/(repeating_[^_]+?)_[^_]+?_(.+)/,(match,section,field)=>{
sections[section].forEach(id=>memo.push(`${section}_${id}_${field}`));
});
};/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/
/*jshint -W014,-W084,-W030,-W033*/
/**
* Alias for [setSectionOrder()](https://wiki.roll20.net/Sheet_Worker_Scripts#setSectionOrder.28.3CRepeating_Section_Name.3E.2C_.3CSection_Array.3E.2C_.3CCallback.3E.29) that allows you to use the section name in either `repeating_section` or `section` formats. Note that the Roll20 sheetworker [setSectionOrder](https://wiki.roll20.net/Sheet_Worker_Scripts#setSectionOrder.28.3CRepeating_Section_Name.3E.2C_.3CSection_Array.3E.2C_.3CCallback.3E.29) currently causes some display issues on sheets.
* @param {string} section
* @param {string[]} order
* @returns {void}
* @example
* //Set the order of a repeating_weapon section
* k.setSectionOrder('repeating_equipment',['id1','id2','id3']);
* //Can also specify the section name without the repeating_ prefix
* k.setSectionOrder('equipment',['id1','id2','id3']);
*/
const _setSectionOrder = function(section,order){
let trueSection = section.replace(/repeating_/,'');
setSectionOrder(trueSection,order);
};
kFuncs.setSectionOrder = _setSectionOrder;
/**
* Alias for [removeRepeatingRow](https://wiki.roll20.net/Sheet_Worker_Scripts#removeRepeatingRow.28_RowID_.29) that also removes the row from the current object of attribute values and array of section IDs to ensure that erroneous updates are not issued.
* @param {string} row - The row id to be removed
* @param {attributesProxy} attributes - The attribute values currently in memory
* @param {object} sections - Object that contains arrays of all the IDs in sections on the sheet indexed by repeating name.
* @returns {void}
* @example
* //Remove a repeating Row
* k.getAllAttrs({
* callback:(attributes,sections)=>{
* const rowID = sections.repeating_equipment[0];
* k.removeRepeatingRow(`repeating_equipment_${rowID}`,attributes,sections);
* console.log(sections.repeating_equipment); // => rowID no longer exists in the array.
* console.log(attributes[`repeating_equipment_${rowID}_name`]); // => undefined
* }
* })
*/
const _removeRepeatingRow = function(row,attributes,sections){
debug(`removing ${row}`);
// Remove from the base attributes
[...new Set([...Object.keys(attributes.attributes),...Object.keys(attributes.updates)])].forEach((key)=>{
if(key.startsWith(row)){
delete attributes[key];
}
});
let [,section,rowID] = row.match(/(repeating_[^_]+)_(.+)/,'');
sections[section] = sections[section].filter((id)=>id!==rowID);
removeRepeatingRow(row);
};
kFuncs.removeRepeatingRow = _removeRepeatingRow;
/**
* Alias for [getAttrs()](https://wiki.roll20.net/Sheet_Worker_Scripts#getAttrs.28attributeNameArray.2C_callback.29) that converts the default object of attribute values into an {@link attributesProxy} and passes that back to the callback function.
* @param {Object} args
* @param {string[]} [args.props=baseGet] - Array of attribute names to get the value of. Defaults to {@link baseGet} if not passed.
* @param {function(attributesProxy)} args.callback - The function to call after the attribute values have been gotten. An {@link attributesProxy} is passed to the callback.
* @example
* //Gets the attributes named in props.
* k.getAttrs({
* props:['attribute_1','attribute_2'],
* callback:(attributes)=>{
* //Work with the attributes as you would in a normal getAttrs, or use the superpowers of the K-scaffold attributes object like so:
* attributes.attribute_1 = 'new value';
* attributes.set();
* }
* })
*/
const _getAttrs = function({props=baseGet,callback}){
getAttrs(props,(values)=>{
const attributes = createAttrProxy(values);
callback(attributes);
});
};
kFuncs.getAttrs = _getAttrs;
/**
* Alias for [getAttrs()](https://wiki.roll20.net/Sheet_Worker_Scripts#getAttrs.28attributeNameArray.2C_callback.29) and [getSectionIDs](https://wiki.roll20.net/Sheet_Worker_Scripts#getSectionIDs.28section_name.2Ccallback.29) that combines the actions of both sheetworker functions and converts the default object of attribute values into an {@link attributesProxy}. Also gets the details on how to handle all attributes from the master {@link cascades} object and.
* @param {Object} args
* @param {string[]} [args.props=baseGet] - Array of attribute names to get the value of. Defaults to {@link baseGet} if not passed.
* @param {repeatingSectionDetails} sectionDetails - Array of details about a section to get the IDs for and attributes that need to be gotten.
* @param {function(attributesProxy,sectionObj,expandedCascade):void} args.callback - The function to call after the attribute values have been gotten. An {@link attributesProxy} is passed to the callback along with a {@link sectionObj} and {@link expandedCascade}.
* @example
* //Get every K-scaffold linked attribute on the sheet
* k.getAllAttrs({
* callback:(attributes,sections,casc)=>{
* //Work with the attributes as you please.
* attributes.some_attribute = 'a value';
* attributes.set();//Apply our change
* }
* })
*/
const getAllAttrs = function({props=baseGet,sectionDetails=repeatingSectionDetails,callback}){
getSections(sectionDetails,(repeats,sections)=>{
getAttrs([...props,...repeats],(values)=>{
const attributes = createAttrProxy(values);
orderSections(attributes,sections);
const casc = expandCascade(cascades,sections,attributes);
callback(attributes,sections,casc);
})
});
};
kFuncs.getAllAttrs = getAllAttrs;
/**
* Alias for [getSectionIDs()](https://wiki.roll20.net/Sheet_Worker_Scripts#getSectionIDs.28section_name.2Ccallback.29) that allows you to iterate through several functions at once. Also assembles an array of repeating attributes to get.
* @param {object[]} sectionDetails - Array of details about a section to get the IDs for and attributes that need to be gotten.
* @param {string} sectionDetails.section - The full name of the repeating section including the `repeating_` prefix.
* @param {string[]} sectionDetails.fields - Array of field names that need to be gotten from the repeating section
* @param {function(string[],sectionObj)} callback - The function to call once all IDs have been gotten and the array of repating attributes to get has been assembled. The callback is passed the array of repating attributes to get and a {@link sectionObj}.
* @example
* // Get some section details
* const sectionDetails = {
* {section:'repeating_equipment',fields:['name','weight','cost']},
* {section:'repeating_weapon',fields:['name','attack','damage']}
* };
* k.getSections(sectionDetails,(attributeNames,sections)=>{
* console.log(attributeNames);// => Array containing all row specific attribute names
* console.log(sections);// => Object with arrays containing the row ids. Indexed by section name (e.g. repeating_eqiupment)
* })
*/
const getSections = function(sectionDetails,callback){
let queueClone = _.clone(sectionDetails);
const worker = (queue,repeatAttrs=[],sections={})=>{
let detail = queue.shift();
getSectionIDs(detail.section,(IDs)=>{
sections[detail.section] = IDs;
IDs.forEach((id)=>{
detail.fields.forEach((f)=>{
repeatAttrs.push(`${detail.section}_${id}_${f}`);
});
});
repeatAttrs.push(`_reporder_${detail.section}`);
if(queue.length){
worker(queue,repeatAttrs,sections);
}else{
callback(repeatAttrs,sections);
}
});
};
if(!queueClone[0]){
callback([],{});
}else{
worker(queueClone);
}
};
kFuncs.getSections = getSections;
// Sets the attributes while always calling with {silent:true}
// Can be awaited to get the values returned from _setAttrs
/**
* Alias for [setAttrs()](https://wiki.roll20.net/Sheet_Worker_Scripts#setAttrs.28values.2Coptions.2Ccallback.29) that sets silently by default.
* @param {object} obj - The object containting attributes to set
* @param {boolean} [vocal=false] - Whether to set silently (default value) or not.
* @param {function()} [callback] - The callback function to invoke after the setting has been completed. No arguments are passed to the callback function.
* @example
* //Set some attributes silently
* k.setAttrs({attribute_1:'new value'})
* //Set some attributes and triggers listeners
* k.setAttrs({attribute_1:'new value',true})
* //Set some attributes and call a callback function
* k.setAttrs({attribute_1:'new value'},null,()=>{
* //Do something after the attribute is set
* })
*/
const set = function(obj,vocal=false,callback){
setAttrs(obj,{silent:!vocal},callback);
};
kFuncs.setAttrs = set;
const generateCustomID = function(string){
if(!string.startsWith('-')){
string = `-${string}`;
}
rowID = generateRowID();
let re = new RegExp(`^.{${string.length}}`);
return `${string}${rowID.replace(re,'')}`;
};
/**
* Alias for generateRowID that adds the new id to the {@link sectionObj}. Also allows for creation of custom IDs that conform to the section ID requirements.
* @param {sectionObj} sections
* @param {string} [customText] - Custom text to start the ID with. This text should not be longer than the standard repeating section ID format.
* @returns {string} - The created ID
* @example
* k.getAllAttrs({
* callback:(attributes,sections,casc)=>{
* //Create a new row ID
* const rowID = k.generateRowID('repeating_equipment',sections);
* console.log(rowID);// => -p8rg908ug0suzz
* //Create a custom row ID
* const customID = k.generateRowID('repeating_equipment',sections,'custom');
* console.log(customID);// => -custom98uadj89kj
* }
* });
*/
const _generateRowID = function(section,sections,customText){
let rowID = customText ?
generateCustomID(customText) :
generateRowID();
section = section.match(/^repeating_[^_]+$/) ?
section :
`repeating_${section}`;
sections[section] = sections[section] || [];
sections[section].push(rowID);
return `${section}_${rowID}`;
};
kFuncs.generateRowID = _generateRowID;/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/
/*jshint -W014,-W084,-W030,-W033*/
const listeners = {};
const baseGet = Object.entries(cascades).reduce((memo,[attrName,detailObj])=>{
if(!/repeating/.test(attrName) && detailObj.type !== 'action'){
memo.push(detailObj.name);
}
if(detailObj.listener){
listeners[detailObj.listener] = detailObj.listenerFunc;
}
return memo;
},[]);
kFuncs.baseGet = baseGet;
const registerEventHandlers = function(){
on('sheet:opened',updateSheet);
debug({funcKeys:Object.keys(funcs),funcs});
//Roll20 change and click listeners
Object.entries(listeners).forEach(([event,funcName])=>{
if(funcs[funcName]){
on(event,funcs[funcName]);
}else{
debug(`!!!Warning!!! no function named ${funcName} found. No listener created for ${event}`,true);
}
});
log(`kScaffold Loaded`);
};
kFuncs.registerEventHandlers = registerEventHandlers;
const addItem = function(event){
let [,,section] = parseClickTrigger(event.triggerName);
section = section.replace(/add-/,'');
getAllAttrs({
callback:(attributes,sections,casc) => {
let row = _generateRowID(section,sections);
debug({row});
attributes[`${row}_name`] = '';
setActionCalls({attributes,sections});
const trigger = cascades[`fieldset_repeating_${section}`];
if(trigger && trigger.addFuncs){
trigger.addFuncs.forEach((funcName) => {
if(funcs[funcName]){
funcs[funcName]({attributes,sections,casc,trigger,newRow:row});
}
});
}
attributes.set({attributes,sections,casc});
}
});
};
funcs.addItem = addItem;
const editSection = function(event){
let [,,section] = parseClickTrigger(event.triggerName);
section = section.replace(/edit-/,'');
let target = `fieldset.repeating_${section} + .repcontainer`;
$20(target).toggleClass('ui-sortable');
$20(target).toggleClass('editmode');
};
registerFuncs({editSection});/**
* The default tab navigation function of the K-scaffold. Courtesy of Riernar. It will add `k-active-tab` to the active tab-container and `k-active-button` to the active button. You can either write your own CSS to control display of these, or use the default CSS included in `scaffold/_k.scss`. Note that `k-active-button` has no default CSS as it is assumed that you will want to style the active button to match your system.
* @param {Object} trigger - The trigger object
*/
const kSwitchTab = function ({ trigger, attributes }) {
const [container, tab] = (
trigger.name.match(/nav-tabs-(.+)--(.+)/) ||
[]
).slice(1);
$20(`[data-container-tab="${container}"]`).removeClass('k-active-tab');
$20(`[data-container-tab="${container}"][data-tab="${tab}"]`).addClass('k-active-tab');
$20(`[data-container-button="${container}"]`).removeClass('k-active-button');
$20(`[data-container-button="${container}"][data-button="${tab}"]`).addClass('k-active-button');
const tabInputName = `${container.replace(/\-/g,'_')}_tab`;
if(persistentTabs.indexOf(tabInputName) > -1){
attributes[tabInputName] = trigger.name;
}
}
registerFuncs({ kSwitchTab });
/**
* Sets persistent tabs to their last active state
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const kTabOnOpen = function({trigger,attributes,sections,casc}){
persistentTabs.forEach((tabInput) => {
const pseudoTrigger = {name:attributes[tabInput]};
kSwitchTab({trigger:pseudoTrigger, attributes});
});
};
registerFuncs({ kTabOnOpen },{type:['opener']});
return kFuncs;
}());
const actionAttributes = ["panic_action","radiation_action","air_action","food_action","power_action","water_action","strength_action","heavy_machinery_action","stamina_action","close_combat_action","agility_action","ranged_combat_action","mobility_action","piloting_action","wits_action","observation_action","survival_action","comtech_action","empathy_action","command_action","medical_aid_action","manipulation_action","armor_action","repeating_weapons_$X_action","attacks_action","repeating_signature_$X_action","signature_action","ftl_rating_action","thrusters_action","repeating_minor-component-damage_$X_skill_1_action","repeating_minor-component-damage_$X_skill_2_action","repeating_major-component-damage_$X_skill_1_action","repeating_major-component-damage_$X_skill_2_action","repeating_armaments_$X_action","maneuverability_action","repeating_component-damage_$X_skill_1_action","repeating_component-damage_$X_skill_2_action"];let talentPlaceholder = '- - - -';const persistentTabs = ["menu_tab"];const attributes = ["strength","agility","wits","empathy"];const skillAttributeMatch = {"heavy_machinery":"strength","stamina":"strength","close_combat":"strength","ranged_combat":"agility","mobility":"agility","piloting":"agility","observation":"wits","survival":"wits","comtech":"wits","command":"empathy","medical_aid":"empathy","manipulation":"empathy"};const moduleTypes = ["artificial intelligence","air scrubber","cargo bay","corporate suite","cryo deck","docking umbilical","emergency escape vehicle","galley","hangar","medlab","salvage crane","science lab","tractor hitch","vehicle bay"];
// Rollescape function from Oosh for Passthrough trick
// https://app.roll20.net/forum/post/10346883/adventures-with-startroll
// Helper - the data passed through in an action button needs these characters escaped
// I've used a mongrel escape sequence to avoid triggering anything internal in Roll20
// This may not be a complete list of characters that need escaping! If you have heavily
// punctuated text, it might break the passthrough!
const RE = {
chars: {
'"': '%quot;',
',': '%comma;',
':': '%colon;',
'}': '%rcub;',
'{': '%lcub;',
},
escape(str) {
str = (typeof(str) === 'object') ? JSON.stringify(str) : (typeof(str) === 'string') ? str : null;
return (str) ? `${str}`.replace(new RegExp(`[${Object.keys(this.chars)}]`, 'g'), (r) => this.chars[r]) : null;
},
unescape(str) {
str = `${str}`.replace(new RegExp(`(${Object.values(this.chars).join('|')})`, 'g'), (r) => Object.entries(this.chars).find(e=>e[1]===r)[0]);
return JSON.parse(str);
}
};
k.RE = RE;
/**
* Prompts the user for any bonus/penalty they have for the roll
*/
const bonusPrompt = async function({row='',attrName,attributes,passedData={}}){
const promptTransName = row ?
attributes[`${row}name`] :
getTranslationByKey(attrName.replace(/_/g,' '));
const bonusPromptTrans = k.capitalize(getTranslationByKey('dice to add/subtract for {{rollName}}')).replace(/\{\{0\}\}/g,promptTransName);
const bonusDice = +(await k.extractQueryResult(bonusPromptTrans)) || 0;
return bonusDice + (passedData.baseBonus || 0);
};const parseRow = (name) => {
const [section,rowID,specific] = k.parseTriggerName(name);
return [`${section}_${rowID}`,section,rowID,specific];
};
/**
* Filters the ship's crew members that match the indicated position. Adds the mainframe if no crew are available.
* @param {attributesProxy} attributes - The attributes of the sheet
* @param {object} sections - the sections object
* @param {string} position - the crew position to look for
* @param {boolean} [useMainframe = true] - Whether this position can be fulfilled by the mainframe
* @returns {string[]}
*/
const getCrew = (attributes,sections,position,useMainframe = true) => {
const crewRows = sections.repeating_crew.reduce((arr,crewID) => {
const crewRow = `repeating_crew_${crewID}`;
if(attributes[`${crewRow}_position`] === position){
arr.push(crewRow);
}
return arr;
},[]);
// If there are no active crew, then look for a mainframe to use
if(useMainframe && !crewRows.length){
const mainframeID = sections['repeating_internal-modules'].find(id =>
attributes[`repeating_internal-modules_${id}_type`] === 'artificial intelligence' &&
attributes[`repeating_internal-modules_${id}_online`] === 1
);
if(mainframeID){
crewRows.push(`repeating_internal-modules_${mainframeID}`);
}
}
return crewRows;
}/**
* Rolls the armament using a specific gunner's information. If there is a bonus listed, rolls using that bonus. Otherwise, calls the gunner's own ranged_attack roll button.
* @param {string} row - The row of the armament or the name of the non repeating attribute
* @param {object} rollObj - object describing the roll so far
* @param {string} crewRow - the row of the gunner details
* @param {attributesProxy} attributes - The attributes object
* @param {object} sections - The sections object
*/
const rollCrew = async (row,rollObj,crewRow,attributes,sections) => {
const attrName = crewRow.startsWith('repeating_internal-modules') ?
'ai_ranged_combat' :
'bonus';
if(
attributes[`${crewRow}_${attrName}`] ||
attributes.attributes[`${crewRow}_${attrName}`] !== ''
){
const bonus =
(attributes[`${crewRow}_${attrName}`] || 0);
const promptDice = await bonusPrompt({
row: row.startsWith('repeating') ?
`${row}_` :
'',
attrName:row.startsWith('repeating') ?
attributes[`${row}_name`] :
row,
attributes
});
const bonusDice = (promptDice || 0) + bonus;
const attrRef = row.startsWith('repeating') ?
`${row}_bonus` :
row;
Object.assign(rollObj,calcDice(attrRef,attributes,bonusDice));
const [roll,computeObj] = await executeRoll({rollObj});
finishRoll(roll.rollId,computeObj);
}else{
const shipSkills = {
};
// Only call the crew member's sheet
await callCrew(row,rollObj,crewRow,attributes,sections);
}
};const callCrew = async (row,rollObj,crewRow,attributes,sections) => {
rollObj.character_name = '@{character_name}';
rollObj.character_id = '@{character_id}';
if(row.startsWith('repeating')){
rollObj.title = rollObj.title || attributes[`${row}_name`];
rollObj.baseBonus = attributes[`${row}_bonus`];
rollObj.base_damage = attributes[`${row}_damage`] && attributes.attributes[`${row}_damage`] !== '' ?
`[[${attributes[`${row}_damage`]}]]` :
undefined;
}else{
rollObj.title = `^{${row}}`;
rollObj.baseBonus = attributes[row];
}
const button = attributes[`${crewRow}_skill`] || rollObj.button;
delete rollObj.button;
if(!button){
return;
}
const actionCall = `%{${attributes[`${crewRow}_name`]}|${button.replace(/_|\s/g,'-')}-action||${RE.escape(rollObj)}}`;
const roll = await startRoll(actionCall);
finishRoll(roll.rollId);
}
/**
* Calculates how many dice to roll based on skill, attribute, and stress.
* @param {string} attrRef - The reference to the attribute including section and rowID for repeating attribute
* @param {attributeProxy} attributes - The attributes object provided by the K-scaffold
* @returns {object}
*/
const calcDice = (attrRef,attributes,bonusDice,dieType = 'base') => {
const attributeName = skillAttributeMatch[attrRef] || attrRef;
const skillName = skillAttributeMatch[attrRef] ?
attrRef :
null;
let baseDice = dieType === 'base' ?
(( attributes[attributeName] || 0 ) + (attributes[skillName] || 0) + bonusDice) :
0;
let stressDice = attrRef === 'armor' ?
0 :
dieType === 'stress' ?
(( attributes[attributeName] || 0 ) + (attributes[skillName] || 0) + bonusDice) :
attributes.stress_level;
if(baseDice < 0){
stressDice = Math.max(0, stressDice + baseDice);
baseDice = 0;
}
const totalDice = (num,typ) =>
[...Array(num).keys()].reduce((obj,n) => {
obj[`${typ}_dice_${n+1}`] = '[[1d6]]';
return obj;
},{});
const baseObj = totalDice(baseDice,'base');
const stressObj = totalDice(stressDice,'stress');
if(Object.keys(baseObj).length || Object.keys(stressObj).length){
return {
...baseObj,
...stressObj
};
}else{
return {no_dice:true}
}
}
/**
* Rolls basic attribute/skill checks
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const rollBasic = async function({trigger,attributes,sections,casc}){
const passedData = trigger.originalRollId ?
k.RE.unescape(trigger.originalRollId) :
{};
const [,,button] = k.parseTriggerName(trigger.name);
const attrName = button.replace(/-/g,'_').replace(/_action/,'');
const title = `^{${attrName.replace(/_/g,' ')}}`;
const bonusDice = await bonusPrompt({row:'',attrName,attributes,passedData})
const rollObj = {
title,
...calcDice(attrName,attributes,bonusDice),
...passedData
};
const [roll,computeObj] = await executeRoll({rollObj,attributes,sections});
finishRoll(roll.rollId,computeObj);
};
k.registerFuncs({rollBasic});
/**
* Assembles the roll string from the roll object
* @param {object} rollObj - object describing the roll
* @param {string} [rollStart = '@{template_start}'] - The string to start the roll with.
* @returns {string}
*/
const assembleRoll = (rollObj,rollStart = '@{template_start} {{successes=[[0[computed value]]]}} {{panic=[[0[computed value]]]}} {{push_label=^{push}}} {{push_through=[[0[computed value]]]}}') => {
return Object.entries(rollObj).reduce((str,[field,content])=>{
return str += content ?
` {{${field}=${content}}}` :
'';
},rollStart);
};
/**
* Assembles and encodes the push data.
* @param {object} results - The results details
* @param {object} rollObj - The object detailing the roll that was sent.
*/
const assemblePushData = (results,rollObj) => {
const pushObj = Object.entries(rollObj).reduce((memo,[key,val]) => {
if(/(?:base|stress)_dice/.test(key)){
memo[key] = results[key].result === 6 ?
'[[6]]' :
`[[${results[key].expression}]]`;
}else if(
key !== 'successes' &&
key !== 'panic' &&
key !== 'push_through'
){
memo[key] = val
}
return memo;
},{});
const pushString = RE.escape(pushObj);
return pushString;
};
/**
* calculates the number of successes/panics in a roll result
* @param {object} results - The results object.
* @returns
*/
const calcSuccessPanic = (results = {},rollObj) => {
const successPanic = Object.entries(results).reduce((memo,[key,obj]) => {
if(/(?:base|stress)_dice/.test(key)){
if(obj.result === 1 && /stress/.test(key)){
memo.panic++;
}else if(obj.result === 6){
memo.successes++;
}
}
return memo;
},{successes:0,panic:0});
if(!successPanic.panic){
successPanic.push_through = assemblePushData(results,rollObj);
}
return successPanic;
};
/**
* Executes the roll. Uses a callback if any computations are required.
* @param {object} rollObj - Object describing the roll fields to be used
* @param {object} attributes - The character attributes
* @param {object[]} sections - The sections array
* @returns {Promise<object[]>} - Resolves to array with index 0 being the roll results object and index 1 being the computeObj with success/panics precalculated.
*/
const executeRoll = async ({rollObj,customString,attributes,sections}) => {
const rollString = assembleRoll(rollObj,customString);
const roll = await startRoll(rollString);
const computeObj = calcSuccessPanic(roll.results,rollObj);
return [roll, computeObj];
};/**
* Processes the push information and constructs the roll to be pushed.
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const pushRoll = async function({trigger,attributes,sections,casc}){
if(!trigger.originalRollId) return;
k.debug('pushing');
const pushData = RE.unescape(trigger.originalRollId);
const [roll,computeObj] = await executeRoll({rollObj:pushData,customString:'@{template_start} {{successes=[[0[computed value]]]}} {{panic=[[0[computed value]]]}}',attributes,sections});
finishRoll(roll.rollId,computeObj);
};
k.registerFuncs({pushRoll});/**
* Rolls an attack for a weapon
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const rollAttack = async function({trigger,attributes,sections,casc}){
const [row] = parseRow(trigger.name);
const skill = attributes[`${row}_type`];
const promptDice = await bonusPrompt({row:`${row}_`,attrName:attributes[`${row}_name`],attributes});
const bonusDice = (promptDice || 0) + attributes[`${row}_bonus`];
const rollObj = {
title:attributes[`${row}_name`],
...calcDice(skill,attributes,bonusDice),
base_damage: `[[${attributes[`${row}_damage`]}]]`,
comment: attributes[`${row}_description`]
};
const [roll,computeObj] = await executeRoll({rollObj,attributes,sections});
finishRoll(roll.rollId,computeObj);
};
k.registerFuncs({rollAttack});/**
* Rolls armor checks
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const rollArmor = async function({trigger,attributes,sections,casc}){
const bonusDice = await bonusPrompt({attrName:'armor',attributes});
const rollObj = {
title: attributes.armor_name || '^{armor}',
...calcDice('armor',attributes,bonusDice)
};
const [roll,computeObj] = await executeRoll({rollObj,attributes,sections,customString:'@{template_start} {{successes=[[0[computed value]]]}}'});
finishRoll(roll.rollId,computeObj);
};
k.registerFuncs({rollArmor});/**
* Rolls an attack roll for a ship.
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const shipAttack = async function({trigger,attributes,sections,casc}){
const [row] = parseRow(trigger.name);
const rollObj = {
title:attributes[`${row}_name`],
description: attributes[`${row}_description`]
};
// Get the active gunners
const gunnerRows = getCrew(attributes,sections,'gunner');
// If there are no gunners and no mainframe, output an error message to chat
if(!gunnerRows.length){
rollObj.description = '^{no-assigned-crew}';
const [roll,computeObj] = await executeRoll({rollObj});
finishRoll(roll.rollId,computeObj);
return;
}
rollObj.base_damage = `[[${attributes[`${row}_damage`]}]]`;
// Otherwise, continue figuring out what type of weapon roll to make
if(gunnerRows.length === 1){
await rollCrew(row,rollObj,gunnerRows[0],attributes,sections);
return;
}else{
const queryMsg = `${k.capitalize(getTranslationByKey('multiple-gunner-query'))}|${gunnerRows.map((r,i) => `${attributes[`${r}_name`]},${i}`).join('|')}`;
const gunnerIndex = await k.extractQueryResult(queryMsg);
await rollCrew(row,rollObj,gunnerRows[gunnerIndex],attributes,sections);
}
};
k.registerFuncs({shipAttack});/**
* Rolls piloting checks for the ship modified by the thruster rating
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const thrusterRoll = async function({trigger,attributes,sections,casc}){
const attrName = trigger.name.replace(/-action$/,'');
const rollObj = {
title: `^{${attrName}}`
};
const pilotRows = getCrew(attributes,sections,'pilot');
// If there are no gunners and no mainframe, output an error message to chat
if(!pilotRows.length){
rollObj.description = '^{no-assigned-crew}';
const [roll,computeObj] = await executeRoll({rollObj});
finishRoll(roll.rollId,computeObj);
return;
}
if(pilotRows.length === 1){
await rollCrew('thrusters',rollObj,pilotRows[0],attributes,sections);
return;
}else{
const queryMsg = `${k.capitalize(getTranslationByKey('multiple-pilot-query'))}|${pilotRows.map((r,i) => `${attributes[`${r}_name`]},${i}`).join('|')}`;
const pilotIndex = await k.extractQueryResult(queryMsg);
await rollCrew('thrusters',rollObj,pilotRows[pilotIndex],attributes,sections);
}
};
k.registerFuncs({thrusterRoll});/**
* Rolls piloting checks for the ship modified by the thruster rating
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const engineerRoll = async function({trigger,attributes,sections,casc}){
const [row,,,buttonName] = parseRow(trigger.name);
const skillSelect = buttonName
.replace(/-action$/,'')
.replace(/-/g,'_');
const skillButton = attributes[`${row}_${skillSelect}`];
if(!skillButton) return;
const rollObj = {
title: `${attributes[`${row}_name`]}: ^{${skillButton.replace(/_/g,' ')}}`
};
const crewRows = getCrew(attributes,sections,'engineer',false);
// If there are no engineers, output an error message to chat
if(!crewRows.length){
rollObj.description = '^{no-assigned-crew}';
const [roll,computeObj] = await executeRoll({rollObj});
finishRoll(roll.rollId,computeObj);
return;
}
rollObj.button = skillButton;
if(crewRows.length === 1){
await rollCrew(row,rollObj,crewRows[0],attributes,sections);
return;
}else{
const queryMsg = `${k.capitalize(getTranslationByKey('multiple-engineer-query'))}|${crewRows.map((r,i) => `${attributes[`${r}_name`]},${i}`).join('|')}`;
const pilotIndex = await k.extractQueryResult(queryMsg);
await rollCrew(row ,rollObj,crewRows[pilotIndex],attributes,sections);
}
};
k.registerFuncs({engineerRoll});/**
* Calculates how long the journey will take.
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const ftlRoll = async function({trigger,attributes,sections,casc}){
const distance = await k.extractQueryResult(k.capitalize(getTranslationByKey('ftl-trip-query')));
const rollObj = {
title:'^{ftl trip}',
description: `days: [[${distance}[${k.capitalize(getTranslationByKey('distance'))}] * ${attributes.ftl_rating}[${k.capitalize(getTranslationByKey('ftl rating'))}]]]`
};
const [roll] = await executeRoll({rollObj,attributes,sections,customString:'@{template_start}'})
finishRoll(roll.rollId);
};
k.registerFuncs({ftlRoll});/**
* Rolls for the sensor checks on a ship.
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const sensorRoll = async function({trigger,attributes,sections,casc}){
const rollObj = {};
const crewRows = getCrew(attributes,sections,'sensor operator');
if(!crewRows.length){
rollObj.description = '^{no-assigned-crew}';
const [roll,computeObj] = await executeRoll({rollObj});
finishRoll(roll.rollId,computeObj);
return;
}
if(crewRows.length === 1){
await rollCrew('comtech',rollObj,crewRows[0],attributes,sections);
return;
}else{
const queryMsg = `${k.capitalize(getTranslationByKey('multiple-so-query'))}|${crewRows.map((r,i) => `${attributes[`${r}_name`]},${i}`).join('|')}`;
const crewIndex = await k.extractQueryResult(queryMsg);
await rollCrew('comtech' ,rollObj,crewRows[crewIndex],attributes,sections);
}
};
k.registerFuncs({sensorRoll});/**
* Rolls for which signature attack to use.
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const hostileSignature = async function({trigger,attributes,sections,casc}){
if(!sections.repeating_signature.length){
const roll = await startRoll(`@{template_start} {{title=^{hostile signature}}} {{description=^{no-signature-moves}}}`);
finishRoll(roll.rollId);
return;
}
const sigTable = sections.repeating_signature.reduce((arr,id) => {
[...Array(attributes[`repeating_signature_${id}_weight`]).keys()].forEach(n => arr.push(`repeating_signature_${id}`))
return arr;
},[]);
const roll = await startRoll(`!{{signature=[[1d${sigTable.length}]]}}`);
const selRow = sigTable[roll.results.signature.result];
finishRoll(roll.rollId);
rollSignature({trigger:{name:`${selRow}_action`},attributes,sections,casc});
};
k.registerFuncs({hostileSignature});/**
* Rolls the details for a given signature roll
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const rollSignature = async function({trigger,attributes,sections,casc}){
const [row,section,rowID] = parseRow(trigger.name);
const rollObj = {
title:attributes[`${row}_name`],
base_damage:`[[${attributes[`${row}_damage`]}]]`,
description:attributes[`${row}_description`]
};
const bonusDice = +(await bonusPrompt({
row,
attrName:attributes[`${row}_name`],
attributes
})) || 0;
const dice = calcDice(`${row}_bonus`,attributes,bonusDice);
Object.assign(rollObj,dice);
const [roll,computeObj] = await executeRoll({rollObj,customString:'@{template_start} {{successes=[[0[computed value]]]}}'});
finishRoll(roll.rollId,computeObj);
};
k.registerFuncs({rollSignature});/**
* Roll consumable rolls
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const consumableRoll = async function({trigger,attributes,sections,casc}){
const [,,button] = k.parseTriggerName(trigger.name);
const attrName = button.replace(/-/g,'_').replace(/_action/,'');
const bonusDice = await bonusPrompt({attrName,attributes});
const title = `^{${attrName.replace(/_/g,' ')}}`;
const rollObj = {
title,
...calcDice(attrName,attributes,bonusDice,'stress')
};
const [roll,computeObj] = await executeRoll({rollObj,attributes,sections,customString:'@{template_start} {{successes=[[0[computed value]]]}} {{panic=[[0[computed value]]]}}'});
finishRoll(roll.rollId,computeObj);
};
k.registerFuncs({consumableRoll});
/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/
/*jshint -W014,-W084,-W030,-W033*/
const maxAttr = ['health','resolve','hull'];
const convertAttributeNames = (key) => {
key = key.replace(/^(?:data-)?cs(?:list)?-/,'');
const conversionChart = {
armor_rating:'armor'
};
return conversionChart[key] || key;
}
const handleCompendiumDrop = function({attributes,sections,casc}){
let data = parseDropData(attributes.drop_data);
if(!data) return;
data = (data['data-Ships'] && data['data-Ships'][0]) ||
(data['data-Hostiles'] && data['data-Hostiles'][0]) ||
(data['data-Vehicles'] && data['data-Vehicles'][0]) ||
(data['data-NPCs'] && data['data-NPCs'][0]) ||
data;
k.debug({data});
clearDropAttributes();
compendiumLookup({
origBlock:data,
attributes,sections,casc,
callback: async (lookupObj)=>{
let isFull = false;
if(/Ships|Hostiles|Vehicles|NPCs/.test(data.Category)){
isFull = true;
clearSheet(attributes,sections,casc);
attributes.queue.push('character_name','menu_tab');
attributes.character_name = data['data-cs-character_name'] ||
data['data-cs-name'];
attributes.reveal_skills = 0;
delete data['data-cs-name'];
delete data['data-cs-character_name'];
attributes.sheet_type = data.Category
.toLowerCase()
.replace(/s$/,'');
attributes['menu_tab'] = `nav-tabs-menu--${attributes.sheet_type}`;
}else if(data.Category === 'Armor'){
attributes.armor_description = '';
attributes.armor_comment = '';
attributes.armor_weight = 0;
attributes.armor = 0;
attributes.armor_name = '';
}
k.debug({parsedData:lookupObj});
const sectionsToQuery = [];
processDropData({data:lookupObj,attributes,sections,casc,sectionsToQuery});
const protoQueue = Object.keys(attributes.updates)
.flatMap( key => {
const cascRef = key.replace(/(repeating_[^_]+)_[^_]+_(.+)/,'$1_\$X_$2');
casc[`attr_${cascRef}`] = casc[`attr_${cascRef}`] || k.cascades[`attr_${cascRef}`];
return k.cascades[`attr_${cascRef}`] ?
casc[`attr_${cascRef}`].affects
: [];
});
if(isFull){
sections.repeating_gear.forEach(gearID => {
const gearRow = `repeating_gear_${gearID}`;
if(
sections.repeating_weapons.some(weapID => {
const weapRow = `repeating_weapons_${weapID}`;
return attributes[`${weapRow}_name`] === attributes[`${gearRow}_name`];
})
){
k.removeRepeatingRow(gearRow,attributes,sections);
}
})
}
k.setActionCalls({attributes,sections});
k.callFunc('kTabOnOpen',{attributes});
attributes.queue.push(...[...new Set(protoQueue)]);
k.debug('Drop processing complete');
k.debug({updates:attributes.updates});
attributes.set({attributes,sections,casc});
}
});
};
k.registerFuncs({handleCompendiumDrop});
const parseDropData = function(drop_data){
k.debug('parsing drop data');
k.debug({drop_data:`"${drop_data}"`});
try{
let data = JSON.parse(drop_data);
data = Object.entries(data)
.reduce((memo,[key,val])=>{
if(val){
if(typeof val === 'string' && val.startsWith('[{')){
val = JSON.parse(val);
}
memo[key] = val;
}
return memo;
},{});
if(data.Category !== 'NPCs' && data.Category !== 'Vehicles' && data.Category !== 'Armor'){
let category = data.Category.replace(/\s.+/,'');
data = {[`data-${category}`]:[data]};
if(data[`data-${category}`]['data-features']){
data[category]['data-features'].forEach((feature)=>{
let cat = k.capitalize(feature.category);
data[`data-${cat}`] = data[`data-${cat}`] || [];
data[`data-${cat}`].push({name:feature.name});
});
}
}
return data;
}catch(err){
k.debug({'Invalid Drop Data! Drop aborted. Error:':err,drop_data},true);
return false;
}
};
const clearSheet = function(attributes,sections,casc){
Object.entries(sections).forEach(([section,idArray])=>{
idArray.forEach((id)=>{
k.removeRepeatingRow(`${section}_${id}`,attributes,sections);
});
});
Object.keys(attributes.attributes).forEach((attr)=>{
if(casc[`attr_${attr}`]){
attributes.updates[attr] = casc[`attr_${attr}`].hasOwnProperty('defaultValue') && casc[`attr_${attr}`].defaultValue !== 0 ?
casc[`attr_${attr}`].defaultValue :
'';
}
});
};
const clearDropAttributes = function(){
k.setAttrs({drop_name:'',drop_data:''});
};
const processDropData = function({data, attributes, sections, casc,sectionsToQuery,section=''}){
const repeatProcessors = {
Talents:genericDrop,
Weapons:weaponDrop,
Gear:genericDrop,
Signature:genericDrop,
Armaments:genericDrop,
Internal:genericDrop,
'Internal-modules':genericDrop,
Upgrades:upgradeDrop,
Component:componentDrop,
Abilities:genericDrop
};
section = section ? `${section}_` : '';
if(/Ships|Hostiles|Vehicles|NPCs/.test(data.Category)){
const tokenSize = 70;
const tokenObj = {
width:tokenSize,
height:tokenSize,
};
setDefaultToken(tokenObj);
}
const worker = (queue) => {
let [key,val] = queue.shift();
try{
const setKey = convertAttributeNames(key);
if(typeof val === 'string' && val.startsWith('[{')){
val = JSON.parse(val);
}
if(!Array.isArray(val) && (key.startsWith('cs-') || key.startsWith('data-cs-'))){
attributes[`${section}${setKey}`] = val;
if(maxAttr.includes(setKey)){
attributes[`${section}${setKey}_max`] = val;
}
}else if(Array.isArray(val) && key.startsWith('data-')){
let lookupKey = k.capitalize(key.replace(/data-(?:cs(?:list)?-)?/,''));
k.debug({lookupKey});
if(repeatProcessors[lookupKey]){
repeatProcessors[lookupKey](lookupKey,val,attributes,sections,casc,sectionsToQuery);
}else if(key.startsWith('data-cslist-')){
attributes[`${section}${setKey}`] = val.map((o)=>o.name).join(', ');
}else if(key === 'data-content'){
attributes[`${section}description`] = val.reduce((textArr,content)=>{
if(content.heading){
textArr.push(content.heading);
}
if(content.content){
let text = /list/.test(content.type) ? `• ${content.content}` : content.content;
textArr.push(text);
}
return textArr;
},[]).join('\n')
.replace(/\n{2,}/,'\n')
.replace(/\n+$/,'');
}else if(Array.isArray(val)){
val.forEach(v=>{
queue.push(...Object.entries(v));
})
}
}
}catch(err){
k.debug({[`Invalid JSON entered for ${key} on ${data.display_name}`]:err,JSON:val});
}
if(queue.length){
return worker(queue);
}else{
return true;
}
};
return worker(Object.entries(data));
};
const sectionLookup = {
Internal:'internal-modules'
};
/**
* Adds the cascade objects for the indicated row to the casc object.
* @param {string} section - The row information (repeating section, and rowID)
* @param {object} casc - The cascade object for this particular character
* @param {number|string} [previousValue] - What to set the previous value to
*/
const addRowToCasc = function(section,casc,previousValue){
k.debug(`Adding ${section} to cascades`);
const match = section.match(/(.+?_.+?)_(.+)/);
match.shift();
const [repSection,rowID] = match;
k.debug({repSection,rowID});
Object
.entries(k.cascades)
.forEach(([key,obj]) => {
if(key.startsWith(`attr_${repSection}`)){
const newObj = {...obj};
newObj.name = newObj.name.replace(/\$X/,rowID)
const newKey = key.replace(/\$X/,rowID);
newObj.previousValue = previousValue === undefined ?
newObj.defaultValue :
previousValue;
newObj.affects = newObj.affects.map(a => a.replace(/\$X/,rowID));
casc[newKey] = newObj;
k.debug({[`casc[${newKey}]`]:casc[newKey]});
}
});
};
/**
* Does the basic prepwork for repeating section drops by creating the rowID and grabbing the item to work on. Passes the selected itemObj and the created section details to the callback function
* @param {string} lookupKey
* @param {array} arr
* @param {object} sections
* @param {function} callback
*/
const repeatWorker = function(lookupKey,arr,sections,casc,callback){
const type = sectionLookup[lookupKey] || lookupKey.toLowerCase();
const worker = (queue)=>{
const itemObj = queue.shift();
itemObj['data-cs-collapse'] = 1;
const section = k.generateRowID(type,sections);
addRowToCasc(section,casc);
callback(itemObj,section);
if(queue.length){
return worker(queue);
}else{
return true;
}
};
return worker([...arr]);
}/*jshint esversion: 11, laxcomma:true, eqeqeq:true*/
/*jshint -W014,-W084,-W030,-W033*/
//Initiate a compendium lookup
const specialCategories = {
'Internal':'Internal Modules',
'internal-modules':'Internal Modules',
'Component':'Component Damage',
'component-damage':'Component Damage'
};
//These categories are the part after the data- in a bestiary entry. E.g. a monster has a data-Armors JSON, but the actual compendium category is "Armor". These are converted to the proper compendium category via the categoryLookup Proxy
const itemCategories = [
'Internal','internal-modules','Internal Modules',
'Component','component-damage','Component Damage',
'Armaments','Gear','Talents','Upgrades','Weapons'];
//Start of the actual compendium lookup functions
//Function to initiate the lookup. Parses the statblock to figure out what needs to be looked up in the compendium, and what attribute should be filtered for based on the category.
//ARGUMENTS
//statblock (object): base object dropped from the compendium
//callback (function): A function that will use the parsed compendium lookup data to finish the drag and drop of the item
//The callback function receives the parsed statblock as an argument
const compendiumLookup = function({queue, callback, origBlock, attributes, sections, casc, pass = 0}) {
pass++;
origBlock = origBlock || queue[0];
queue = queue || [origBlock];
let searchArray = [];
queue.forEach((statblock)=>{
searchArray = itemCategories.reduce((m, type) => {//Construct an array of items to search for.
let searchType = specialCategories[type] || type;
if (statblock[`data-${type}`] || statblock[`data-${type}`.toLowerCase()]){
let searchNames = (
statblock[`data-${type}`] ||
statblock[`data-${type}`.toLowerCase()]
).map((obj) => obj.name || obj['data-cs-name'] || '')
.join('|')
.replace(/\|{2,}/g,'')
.replace(/\|$/,'');
if(searchNames.length > 0){
let searchString = `Category:${searchType} data-cs-name:${searchNames}`;
m.push(searchString);
}
}
return m;
}, searchArray);
k.debug({searchArray});
if(searchArray.length){
lookupBurndown(statblock, searchArray, callback, origBlock, attributes, sections, casc,pass);
}else{
callback(origBlock);
}
});
};
//Actually queries the compendium to get details on the items in each category using the searchArray assembled in compendiumLookup
//ARGUMENTS
//statblock (object): the original object dropped from the compendium
//callback (function): A function that will use the parsed compendium lookup data to finish the drag and drop of the item
//The callback function receives the parsed statblock as an argument
const lookupBurndown = function(statblock, searchArray, callback, origBlock, attributes, sections, casc,pass) {
getCompendiumQuery(searchArray, (dataArr) => {
k.debug({dataArr});
const expansionIDs = dataArr
.reduce( (arr,obj)=>{
arr.push(k.value(obj.data.Expansion));
return arr;
},[])
.sort((a,b) => b - a);
itemCategories.forEach((category) => {
if (statblock[`data-${category}`] || statblock[`data-${category}`.toLowerCase()]) {
const statRef = statblock[`data-${category}`] ?
category :
category.toLowerCase();
origBlock[`data-${statRef}`] = statblock[`data-${statRef}`].map((obj) => {
const fullItem = getItemDetails(obj, dataArr, expansionIDs);
fullItem['data-cs-name'] = fullItem['data-cs-name'] || fullItem.name;
return fullItem;
});
}
});
const queue = additionalLookups(statblock,origBlock);
if(queue.length /*&& pass < 2*/){
compendiumLookup({queue,callback,origBlock, attributes, sections, casc,pass});
}else{
callback(origBlock);
}
});
};
const additionalLookups = function(statblock,origBlock){
return Object.entries(statblock).reduce((memo,[prop,arr])=>{
if(prop.startsWith('data-') && Array.isArray(arr)){
let nestedData = arr.reduce((m,obj)=>{
Object.entries(obj).forEach(([nProp,nVal])=>{
/*commented code shouldn't be needed
if(
nProp.startsWith('data-') &&
typeof nVal === 'string' &&
nVal.startsWith('[{')
){
try{
let jArr = JSON.parse(nVal);
if(Array.isArray(jArr)){
jArr = jArr.map((o)=>{
o.datasource = obj['cs-name'] || obj.Category;
if(!o.datasource){
delete o.datasource;
}
return o;
});
origBlock[nProp] = origBlock[nProp] ?
[...origBlock[nProp],...jArr] :
[...jArr];
m.data[nProp] = jArr;
m.nested = true;
}
}catch(err){
//if the parse failed, do nothing
}
}else */
if(nProp === 'data-features'){
try{
if(typeof nVal === 'string'){
k.debug('string data-feature detected');
nVal = JSON.parse(nVal);
}
nVal.forEach((feature)=>{
if(!origBlock[`data-${feature.category}`] || origBlock[`data-${feature.category}`].every((o)=>o['data-cs-name'].toLowerCase() !== feature.name.toLowerCase())){
m.nested = true;
m.data[`data-${feature.category}`] = m.data[`data-${feature.category}`] || [];
m.data[`data-${feature.category}`].push({'data-cs-name':feature.name});
}
});
}catch(err){
k.debug({[`Invalid data-feature on ${obj['data-cs-name']}`]:err,'data-feature':nVal},true);
}
}
});
return m;
},{data:{},nested:false});
if(nestedData && nestedData.nested){
memo.push(nestedData.data);
}
}
return memo;
},[]);
};
//Finds the compendium item that most precisely matches the needs of the compendium item based on expansion ID and name property.
//If nothing matches based on expansion ID, simply returns the first item with appropriate name property.
//ARGUMENTS
//itemObj (object): the data on the Item to return that is included in the base statblock
//dataArr (array): The compendium items that were returned from getCompendiumQuery
const getItemDetails = function(itemObj, dataArr, expansionIDs) {
let objName = itemObj['data-cs-name'] || itemObj.name;
let compendiumObj;
expansionIDs.find((id) => {
compendiumObj = dataArr.find((dataObj) => k.value(dataObj.data.Expansion) === id &&
dataObj.data['data-cs-name'] === objName);
if (compendiumObj) {
return true;
} else {
return false;
}
});
if (!compendiumObj) { //If we didn't find an object matching the expansion pathways and the object name, just find the first item with a matching name
compendiumObj = dataArr.find((dataObj) =>
dataObj.data['data-cs-name'] === objName);
if (!compendiumObj) { //If there still isn't a matching compendium object, return the original Item
return itemObj;
}
}
Object.keys(compendiumObj.data).forEach((key) => {
itemObj[key] = itemObj[key] || compendiumObj.data[key];
});
return itemObj;
};/**
* Generic drop function for repeating sections that don't need any special processing.
* @param {string} lookupKey - The section name
* @param {object[]} arr - Array of data to parse
* @param {attributesProxy} attributes - The attributes for the character
* @param {object} sections - The object with keys equal to repeating section names and values of arrays of repeating ids
* @param {object} casc - The cascade object
* @param {array} sectionsToQuery - sections that need further user input before drop completes
*/
const genericDrop = function(lookupKey,arr,attributes,sections,casc,sectionsToQuery){
if(!Array.isArray(arr)){
k.debug({'Invalid section details passed. Exiting. Object passed was:':arr},true);
return;
}
return repeatWorker(lookupKey,arr,sections,casc,(itemObj,section)=>{
processDropData({data:itemObj,attributes,sections,casc,sectionsToQuery,section});
});
};/**
* Generic drop function for repeating sections that don't need any special processing.
* @param {string} lookupKey - The section name
* @param {object[]} arr - Array of data to parse
* @param {attributesProxy} attributes - The attributes for the character
* @param {object} sections - The object with keys equal to repeating section names and values of arrays of repeating ids
* @param {object} casc - The cascade object
* @param {array} sectionsToQuery - sections that need further user input before drop completes
*/
const weaponDrop = function(lookupKey,arr,attributes,sections,casc,sectionsToQuery){
if(!Array.isArray(arr)){
k.debug({'Invalid section details passed. Exiting. Object passed was:':arr},true);
return;
}
const weaponArr = arr.map( o => {
return Object.entries(o)
.reduce( (m,[k,v]) => {
if(!/(?:weight|cost)$/.test(k)){
m[k] = v;
}
return m;
},{});
});
const gearArr = arr.map( o => {
return Object.entries(o)
.reduce( (m,[k,v]) => {
if(/(?:name|description|weight|cost|)$/.test(k)){
m[k] = v;
}
return m;
},{});
});
repeatWorker('Weapons',weaponArr,sections,casc,(itemObj,section)=>{
processDropData({data:itemObj,attributes,sections,casc,sectionsToQuery,section});
});
repeatWorker('Gear',gearArr,sections,casc,(itemObj,section)=>{
processDropData({data:itemObj,attributes,sections,casc,sectionsToQuery,section});
});
};/**
* Generic drop function for repeating sections that don't need any special processing.
* @param {string} lookupKey - The section name
* @param {object[]} arr - Array of data to parse
* @param {attributesProxy} attributes - The attributes for the character
* @param {object} sections - The object with keys equal to repeating section names and values of arrays of repeating ids
* @param {object} casc - The cascade object
* @param {array} sectionsToQuery - sections that need further user input before drop completes
*/
const upgradeDrop = function(lookupKey,arr,attributes,sections,casc,sectionsToQuery){
if(!Array.isArray(arr)){
k.debug({'Invalid section details passed. Exiting. Object passed was:':arr},true);
return;
}
arr.forEach( o => {
o['data-cs-quantity'] = o['data-cs-quantity'] || 1;
});
genericDrop(lookupKey,arr,attributes,sections,casc,sectionsToQuery);
};/**
* Generic drop function for repeating sections that don't need any special processing.
* @param {string} lookupKey - The section name
* @param {object[]} arr - Array of data to parse
* @param {attributesProxy} attributes - The attributes for the character
* @param {object} sections - The object with keys equal to repeating section names and values of arrays of repeating ids
* @param {object} casc - The cascade object
* @param {array} sectionsToQuery - sections that need further user input before drop completes
*/
const componentDrop = function(lookupKey,arr,attributes,sections,casc,sectionsToQuery){
if(!Array.isArray(arr)){
k.debug({'Invalid section details passed. Exiting. Object passed was:':arr},true);
return;
}
const vehicleArr = [];
const minorArr = [];
const majorArr = [];
arr.forEach( o => {
const type = o['data-cs-type'];
delete o['data-cs-type'];
[1,2].forEach(num => {
if(o[`data-cs-skill_${num}_completed_max`]){
o[`data-cs-skill_${num}_completed`] = o[`data-cs-skill_${num}_completed`] || 0;
}
})
switch(type){
case 'minor':
minorArr.push(o);
break;
case 'major':
majorArr.push(o);
break;
case 'vehicle':
vehicleArr.push(o);
}
});
if(vehicleArr.length){
genericDrop('component-damage',vehicleArr,attributes,sections,casc,sectionsToQuery);
}else if(minorArr.length){
genericDrop('minor-component-damage',minorArr,attributes,sections,casc,sectionsToQuery);
}else if(majorArr.length){
genericDrop('major-component-damage',majorArr,attributes,sections,casc,sectionsToQuery);
}
};
/**
* Switches the active state of all row IDs to be appropriate to their state. Only a single row should have an active state.
* @param {string} newID - The row ID of the new row
* @param {AttributesProxy} attributes - The K-scaffolds Attribute object
* @param {object} sections - The K-scaffold sections object
*/
const switchActiveTalent = (newID,attributes,sections) => {
sections.repeating_talents.forEach(id => {
attributes[`repeating_talents_${id}_active`] = id ===
newID ?
1 :
0;
})
}/**
* Deletes the currently displayed talent info when the corresponding repeating item is deleted.
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const deleteTalent = function({trigger,attributes,sections,casc}){
const attr = Object.keys(trigger.removedInfo)[0];
if(!attr) return;
const [ ,rowID ] = k.parseTriggerName(attr);
if(rowID && rowID.toLowerCase() === attributes.talent_id.toLowerCase()){
attributes.talent_name = '';
attributes.talent_description = '';
attributes.talent_id = '';
}
};
k.registerFuncs({deleteTalent});/**
* Loads a talent's information into the edit interface
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const loadTalent = function({trigger,attributes,sections,casc}){
const [section,rowID] = k.parseTriggerName(trigger.name);
const row = `${section}_${rowID}`;
switchActiveTalent(rowID,attributes,sections);
attributes.talent_id = rowID;
attributes[`${row}_active`] = 1;
attributes.talent_name = attributes[`${row}_name`] === talentPlaceholder ?
'' :
attributes[`${row}_name`];
attributes.talent_description = attributes[`${row}_description`];
attributes.talent_push_twice = attributes[`${row}_push_twice`];
};
k.registerFuncs({loadTalent});/**
* Does the setup for adding a new talent
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const createTalent = function({trigger,attributes,sections,casc,newRow}){
attributes.talent_name = '';
attributes.talent_description = '';
attributes.talent_push_twice = '';
const [,rowID] = k.parseRepeatName(newRow);
attributes.talent_id = rowID;
switchActiveTalent(rowID,attributes,sections);
attributes[`${newRow}_name`] = talentPlaceholder;
};
k.registerFuncs({createTalent});/**
* Saves talent information to the repeating section.
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const saveTalent = function({trigger,attributes,sections,casc}){
const target = trigger.name.replace(/talent_/,'');
const row = attributes.talent_id ?
`repeating_talents_${attributes.talent_id}` :
k.generateRowID('repeating_talents',sections);
const [,rowID] = k.parseRepeatName(row);
attributes[`${row}_${target}`] = attributes[trigger.name];
attributes.talent_id = rowID;
};
k.registerFuncs({saveTalent});
/**
*
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const encumbranceCalc = function({trigger,attributes,sections,casc}){
return attributes.strength * 2;
};
k.registerFuncs({encumbranceCalc});/**
* Calculates the current weight of items
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const currentEncumbranceCalc = function({trigger,attributes,sections,casc}){
return sections.repeating_gear.reduce((total,id) => {
const row = `repeating_gear_${id}`;
return total += attributes[`${row}_weight`];
},attributes.armor_weight);
};
k.registerFuncs({currentEncumbranceCalc});/**
* Determines if the changed internal module attribute should update the ai name and applies that update if it does.
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const removeAIEffect = function({trigger,attributes,sections,casc}){
const [section,rowID] = k.parseTriggerName(trigger.name);
const row = `${section}_${rowID}`;
if(attributes[`${row}_type`] === 'artificial intelligence'){
trigger.affects = trigger.affects.filter(str => str !== 'ai');
}
};
k.registerFuncs({removeAIEffect});/**
* Assembles the AI name based on the internal modules
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const setAIName = function({trigger,attributes,sections,casc}){
const aiID = sections['repeating_internal-modules']
.find(id =>
attributes[`repeating_internal-modules_${id}_type`] === 'artificial intelligence')
const row = `repeating_internal-modules_${aiID}`;
return attributes[`${row}_name`];
};
k.registerFuncs({setAIName});/**
* Controls the reactions to the character type changing. Adjusts the whisper type and invokes `characterDisplay` to add/remove classes to control the display of nav buttons.
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const characterSetup = function({trigger,attributes,sections,casc}){
attributes.whisper = attributes.sheet_type === 'npc' ?
attributes.whisper = '/w gm ' :
'';
characterDisplay({attributes});
};
k.registerFuncs({characterSetup});/**
* Controls the classes of the nav buttons to control their display.
* @param {object} trigger - The trigger that caused the function to be called
* @param {object} attributes - The attribute values of the character
* @param {object[]} sections - All the repeating section IDs
* @param {object} casc - Expanded cascade object
*/
const characterDisplay = function({attributes}){
const validTabs = {
'character':['character'],
'npc':['npc','character'],
'hostile':['hostile'],
'ship':['ship'],
'vehicle':['vehicle']
}
$20('.tabs__button:not(.tabs--menu__button--settings)').addClass('disabled');
validTabs[attributes.sheet_type].forEach( t => {
$20(`.tabs__button.tabs--menu__button--${t}`).removeClass('disabled');
})
};
k.registerFuncs({characterDisplay},{type:['opener']});
k.registerEventHandlers();
</script>