Files
roll20-character-sheets/TheWitcher/witchersheet.html
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2022-11-21 09:15:09 -08:00

5755 lines
418 KiB
HTML

<!-- ---Top of the Page---- -->
<div class='full-page' xmlns="http://www.w3.org/1999/html">
<div class='filter'>
<label class='toggle-whisper' data-i18n="whisper-rolls-u" >WHISPER ROLLS?</label><input type="checkbox" name='attr_whisper' class="whisper-checkbox" value='/w gm '><span></span>
<label class='toggle-npc' data-i18n="npc-sheet-u" >NPC SHEET?</label><input type="checkbox" name='attr_pc_npc_toggle' class="block-switch"><span></span>
<label class='toggle-new-npc-layout' data-i18n="newnpc-u" >NEW NPC LAYOUT?</label><input type="checkbox" name='attr_new_npc_toggle' class="block-switch-layout new-npc-layout" title="Uses skill base"><span class="new-npc-layout"></span>
<br>
<div class="block-pc" style='margin-top: 90px;'>
<!-- ---Name, Stats & Character Module--- -->
<div class='top-grid'>
<div class='grid-item'>
<label class='legend-top' style='margin-left: 15px;' data-i18n="maximum-current">Maximum / Current</label><br />
<button type='action' name='act_roll' data-i18n="int-u" class='stat-roller' value= '@{whisper}&{template:saveroll} {{title=INT SAVE}} {{name=@{character_name}}} {{description=To succeed you need to roll below @{int}.}} {{roll=[[1d10]]}}'>INT</button>
<input name='attr_total_int' title='@{total_int}' class='statbox' type='number' value='1'>
<input name='attr_int' title='@{int}' class='statbox' type='text' value='[[((floor((@{total_int}+@{intstatsum})@{wound_mod})+1)+abs((floor((@{total_int}+@{intstatsum})@{wound_mod}))-1))/2]]' disabled>
<input type="checkbox" checked name='attr_int_unlock' class="int-unlock"><span></span>
<div class='intstat-container'>
<fieldset class="repeating_intstat">
<input type="text" class='repeating_statmod_name' name="attr_intstatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_intstattoggle' value='1' checked>|
<input type="number" class='repeating_mod' name="attr_intstatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_intstatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<button type='action' name='act_roll' data-i18n="ref-u" class='stat-roller' value= '@{whisper}&{template:saveroll} {{title=REF SAVE}} {{name=@{character_name}}} {{description=To succeed you need to roll below @{ref}.}} {{roll=[[1d10]]}}'>REF</button>
<input name='attr_total_ref' title='@{total_ref}' class='statbox' type='number' value='1'>
<input name='attr_ref' title='@{ref}' class='statbox' type='text' value='[[((floor((@{total_ref}+@{refstatsum}+@{totalev})@{wound_mod})+1)+abs((floor((@{total_ref}+@{refstatsum}+@{totalev})@{wound_mod}))-1))/2]]' disabled>
<input type="checkbox" checked name='attr_ref_unlock' class="ref-unlock"><span></span>
<div class='refstat-container'>
<label class='totalev-title' data-i18n="ev-penalty-u">EV PENALTY</label>
<input type='number' name='attr_totalev' class='totalev' value='[[0@{headev}@{torsoev}@{legev}-@{held_toggle}]]' disabled>
<fieldset class="repeating_refstat">
<input type="text" class='repeating_statmod_name' name="attr_refstatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_refstattoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_refstatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_refstatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<button type='action' name='act_roll' data-i18n="dex-u" class='stat-roller' value= '@{whisper}&{template:saveroll} {{title=DEX SAVE}} {{name=@{character_name}}} {{description=To succeed you need to roll below @{dex}.}} {{roll=[[1d10]]}}'>DEX</button>
<input name='attr_total_dex' title='@{total_dex}' class='statbox' type='number' value='1'>
<input name='attr_dex' title='@{dex}' class='statbox' type='text' value='[[((floor((@{total_dex}+@{dexstatsum}+@{totalev})@{wound_mod})+1)+abs((floor((@{total_dex}+@{dexstatsum}+@{totalev})@{wound_mod}))-1))/2]]' disabled>
<input type="checkbox" checked name='attr_dex_unlock' class="dex-unlock"><span></span>
<div class='dexstat-container'>
<label class='totalev-title' data-i18n="ev-penalty-u">EV PENALTY</label>
<input type='number' name='attr_totalev' class='totalev' value='[[0@{headev}@{torsoev}@{legev}-@{held_toggle}]]' disabled>
<fieldset class="repeating_dexstat">
<input type="text" class='repeating_statmod_name' name="attr_dexstatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_dexstattoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_dexstatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_dexstatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<button type='action' name='act_roll' data-i18n="body-u" class='stat-roller' value= '@{whisper}&{template:saveroll} {{title=BODY SAVE}} {{name=@{character_name}}} {{description=To succeed you need to roll below @{body}.}} {{roll=[[1d10]]}}'>BODY</button>
<input name='attr_total_body' title='@{total_body}' class='statbox' type='number' value='1'>
<input name='attr_body' title='@{body}' class='statbox' type='text' value='[[((floor((@{total_body}+@{bodystatsum})@{death_mod})+1)+abs((floor((@{total_body}+@{bodystatsum})@{death_mod}))-1))/2]]' disabled>
<input type="checkbox" checked name='attr_body_unlock' class="body-unlock"><span></span>
<div class='bodystat-container'>
<fieldset class="repeating_bodystat">
<input type="text" class='repeating_statmod_name' name="attr_bodystatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_bodystattoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_bodystatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_bodystatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<button type='action' name='act_roll' data-i18n="spd-u" class='stat-roller' value= '@{whisper}&{template:saveroll} {{title=SPD SAVE}} {{name=@{character_name}}} {{description=To succeed you need to roll below @{spd}.}} {{roll=[[1d10]]}}'>SPD</button>
<input name='attr_total_spd' title='@{total_spd}' class='statbox' type='number' value='1'>
<input name='attr_spd' title='@{spd}' class='statbox' type='text' value='[[((floor((@{total_spd}+@{spdstatsum})@{death_mod})+1)+abs((floor((@{total_spd}+@{spdstatsum})@{death_mod}))-1))/2]]' disabled>
<input type="checkbox" checked name='attr_spd_unlock' class="spd-unlock"><span></span>
<div class='spdstat-container'>
<fieldset class="repeating_spdstat">
<input type="text" class='repeating_statmod_name' name="attr_spdstatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_spdstattoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_spdstatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_spdstatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<button type='action' name='act_roll' data-i18n="emp-u" class='stat-roller' value= '@{whisper}&{template:saveroll} {{title=EMP SAVE}} {{name=@{character_name}}} {{description=To succeed you need to roll below @{emp}.}} {{roll=[[1d10]]}}'>EMP</button>
<input name='attr_total_emp' title='@{total_emp}' class='statbox' type='number' value='1'>
<input name='attr_emp' title='@{emp}' class='statbox' type='text' value='[[((floor((@{total_emp}+@{empstatsum})@{death_mod})+1)+abs((floor((@{total_emp}+@{empstatsum})@{death_mod}))-1))/2]]' disabled>
<input type="checkbox" checked name='attr_emp_unlock' class="emp-unlock"><span></span>
<div class='empstat-container'>
<fieldset class="repeating_empstat">
<input type="text" class='repeating_statmod_name' name="attr_empstatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_empstattoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_empstatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_empstatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<button type='action' name='act_roll' data-i18n="cra-u" class='stat-roller' value= '@{whisper}&{template:saveroll} {{title=CRA SAVE}} {{name=@{character_name}}} {{description=To succeed you need to roll below @{cra}.}} {{roll=[[1d10]]}}'>CRA</button>
<input name='attr_total_cra' title='@{total_cra}' class='statbox' type='number' value='1'>
<input name='attr_cra' title='@{cra}' class='statbox' type='text' value='[[((floor((@{total_cra}+@{crastatsum})@{death_mod})+1)+abs((floor((@{total_cra}+@{crastatsum})@{death_mod}))-1))/2]]' disabled>
<input type="checkbox" checked name='attr_cra_unlock' class="cra-unlock"><span></span>
<div class='crastat-container'>
<fieldset class="repeating_crastat">
<input type="text" class='repeating_statmod_name' name="attr_crastatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_crastattoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_crastatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_crastatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<button type='action' name='act_roll' data-i18n="will-u" class='stat-roller' value= '@{whisper}&{template:saveroll} {{title=WILL SAVE}} {{name=@{character_name}}} {{description=To succeed you need to roll below @{will}.}} {{roll=[[1d10]]}}'>WILL</button>
<input name='attr_total_will' title='@{total_will}' class='statbox' type='number' value='1'>
<input name='attr_will' title='@{will}' class='statbox' type='text' value='[[((floor((@{total_will}+@{willstatsum})@{wound_mod})+1)+abs((floor((@{total_will}+@{willstatsum})@{wound_mod}))-1))/2]]' disabled>
<input type="checkbox" checked name='attr_will_unlock' class="will-unlock"><span></span>
<div class='willstat-container'>
<fieldset class="repeating_willstat">
<input type="text" class='repeating_statmod_name' name="attr_willstatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_willstattoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_willstatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_willstatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<label class='stattitle' data-i18n="luck-u" style='padding: 0px 3px 0px 5px;' >LUCK</label>
<input name='attr_total_luck' title='@{total_luck}' class='smallbox2' type='number' value='1'>
<input name='attr_luck' title='@{luck}' class='smallbox2' type='number' value='0'><br />
<label class='stattotal' data-i18n="stat-tota-u" >STAT TOTAL</label><input name='attr_max_stat_total' class='smallbox' type='text' value='[[0+@{total_int}+@{total_ref}+@{total_dex}+@{total_body}+@{total_spd}+@{total_emp}+@{total_cra}+@{total_will}+@{total_luck}]]' disabled>
<!-- STAT SWITCHBOARD, KEEP HIDDEN -->
<input name='attr_wound_mod' type='hidden' value=''>
<input name='attr_death_mod' type='hidden' value=''>
<input name='attr_hpsta' type='hidden' value='floor((@{body}+@{will})/2)*5'>
<input name='attr_resolve_mod' type='hidden' value='floor((@{int}+@{will})/2)*5'>
<input name='attr_focus_mod' type='hidden' value='floor((@{int}+@{will})/2)*3'>
<!-- END SWITCHBOARD -->
</div>
<div class='character-box' style='margin-left: 5px;'>
<img class='logo' src='https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/witcher_player_motif.png' alt="witcher player motif"><br />
<label class='chartitle' data-i18n="name-u" >NAME</label><input name='attr_character_name' title='@{character_name}' class='name-box' type='text'>
<label class='agetitle' data-i18n="age-u" >AGE</label><input name='attr_char_age' class='age-box' type='text'>
<label class='racetitle' data-i18n="race-u" >RACE</label><input name='attr_char_race' class='race-box' type='text'>
<label class='gendertitle' data-i18n="gender-u" >GENDER</label><input name='attr_char_gender' class='gender-box' type='text'>
<label class='proftitle' data-i18n="prof-u" >PROF</label><input name='attr_char_prof' class='prof-box' type='text'>
<label class='origintitle' data-i18n="origin-u" >ORIGIN</label><input name='attr_char_origin' class='origin-box' type='text'><br />
<label style='font-size: 9px; margin-left: 5px;' data-i18n="note-wound-threshold" >Note: Wound Threshold & Death State are automatically applied. Increase 'Current' HP above your 'Wound Threshold' to see stats at their full value.</label>
</div>
<div class='grid-item' style='margin: 10px 0px 0px 15px;'>
<label class='stattitle3' data-i18n="stun-u" >STUN</label>
<input name='attr_stun' title='@{stun}' class='statbox3' type='text' value='floor((@{body}+@{will})/2)+@{stunstatsum}' disabled>
<input name='attr_deathsave' hidden class='statbox3' type='text' value='floor((@{total_body}+@{total_will})/2)+@{stunstatsum}' disabled>
<input type="checkbox" checked name='attr_stun_unlock' class="stun-unlock"><span></span>
<div class='stunstat-container'>
<fieldset class="repeating_stunstat">
<input type="text" class='repeating_statmod_name' name="attr_stunstatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_stunstattoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_stunstatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_stunstatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<label class='stattitle3' data-i18n="run-u" >RUN</label>
<input name='attr_run' title='@{run}' class='statbox3' type='text' value='floor(@{runsum})+@{runstatsum}' disabled>
<input name='attr_runsum' type='hidden' value='[[floor(@{spd}*3)]]'>
<input type="checkbox" checked name='attr_run_unlock' class="run-unlock"><span></span>
<div class='runstat-container'>
<fieldset class="repeating_runstat">
<input type="text" class='repeating_statmod_name' name="attr_runstatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_runstattoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_runstatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_runstatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<label class='stattitle3' data-i18n="leap-u" >LEAP</label>
<input name='attr_leap' title='@{leap}' class='statbox3' type='text' value='floor(@{runsum}/5)+@{leapstatsum}' disabled>
<input type="checkbox" checked name='attr_leap_unlock' class="leap-unlock"><span></span>
<div class='leapstat-container'>
<fieldset class="repeating_leapstat">
<input type="text" class='repeating_statmod_name' name="attr_leapstatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_leapstattoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_leapstatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_leapstatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<label class='stattitle3' data-i18n="enc-u" >ENC</label>
<input name='attr_enc' title='@{enc}' class='statbox3' type='text' value='floor(@{body}*10)+@{encstatsum}' disabled>
<input type="checkbox" checked name='attr_enc_unlock' class="enc-unlock"><span></span>
<div class='encstat-container'>
<fieldset class="repeating_encstat">
<input type="text" class='repeating_statmod_name' name="attr_encstatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_encstattoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_encstatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_encstatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<label class='stattitle3' data-i18n="rec-u" >REC</label>
<input name='attr_rec' title='@{rec}' class='statbox3' type='text' value='floor((@{body}+@{will})/2)+@{recstatsum}' disabled>
<input type="checkbox" checked name='attr_rec_unlock' class="rec-unlock"><span></span>
<div class='recstat-container'>
<fieldset class="repeating_recstat">
<input type="text" class='repeating_statmod_name' name="attr_recstatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_recstattoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_recstatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_recstatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px solid #5e0000; width: 70px; margin: 1px 0px 3px 108px;'>
<label class='stattitle3' data-i18n="hp-u" >HP</label>
<input name='attr_hp_max' title='@{hp_max}' class='smallbox2' type='text' value='floor(@{hpsta})+@{hpstatsum}' disabled>
<input name='attr_hp' title='@{hp}' class='smallbox2' type='number' value='0'>
<input type="checkbox" checked name='attr_hp_unlock' class="hp-unlock"><span></span>
<div class='hpstat-container'>
<fieldset class="repeating_hpstat">
<input type="text" class='repeating_statmod_name' name="attr_hpstatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_hpstattoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_hpstatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_hpstatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<label class='stattitle3' data-i18n="sta-u" >STA</label>
<input name='attr_sta_max' title='@{sta_max}' class='smallbox2' type='text' value='floor(@{hpsta})+@{stastatsum}' disabled>
<input name='attr_sta' title='@{sta}' class='smallbox2' type='number' value='0'>
<input type="checkbox" checked name='attr_sta_unlock' class="sta-unlock"><span></span>
<div class='stastat-container'>
<fieldset class="repeating_stastat">
<input type="text" class='repeating_statmod_name' name="attr_stastatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_stastattoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_stastatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_stastatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<label class='stattitle3' data-i18n="resolv-u" >RESOLVE</label>
<input name='attr_resolve_max' title='@{resolve_max}' class='statbox2' type='text' value='floor(@{resolve_mod}+@{resolvestatsum})' disabled>
<input name='attr_resolve' title='@{resolve}' class='statbox2' type='number' value='0'>
<input type="checkbox" checked name='attr_resolve_unlock' class="resolve-unlock"><span></span>
<div class='resolvestat-container'>
<fieldset class="repeating_resolvestat">
<input type="text" class='repeating_statmod_name' name="attr_resolvestatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_resolvestattoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_resolvestatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_resolvestatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<label class='stattitle3' data-i18n="focus-u" >FOCUS</label>
<input name='attr_focus_max' title='@{focus_max}' class='statbox2' type='text' value='floor(@{focus_mod}+@{focusstatsum})' disabled>
<input name='attr_focus' title='@{focus}' class='statbox2' type='number' value='0'>
<input type="checkbox" checked name='attr_focus_unlock' class="focus-unlock"><span></span>
<div class='focusstat-container'>
<fieldset class="repeating_focusstat">
<input type="text" class='repeating_statmod_name' name="attr_focusstatname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_focusstattoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_focusstatmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_focusstatsum" value='0'>
</fieldset>
</div><br />
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<label class='woundtitle' style='margin-top: 10px;' data-i18n="wound-threshol-u" >WOUND THRESHOLD</label><input name='attr_woundthreshold' title='@{woundthreshold}' class='smallbox-wound' type='text' value='floor(@{threshold_mod})' disabled>
<label class='woundtitle' data-i18n="bonus-melee-dmg-u" >BONUS MELEE DMG.</label><input name='attr_bonus_damage' title='@{bonus_damage}' class='smallbox-wound' type='text' value='@{bonus_mod}' disabled>
</div>
</div>
<!-- Set up the Tabs -->
<div class="pc-tabs">
<input type="hidden" class="tabstoggle" name="attr_sheetTab" value="skills"/>
<button type="action" name="act_skills" class="tab skills" title="Skills & Modifiers" data-i18n="skills-modifier-u">SKILLS & MODIFIERS</button>
<button type="action" name="act_abilities" class="tab abilities" title="Profession Skills" data-i18n="profession-skill-u">PROFESSION SKILLS</button>
<button type="action" name="act_gear" class="tab gear" title="Gear & Inventory" data-i18n="gear-inventor-u">GEAR & INVENTORY</button>
<input class="show-spell" name="attr_isSpellcaster" type="checkbox" checked hidden/>
<button type="action" name="act_spells" class="tab spells" title="Magic & Spells" data-i18n="magic-spell-u">MAGIC & SPELLS</button>
<button type="action" name="act_background" class="tab background" title="Background" data-i18n="backgroun-u">BACKGROUND</button>
<button type="action" name="act_settings" class="tab settings" title="Settings" data-i18n="settings-u">Settings</button>
</div>
<div style='width: 840px; margin-left: 55px; margin-top: 30px;'>
<input type="hidden" class="tabstoggle" name="attr_sheetTab" value="skills"/>
<!-- ---Skills Section--- -->
<div class="section-skills" >
<div class='middle-grid' style='margin-top: 20px;'>
<img class='top-title-image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/skills_and_modifiers.png" alt="skills and modifiers"><br />
<div class='middle2-grid' style='margin-left: -30px;'>
<input class="show-used" name="attr_show_used" type="checkbox" checked hidden/>
<div class='grid-item'>
<label class='skilltitle-int' data-i18n="intelligence-u" >INTELLIGENCE</label><input type="checkbox" name='attr_int_toggle' class="int-toggle"><span></span>
<div class='int-container'>
<div>
<button type='action' name='act_roll' data-i18n="awarenes-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=AWARENESS}} {{name=@{character_name}}} {{roll=[[1d10!+@{int}[STAT]+@{awareness_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
AWARENESS
</button>
<input name='attr_awareness' title='@{awareness}' class='skillbox' type='number' value='0'>
<input name='attr_awareness_total' title='@{awareness_total}' class='skillbox' type='text' disabled
value='[[((round(@{awareness}+@{awarenesssum})+0)+abs(round(@{awareness}+@{awarenesssum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_awareness_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_awareness_unlock' class="awareness-unlock"><span></span>
<div class='awareness-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_awareness">
<input type="text" class='repeating_mod_name' name="attr_awarenessname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_awarenesstoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_awarenessmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_awarenesssum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="busines-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=BUSINESS}} {{name=@{character_name}}} {{roll=[[1d10!+@{int}[STAT]+@{business_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
BUSINESS
</button>
<input name='attr_business' title='@{business}' class='skillbox' type='number' value='0'>
<input name='attr_business_total' title='@{business_total}' class='skillbox' type='text' disabled
value='[[((round(@{business}+@{businesssum})+0)+abs(round(@{business}+@{businesssum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_business_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_business_unlock' class="business-unlock"><span></span>
<div class='business-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_business">
<input type="text" class='repeating_mod_name' name="attr_businessname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_businesstoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_businessmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_businesssum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="deductio-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=DEDUCTION}} {{name=@{character_name}}} {{roll=[[1d10!+@{int}[STAT]+@{deduction_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
DEDUCTION
</button>
<input name='attr_deduction' title='@{deduction}' class='skillbox' type='number' value='0'>
<input name='attr_deduction_total' title='@{deduction_total}' class='skillbox' type='text' disabled
value='[[((round(@{deduction}+@{deductionsum})+0)+abs(round(@{deduction}+@{deductionsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_deduction_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_deduction_unlock' class="deduction-unlock"><span></span>
<div class='deduction-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_deduction">
<input type="text" class='repeating_mod_name' name="attr_deductionname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_deductiontoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_deductionmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_deductionsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="educatio-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=EDUCATION}} {{name=@{character_name}}} {{roll=[[1d10!+@{int}[STAT]+@{education_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
EDUCATION
</button>
<input name='attr_education' title='@{education}' class='skillbox' type='number' value='0'>
<input name='attr_education_total' title='@{education_total}' class='skillbox' type='text' disabled
value='[[((round(@{education}+@{educationsum})+0)+abs(round(@{education}+@{educationsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_education_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_education_unlock' class="education-unlock"><span></span>
<div class='education-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_education">
<input type="text" class='repeating_mod_name' name="attr_educationname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_educationtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_educationmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_educationsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="nordling-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=NORDLING}} {{name=@{character_name}}} {{roll=[[1d10!+@{int}[STAT]+@{nordling_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
NORDLING*
</button>
<input name='attr_nordling' title='@{nordling}' class='skillbox' type='number' value='0'>
<input name='attr_nordling_total' title='@{nordling_total}' class='skillbox' type='text' disabled
value='[[((round(@{nordling}+@{nordlingsum})+0)+abs(round(@{nordling}+@{nordlingsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_nordling_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_nordling_unlock' class="nordling-unlock"><span></span>
<div class='nordling-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_nordling">
<input type="text" class='repeating_mod_name' name="attr_nordlingname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_nordlingtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_nordlingmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_nordlingsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="elder-speech-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=ELDER SPEECH}} {{name=@{character_name}}} {{roll=[[1d10!+@{int}[STAT]+@{elder_speech_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
ELDER SPEECH*
</button>
<input name='attr_elder_speech' title='@{elder_speech}' class='skillbox' type='number' value='0'>
<input name='attr_elder_speech_total' title='@{elder_speech_total}' class='skillbox' type='text' disabled
value='[[((round(@{elder_speech}+@{elderspeechsum})+0)+abs(round(@{elder_speech}+@{elderspeechsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_elder_speech_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_elder_speech_unlock' class="elder_speech-unlock"><span></span>
<div class='elder_speech-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_elderspeech">
<input type="text" class='repeating_mod_name' name="attr_elderspeechname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_elderspeechtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_elderspeechmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_elderspeechsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="dwarven-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=DWARVEN}} {{name=@{character_name}}} {{roll=[[1d10!+@{int}[STAT]+@{dwarven_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
DWARVEN*
</button>
<input name='attr_dwarven' title='@{dwarven}' class='skillbox' type='number' value='0'>
<input name='attr_dwarven_total' title='@{dwarven_total}' class='skillbox' type='text' disabled
value='[[((round(@{dwarven}+@{dwarvensum})+0)+abs(round(@{dwarven}+@{dwarvensum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_dwarven_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_dwarven_unlock' class="dwarven-unlock"><span></span>
<div class='dwarven-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_dwarven">
<input type="text" class='repeating_mod_name' name="attr_dwarvenname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_dwarventoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_dwarvenmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_dwarvensum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="monster-lore-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=MONSTER LORE}} {{name=@{character_name}}} {{roll=[[1d10!+@{int}[STAT]+@{monster_lore_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
MONSTER LORE*
</button>
<input name='attr_monster_lore' title='@{monster_lore}' class='skillbox' type='number' value='0'>
<input name='attr_monster_lore_total' title='@{monster_lore_total}' class='skillbox' type='text' disabled
value='[[((round(@{monster_lore}+@{monsterloresum})+0)+abs(round(@{monster_lore}+@{monsterloresum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_monster_lore_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_monster_lore_unlock' class="monster_lore-unlock"><span></span>
<div class='monster_lore-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_monsterlore">
<input type="text" class='repeating_mod_name' name="attr_monsterlorename" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_monsterloretoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_monsterloremod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_monsterloresum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="social-etiquett-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=SOCIAL ETIQUETTE}} {{name=@{character_name}}} {{roll=[[1d10!+@{int}[STAT]+@{social_etiquette_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
SOCIAL ETIQUETTE
</button>
<input name='attr_social_etiquette' title='@{social_etiquette}' class='skillbox' type='number' value='0'>
<input name='attr_social_etiquette_total' title='@{social_etiquette_total}' class='skillbox' type='text' disabled
value='[[((round(@{social_etiquette}+@{socialetiquettesum})+0)+abs(round(@{social_etiquette}+@{socialetiquettesum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_social_etiquette_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_social_etiquette_unlock' class="social_etiquette-unlock"><span></span>
<div class='social_etiquette-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_socialetiquette">
<input type="text" class='repeating_mod_name' name="attr_socialetiquettename" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_socialetiquettetoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_socialetiquettemod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_socialetiquettesum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="streetwis-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=STREETWISE}} {{name=@{character_name}}} {{roll=[[1d10!+@{int}[STAT]+@{streetwise_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
STREETWISE
</button>
<input name='attr_streetwise' title='@{streetwise}' class='skillbox' type='number' value='0'>
<input name='attr_streetwise_total' title='@{streetwise_total}' class='skillbox' type='text' disabled
value='[[((round(@{streetwise}+@{streetwisesum})+0)+abs(round(@{streetwise}+@{streetwisesum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_streetwise_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_streetwise_unlock' class="streetwise-unlock"><span></span>
<div class='streetwise-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_streetwise">
<input type="text" class='repeating_mod_name' name="attr_streetwisename" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_streetwisetoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_streetwisemod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_streetwisesum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="tactics-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=TACTICS}} {{name=@{character_name}}} {{roll=[[1d10!+@{int}[STAT]+@{tactics_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
TACTICS*
</button>
<input name='attr_tactics' title='@{tactics}' class='skillbox' type='number' value='0'>
<input name='attr_tactics_total' title='@{tactics_total}' class='skillbox' type='text' disabled
value='[[((round(@{tactics}+@{tacticssum})+0)+abs(round(@{tactics}+@{tacticssum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_tactics_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_tactics_unlock' class="tactics-unlock"><span></span>
<div class='tactics-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_tactics">
<input type="text" class='repeating_mod_name' name="attr_tacticsname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_tacticstoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_tacticsmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_tacticssum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="teachin-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=TEACHING}} {{name=@{character_name}}} {{roll=[[1d10!+@{int}[STAT]+@{teaching_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
TEACHING*
</button>
<input name='attr_teaching' title='@{teaching}' class='skillbox' type='number' value='0'>
<input name='attr_teaching_total' title='@{teaching_total}' class='skillbox' type='text' disabled
value='[[((round(@{teaching}+@{teachingsum})+0)+abs(round(@{teaching}+@{teachingsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_teaching_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_teaching_unlock' class="teaching-unlock"><span></span>
<div class='teaching-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_teaching">
<input type="text" class='repeating_mod_name' name="attr_teachingname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_teachingtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_teachingmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_teachingsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="wilderness-surviva-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=WILDERNESS SURVIVAL}} {{name=@{character_name}}} {{roll=[[1d10!+@{int}[STAT]+@{wilderness_survival_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
WILDERNESS SURVIVAL
</button>
<input name='attr_wilderness_survival' title='@{wilderness_survival}' class='skillbox' type='number' value='0'>
<input name='attr_wilderness_survival_total' title='@{wilderness_survival_total}' class='skillbox' type='text' disabled
value='[[((round(@{wilderness_survival}+@{wildernesssurvivalsum})+0)+abs(round(@{wilderness_survival}+@{wildernesssurvivalsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_wilderness_survival_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_wilderness_survival_unlock' class="wilderness_survival-unlock"><span></span>
<div class='wilderness_survival-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_wildernesssurvival">
<input type="text" class='repeating_mod_name' name="attr_wildernesssurvivalname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_wildernesssurvivaltoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_wildernesssurvivalmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_wildernesssurvivalsum" value='0'>
</fieldset>
</div>
</div>
<br>
<input name='attr_int_total' type='hidden'
value='[[0+@{awareness}+@{business}+@{deduction}+@{education}+(@{nordling}+@{nordling}*@{cc_skills})+(@{elder_speech}+@{elder_speech}*@{cc_skills})+(@{dwarven}+@{dwarven}*@{cc_skills})+(@{monster_lore}+@{monster_lore}*@{cc_skills})+@{social_etiquette}+@{streetwise}+(@{tactics}+@{tactics}*@{cc_skills})+@{teaching}+@{wilderness_survival}]]'
disabled>
</div>
<label class='skilltitle-ref' data-i18n="reflexe-u" >REFLEXES</label><input type="checkbox" name='attr_ref_toggle' class="ref-toggle"><span></span>
<div class='ref-container'>
<div>
<!-- THE CHECKBOX BELOW WILL NOT SHOW THE SKILL NAME IN PREVIEW MODE. THIS IS INTENDED & NOT A BUG! -->
<input type="checkbox" checked name='attr_brawling_dropdown' class="brawling-dropdown" label="BRAWLING" data-i18n-label="brawlin-u"/>
<input name='attr_brawling' title='@{brawling}' class='skillbox' type='number' value='0'>
<input name='attr_brawling_total' title='@{brawling_total}' class='skillbox' type='text' disabled
value='[[((round(@{brawling}+@{brawlingsum})+0)+abs(round(@{brawling}+@{brawlingsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_awareness_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_brawling_unlock' class="brawling-unlock"><span></span>
<div class='brawling-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
</div>
<div class='brawling-options'>
<button type='action' name='act_roll' data-i18n="fast-strikes-u" class='skill-roller2'
value='@{whisper}&{template:doubleroll} {{title=BRAWLING}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{brawling_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[FAST STRIKES]+?{WEAPON SELECTION|Unarmed,0|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{1ST ATTACK LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{1ST ATTACK MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}} {{roll2=[[1d10!+@{ref}[STAT]+@{brawling_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[FAST STRIKES]+?{WEAPON SELECTION|Unarmed,0|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{2ND ATTACK LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{2ND ATTACK MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
FAST STRIKES
</button>
<button type='action' name='act_roll' data-i18n="disarm--take-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=BRAWLING}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{brawling_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[DISARM(TAKE)]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
DISARM (TAKE)
</button>
<br/>
<button type='action' name='act_roll' data-i18n="strong-strik-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=BRAWLING}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{brawling_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[STRONG STRIKE]+?{WEAPON SELECTION|Unarmed,0|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
STRONG STRIKE
</button>
<button type='action' name='act_roll' data-i18n="special-mov-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=BRAWLING}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{brawling_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[SPECIAL]+?{WEAPON SELECTION|Unarmed,0|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{TARGET LOCATION|Random/None,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
SPECIAL MOVE
</button>
<br/>
<button type='action' name='act_roll' data-i18n="charg-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=BRAWLING}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{brawling_total}[SKILL]-3[CHARGE]+?{WEAPON SELECTION|Unarmed,0|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
CHARGE
</button>
<button type='action' name='act_roll' data-i18n="bloc-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=BRAWLING}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{brawling_total}[SKILL]+0[BLOCK]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
BLOCK
</button>
<br/>
<button type='action' name='act_roll' data-i18n="joint-attac-u" class='skill-roller2'
value='@{whisper}&{template:doubleroll} {{title=BRAWLING}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{brawling_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[JOINT]+?{WEAPON SELECTION|Unarmed,0|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}{{roll2=[[1d10!+@{ref}[STAT]+@{brawling_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[JOINT]+?{SECOND WEAPON SELECTION|Unarmed,0|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{SECOND TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{SECOND ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}{{rolllocation=[[0]]}}'>
JOINT ATTACK
</button>
<button type='action' name='act_roll' data-i18n="parr-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=BRAWLING}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{brawling_total}[SKILL]-3[PARRY]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
PARRY
</button>
<br/>
</div>
<br/>
<div class='brawling-container'>
<fieldset class="repeating_brawling">
<input type="text" class='repeating_mod_name' name="attr_brawlingname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_brawlingtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_brawlingmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_brawlingsum" value='0'>
</fieldset>
<br>
</div>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="dodge-escap-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=DODGE/ESCAPE}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{dodge_escape_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
DODGE/ESCAPE
</button>
<input name='attr_dodge_escape' title='@{dodge_escape}' class='skillbox' type='number' value='0'>
<input name='attr_dodge_escape_total' title='@{dodge_escape_total}' class='skillbox' type='text' disabled
value='[[((round(@{dodge_escape}+@{dodgeescapesum})+0)+abs(round(@{dodge_escape}+@{dodgeescapesum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_dodge_escape_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_dodge_escape_unlock' class="dodge_escape-unlock"><span></span>
<div class='dodge_escape-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_dodgeescape">
<input type="text" class='repeating_mod_name' name="attr_dodgeescapename" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_dodgeescapetoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_dodgeescapemod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_dodgeescapesum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<!-- THE CHECKBOX BELOW WILL NOT SHOW THE SKILL NAME IN PREVIEW MODE. THIS IS INTENDED & NOT A BUG! -->
<input type="checkbox" checked name='attr_melee_dropdown' class="melee-dropdown" label="MELEE" data-i18n-label="mele-u"/>
<input name='attr_melee' title='@{melee}' class='skillbox' type='number' value='0'>
<input name='attr_melee_total' title='@{melee_total}' class='skillbox' type='text' disabled
value='[[((round(@{melee}+@{meleesum})+0)+abs(round(@{melee}+@{meleesum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_melee_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_melee_unlock' class="melee-unlock"><span></span>
<div class='melee-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
</div>
<div class='melee-options'>
<button type='action' name='act_roll' data-i18n="fast-strikes-u" class='skill-roller2'
value='@{whisper}&{template:doubleroll} {{title=MELEE}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{melee_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[FAST STRIKES]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}|Shield, 0}[WEAP. ACC]?{1ST ATTACK LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{1ST ATTACK MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}} {{roll2=[[1d10!+@{ref}[STAT]+@{melee_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[FAST STRIKES]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}|Shield, 0}[WEAP. ACC]?{2ND ATTACK LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{2ND ATTACK MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
FAST STRIKES
</button>
<button type='action' name='act_roll' data-i18n="special-mov-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=MELEE}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{melee_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[SPECIAL]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}|Shield, 0}[WEAP. ACC]?{TARGET LOCATION|Random/None,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
SPECIAL MOVE
</button>
<br/>
<button type='action' name='act_roll' data-i18n="strong-strik-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=MELEE}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{melee_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[STRONG STRIKE]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}|Shield, 0}[WEAP. ACC]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
STRONG STRIKE
</button>
<button type='action' name='act_roll' data-i18n="bloc-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=MELEE}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{melee_total}[SKILL]+0[BLOCK]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
BLOCK
</button>
<br/>
<button type='action' name='act_roll' data-i18n="charg-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=MELEE}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{melee_total}[SKILL]-3[CHARGE]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}|Shield, 0}[WEAP. ACC]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
CHARGE
</button>
<button type='action' name='act_roll' data-i18n="parr-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=MELEE}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{melee_total}[SKILL]-3[PARRY]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
PARRY
</button>
<br/>
<button type='action' name='act_roll' data-i18n="joint-attac-u" class='skill-roller2'
value='@{whisper}&{template:doubleroll} {{title=MELEE}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{melee_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[JOINT]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}|Shield, 0}[WEAP. ACC]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}{{roll2=[[1d10!+@{ref}[STAT]+@{melee_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[JOINT]+?{SECOND WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}|Shield, 0}[WEAP. ACC]?{SECOND TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{SECOND ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}{{rolllocation=[[0]]}}'>
JOINT ATTACK
</button>
</div>
<br>
<div class='melee-container'>
<fieldset class="repeating_melee">
<input type="text" class='repeating_mod_name' name="attr_meleename" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_meleetoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_meleemod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_meleesum" value='0'>
</fieldset>
<br>
</div>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="ridin-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=RIDING}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{riding_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
RIDING
</button>
<input name='attr_riding' title='@{riding}' class='skillbox' type='number' value='0'>
<input name='attr_riding_total' title='@{riding_total}' class='skillbox' type='text' disabled
value='[[((round(@{riding}+@{ridingsum})+0)+abs(round(@{riding}+@{ridingsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_riding_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_riding_unlock' class="riding-unlock"><span></span>
<div class='riding-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_riding">
<input type="text" class='repeating_mod_name' name="attr_ridingname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_ridingtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_ridingmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_ridingsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="sailin-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=SAILING}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{sailing_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
SAILING
</button>
<input name='attr_sailing' title='@{sailing}' class='skillbox' type='number' value='0'>
<input name='attr_sailing_total' title='@{sailing_total}' class='skillbox' type='text' disabled
value='[[((round(@{sailing}+@{sailingsum})+0)+abs(round(@{sailing}+@{sailingsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_sailing_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_sailing_unlock' class="sailing-unlock"><span></span>
<div class='sailing-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_sailing">
<input type="text" class='repeating_mod_name' name="attr_sailingname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_sailingtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_sailingmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_sailingsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<!-- THE CHECKBOX BELOW WILL NOT SHOW THE SKILL NAME IN PREVIEW MODE. THIS IS INTENDED & NOT A BUG! -->
<input type="checkbox" checked name='attr_small_blades_dropdown' class="small_blades-dropdown" label="SMALL BLADES" data-i18n-label="small-blade-u"/>
<input name='attr_small_blades' title='@{small_blades}' class='skillbox' type='number' value='0'>
<input name='attr_small_blades_total' title='@{small_blades_total}' class='skillbox' type='text' disabled
value='[[((round(@{small_blades}+@{smallbladessum})+0)+abs(round(@{small_blades}+@{smallbladessum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_small_blades_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_small_blades_unlock' class="small_blades-unlock"><span></span>
<div class='small_blades-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
</div>
<div class='small_blades-options'>
<button type='action' name='act_roll' data-i18n="fast-strikes-u" class='skill-roller2'
value='@{whisper}&{template:doubleroll} {{title=SMALL BLADES}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{small_blades_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[FAST STRIKES]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{1ST ATTACK LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{1ST ATTACK MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}} {{roll2=[[1d10!+@{ref}[STAT]+@{small_blades_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[FAST STRIKES]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{2ND ATTACK LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{2ND ATTACK MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
FAST STRIKES
</button>
<button type='action' name='act_roll' data-i18n="special-mov-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=SMALL BLADES}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{small_blades_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[SPECIAL]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{TARGET LOCATION|Random/None,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
SPECIAL MOVE
</button>
<br/>
<button type='action' name='act_roll' data-i18n="strong-strik-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=SMALL BLADES}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{small_blades_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[STRONG STRIKE]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
STRONG STRIKE
</button>
<button type='action' name='act_roll' data-i18n="bloc-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=SMALL BLADES}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{small_blades_total}[SKILL]+0[BLOCK]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
BLOCK
</button>
<br/>
<button type='action' name='act_roll' data-i18n="charg-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=SMALL BLADES}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{small_blades_total}[SKILL]-3[CHARGE]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
CHARGE
</button>
<button type='action' name='act_roll' data-i18n="parr-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=SMALL BLADES}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{small_blades_total}[SKILL]-3[PARRY]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
PARRY
</button>
<br/>
<button data-i18n="joint-attac-u" type='action' name='act_roll' class='skill-roller2'
value='@{whisper}&{template:doubleroll} {{title=SMALL BLADES}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{small_blades_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[JOINT]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}{{roll2=[[1d10!+@{ref}[STAT]+@{small_blades_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[JOINT]+?{SECOND WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{SECOND TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{SECOND ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}{{rolllocation=[[0]]}}'>
JOINT ATTACK
</button>
</div>
<br>
<div class='small_blades-container'>
<fieldset class="repeating_smallblades">
<input type="text" class='repeating_mod_name' name="attr_smallbladesname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_smallbladestoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_smallbladesmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_smallbladessum" value='0'>
</fieldset>
<br>
</div>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<!-- THE CHECKBOX BELOW WILL NOT SHOW THE SKILL NAME IN PREVIEW MODE. THIS IS INTENDED & NOT A BUG! -->
<input type="checkbox" checked name='attr_staff_spear_dropdown' class="staff_spear-dropdown" label="STAFF/SPEAR" data-i18n-label="staff-spea-u"/>
<input name='attr_staff_spear' title='@{staff_spear}' class='skillbox' type='number' value='0'>
<input name='attr_staff_spear_total' title='@{staff_spear_total}' class='skillbox' type='text' disabled
value='[[((round(@{staff_spear}+@{staffspearsum})+0)+abs(round(@{staff_spear}+@{staffspearsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_staff_spear_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_staff_spear_unlock' class="staff_spear-unlock"><span></span>
<div class='staff_spear-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
</div>
<div class='staff_spear-options'>
<button type='action' name='act_roll' data-i18n="fast-strikes-u" class='skill-roller2'
value='@{whisper}&{template:doubleroll} {{title=STAFF/SPEAR}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{staff_spear_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[FAST STRIKE]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{1ST ATTACK LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{1ST ATTACK MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}} {{roll2=[[1d10!+@{ref}[STAT]+@{staff_spear_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[FAST STRIKES]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{2ND ATTACK LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{2ND ATTACK MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
FAST STRIKES
</button>
<button type='action' name='act_roll' data-i18n="special-mov-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=STAFF/SPEAR}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{staff_spear_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[SPECIAL]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{TARGET LOCATION|Random/None,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
SPECIAL MOVE
</button>
<br/>
<button type='action' name='act_roll' data-i18n="strong-strik-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=STAFF/SPEAR}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{staff_spear_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[STRONG STRIKE]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
STRONG STRIKE
</button>
<button type='action' name='act_roll' data-i18n="bloc-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=STAFF/SPEAR}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{staff_spear_total}[SKILL]+0[BLOCK]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
BLOCK
</button>
<br/>
<button type='action' name='act_roll' data-i18n="charg-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=STAFF/SPEAR}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{staff_spear_total}[SKILL]-3[CHARGE]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
CHARGE
</button>
<button type='action' name='act_roll' data-i18n="parr-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=STAFF/SPEAR}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{staff_spear_total}[SKILL]-3[PARRY]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
PARRY
</button>
<br/>
</div>
<br>
<div class='staff_spear-container'>
<fieldset class="repeating_staffspear">
<input type="text" class='repeating_mod_name' name="attr_staffspearname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_staffspeartoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_staffspearmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_staffspearsum" value='0'>
</fieldset>
<br>
</div>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<!-- THE CHECKBOX BELOW WILL NOT SHOW THE SKILL NAME IN PREVIEW MODE. THIS IS INTENDED & NOT A BUG! -->
<input type="checkbox" checked name='attr_swordsmanship_dropdown' class="swordsmanship-dropdown" label="SWORDSMANSHIP" data-i18n-label="swordsmanshi-u"/>
<input name='attr_swordsmanship' title='@{swordsmanship}' class='skillbox' type='number' value='0'>
<input name='attr_swordsmanship_total' title='@{swordsmanship_total}' class='skillbox' type='text' disabled
value='[[((round(@{swordsmanship}+@{swordsmanshipsum})+0)+abs(round(@{swordsmanship}+@{swordsmanshipsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_swordsmanship_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_swordsmanship_unlock' class="swordsmanship-unlock"><span></span>
<div class='swordsmanship-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
</div>
<div class='swordsmanship-options'>
<button type='action' name='act_roll' data-i18n="fast-strikes-u" class='skill-roller2'
value='@{whisper}&{template:doubleroll} {{title=SWORDSMANSHIP}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{swordsmanship_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[FAST STRIKES]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{1ST ATTACK LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{1ST ATTACK MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}} {{roll2=[[1d10!+@{ref}[STAT]+@{swordsmanship_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[FAST STRIKES]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{2ND ATTACK LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{2ND ATTACK MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
FAST STRIKES
</button>
<button type='action' name='act_roll' data-i18n="special-mov-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=SWORDSMANSHIP}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{swordsmanship_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[SPECIAL]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{TARGET LOCATION|Random/None,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
SPECIAL MOVE
</button>
<br/>
<button type='action' name='act_roll' data-i18n="strong-strik-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=SWORDSMANSHIP}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{swordsmanship_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[STRONG STRIKE]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
STRONG STRIKE
</button>
<button type='action' name='act_roll' data-i18n="bloc-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=SWORDSMANSHIP}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{swordsmanship_total}[SKILL]+0[BLOCK]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
BLOCK
</button>
<br/>
<button type='action' name='act_roll' data-i18n="charg-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=SWORDSMANSHIP}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{swordsmanship_total}[SKILL]-3[CHARGE]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
CHARGE
</button>
<button type='action' name='act_roll' data-i18n="parr-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=SWORDSMANSHIP}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{swordsmanship_total}[SKILL]-3[PARRY]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
PARRY
</button>
<br/>
<button type='action' name='act_roll' data-i18n="joint-attac-u" class='skill-roller2'
value='@{whisper}&{template:doubleroll} {{title=SWORDSMANSHIP}} {{name=@{character_name}}} {{roll=[[1d10!+@{ref}[STAT]+@{swordsmanship_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[JOINT]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}{{roll2=[[1d10!+@{ref}[STAT]+@{swordsmanship_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[JOINT]+?{SECOND WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{SECOND ATTACK LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{SECOND ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}{{rolllocation=[[0]]}}'>
JOINT ATTACk
</button>
</div>
<br>
<div class='swordsmanship-container'>
<fieldset class="repeating_swordsmanship">
<input type="text" class='repeating_mod_name' name="attr_swordsmanshipname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_swordsmanshiptoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_swordsmanshipmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_swordsmanshipsum" value='0'>
</fieldset>
<br>
</div>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<input name='attr_ref_total' type='hidden' value='[[0+@{brawling}+@{dodge_escape}+@{melee}+@{riding}+@{sailing}+@{small_blades}+@{staff_spear}+@{swordsmanship}]]' disabled>
</div>
<label class='skilltitle-dex' data-i18n="dexterit-u" >DEXTERITY</label><input type="checkbox" name='attr_dex_toggle' class="dex-toggle"><span></span>
<div class='dex-container'>
<div>
<!-- THE CHECKBOX BELOW WILL NOT SHOW THE SKILL NAME IN PREVIEW MODE. THIS IS INTENDED & NOT A BUG! -->
<input type="checkbox" checked name='attr_archery_dropdown' class="archery-dropdown" label="ARCHERY" data-i18n-label="archer-u"/>
<input name='attr_archery' title='@{archery}' class='skillbox' type='number' value='0'>
<input name='attr_archery_total' title='@{archery_total}' class='skillbox' type='text' disabled
value='[[((round(@{archery}+@{archerysum})+0)+abs(round(@{archery}+@{archerysum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_archery_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_archery_unlock' class="archery-unlock"><span></span>
<div class='archery-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
</div>
<div class='archery-options'>
<button type='action' name='act_roll' data-i18n="single-strik-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=ARCHERY}} {{name=@{character_name}}} {{roll=[[1d10!+@{dex}[STAT]+@{archery_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[SINGLE STRIKE]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{FIRING RANGE|Point Blank (Touch Range),+5|Close (1/4 Listed Range),+0|Medium (1/2 Listed Range),-2|Long (Listed Range),-4|Extreme (2x Listed Range),-6}[RANGE]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
SINGLE STRIKE
</button>
<button type='action' name='act_roll' data-i18n="strong-strik-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=ARCHERY}} {{name=@{character_name}}} {{roll=[[1d10!+@{dex}[STAT]+@{archery_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[STRONG STRIKE]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{FIRING RANGE|Point Blank (Touch Range),+5|Close (1/4 Listed Range),+0|Medium (1/2 Listed Range),-2|Long (Listed Range),-4|Extreme (2x Listed Range),-6}[RANGE]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
STRONG STRIKE
</button>
</div>
<br>
<div class='archery-container'>
<fieldset class="repeating_archery">
<input type="text" class='repeating_mod_name' name="attr_archeryname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_archerytoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_archerymod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_archerysum" value='0'>
</fieldset>
<br>
</div>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<!-- THE CHECKBOX BELOW WILL NOT SHOW THE SKILL NAME IN PREVIEW MODE. THIS IS INTENDED & NOT A BUG! -->
<input type="checkbox" checked name='attr_athletics_dropdown' class="athletics-dropdown" label="ATHLETICS" data-i18n-label="athletic-u"/>
<input name='attr_athletics' title='@{athletics}' class='skillbox' type='number' value='0'>
<input name='attr_athletics_total' title='@{athletics_total}' class='skillbox' type='text' disabled
value='[[((round(@{athletics}+@{athleticssum})+0)+abs(round(@{athletics}+@{athleticssum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_athletics_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_athletics_unlock' class="athletics-unlock"><span></span>
<div class='athletics-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
</div>
<div class='athletics-options'>
<button type='action' name='act_roll' data-i18n="basic-rol-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=ATHLETICS}} {{name=@{character_name}}} {{roll=[[1d10!+@{dex}[STAT]+@{athletics_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
BASIC ROLL
</button>
<button type='action' name='act_roll' data-i18n="joint-attac-u" class='skill-roller2'
value='@{whisper}&{template:doubleroll} {{title=ATHLETICS}} {{name=@{character_name}}} {{roll=[[1d10!+@{dex}[STAT]+@{athletics_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[JOINT]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{FIRING RANGE|Point Blank (Touch Range),+5|Close (1/4 Listed Range),+0|Medium (1/2 Listed Range),-2|Long (Listed Range),-4|Extreme (2x Listed Range),-6}[RANGE]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}} {{roll2=[[1d10!+@{dex}[STAT]+@{athletics_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[JOINT]+?{SECOND WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{SECOND FIRING RANGE|Point Blank (Touch Range),+5|Close (1/4 Listed Range),+0|Medium (1/2 Listed Range),-2|Long (Listed Range),-4|Extreme (2x Listed Range),-6}[RANGE]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{SECOND ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}{{rolllocation=[[0]]}}'>
JOINT ATTACK
</button>
<br/>
<button type='action' name='act_roll' data-i18n="single-strik-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=ATHLETICS}} {{name=@{character_name}}} {{roll=[[1d10!+@{dex}[STAT]+@{athletics_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[FAST STRIKE]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{FIRING RANGE|Point Blank (Touch Range),+5|Close (1/4 Listed Range),+0|Medium (1/2 Listed Range),-2|Long (Listed Range),-4|Extreme (2x Listed Range),-6}[RANGE]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
SINGLE STRIKE
</button>
<button type='action' name='act_roll' data-i18n="repositio-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=ATHLETICS}} {{name=@{character_name}}} {{roll=[[1d10!+@{dex}[STAT]+@{athletics_total}[SKILL]+0[REPOSITION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
REPOSITION
</button>
<br/>
</div>
<br>
<div class='athletics-container'>
<fieldset class="repeating_athletics">
<input type="text" class='repeating_mod_name' name="attr_athleticsname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_athleticstoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_athleticsmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_athleticssum" value='0'>
</fieldset>
<br>
</div>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<!-- THE CHECKBOX BELOW WILL NOT SHOW THE SKILL NAME IN PREVIEW MODE. THIS IS INTENDED & NOT A BUG! -->
<input type="checkbox" checked name='attr_crossbow_dropdown' class="crossbow-dropdown" label="CROSSBOWS" data-i18n-label="crossbo-u" />
<input name='attr_crossbow' title='@{crossbow}' class='skillbox' type='number' value='0'>
<input name='attr_crossbow_total' title='@{crossbow_total}' class='skillbox' type='text' disabled value='[[((round(@{crossbow}+@{crossbowsum})+0)+abs(round(@{crossbow}+@{crossbowsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_crossbow_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_crossbow_unlock' class="crossbow-unlock"><span></span>
<div class='crossbow-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br />
</div>
<div class='crossbow-options'>
<button type='action' name='act_roll' data-i18n="basic-rol-u" class='skill-roller2' value= '@{whisper}&{template:singleroll} {{title=CROSSBOWS}} {{name=@{character_name}}} {{roll=[[1d10!+@{dex}[STAT]+@{crossbow_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>BASIC ROLL</button>
<button type='action' name='act_roll' data-i18n="single-strik-u" class='skill-roller2' value= '@{whisper}&{template:singleroll} {{title=CROSSBOWS}} {{name=@{character_name}}} {{roll=[[1d10!+@{dex}[STAT]+@{crossbow_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[FAST STRIKE]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{FIRING RANGE|Point Blank (Touch Range),+5|Close (1/4 Listed Range),+0|Medium (1/2 Listed Range),-2|Long (Listed Range),-4|Extreme (2x Listed Range),-6}[RANGE]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>SINGLE STRIKE</button>
<button type='action' name='act_roll' data-i18n="joint-attac-u" class='skill-roller2' value= '@{whisper}&{template:doubleroll} {{title=CROSSBOWS}} {{name=@{character_name}}} {{roll=[[1d10!+@{dex}[STAT]+@{crossbow_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[JOINT]+?{WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{FIRING RANGE|Point Blank (Touch Range),+5|Close (1/4 Listed Range),+0|Medium (1/2 Listed Range),-2|Long (Listed Range),-4|Extreme (2x Listed Range),-6}[RANGE]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}} {{roll2=[[1d10!+@{dex}[STAT]+@{crossbow_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[JOINT]+?{SECOND WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{FIRING RANGE|Point Blank (Touch Range),+5|Close (1/4 Listed Range),+0|Medium (1/2 Listed Range),-2|Long (Listed Range),-4|Extreme (2x Listed Range),-6}[RANGE]?{SECOND TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{SECOND ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}{{rolllocation=[[0]]}}'>JOINT ATTACK</button><br />
</div><br>
<div class='crossbow-container'>
<fieldset class="repeating_crossbow">
<input type="text" class='repeating_mod_name' name="attr_crossbowname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_crossbowtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_crossbowmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_crossbowsum" value='0'>
</fieldset>
</div>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="sleight-of-han-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=SLEIGHT OF HAND}} {{name=@{character_name}}} {{roll=[[1d10!+@{dex}[STAT]+@{sleight_of_hand_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
SLEIGHT OF HAND
</button>
<input name='attr_sleight_of_hand' title='@{sleight_of_hand}' class='skillbox' type='number' value='0'>
<input name='attr_sleight_of_hand_total' title='@{sleight_of_hand_total}' class='skillbox' type='text' disabled
value='[[((round(@{sleight_of_hand}+@{sleightofhandsum})+0)+abs(round(@{sleight_of_hand}+@{sleightofhandsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_sleight_of_hand_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_sleight_of_hand_unlock' class="sleight_of_hand-unlock"><span></span>
<div class='sleight_of_hand-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_sleightofhand">
<input type="text" class='repeating_mod_name' name="attr_sleightofhandname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_sleightofhandtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_sleightofhandmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_sleightofhandsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="stealt-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=STEALTH}} {{name=@{character_name}}} {{roll=[[1d10!+@{dex}[STAT]+@{stealth_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
STEALTH
</button>
<input name='attr_stealth' title='@{stealth}' class='skillbox' type='number' value='0'>
<input name='attr_stealth_total' title='@{stealth_total}' class='skillbox' type='text' disabled
value='[[((round(@{stealth}+@{stealthsum})+0)+abs(round(@{stealth}+@{stealthsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_stealth_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_stealth_unlock' class="stealth-unlock"><span></span>
<div class='stealth-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_stealth">
<input type="text" class='repeating_mod_name' name="attr_stealthname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_stealthtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_stealthmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_stealthsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<input name='attr_dex_total' type='hidden' value='[[0+@{archery}+@{athletics}+@{crossbow}+@{sleight_of_hand}+@{stealth}]]' disabled>
</div>
<hr style='border: 0.5px solid #5e0000; margin-left: 50px; margin-right: 40px; margin-top: 10px; margin-bottom: 10px;'>
<label class='skilltotal' data-i18n="skill-tota-u" >SKILL TOTAL</label><input name='attr_max_skill_total' class='smallbox' type='text' value='[[0+@{int_total}+@{ref_total}+@{dex_total}+@{body_total}+@{emp_total}+@{cra_total}+@{will_total}+@{prof_main_stat}+@{prof_blue1_stat}+@{prof_blue2_stat}+@{prof_blue3_stat}+@{prof_green1_stat}+@{prof_green2_stat}+@{prof_green3_stat}+@{prof_red1_stat}+@{prof_red2_stat}+@{prof_red3_stat}]]' disabled>
<span class='toggle-message' data-i18n="toggle-message-u">Reveal and toggle the padlock to the right of each stat or skill in order to apply additional modifiers.</span>
</div>
<div class='grid-item' style='margin-left: -30px; margin-right: 10px; margin-top: 0px;'>
<label class='skilltitle-body' data-i18n="body-u" >BODY</label><input type="checkbox" name='attr_body_toggle' class="body-toggle"><span></span>
<div class='body-container'>
<div>
<button type='action' name='act_roll' data-i18n="physiqu-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=PHYSIQUE}} {{name=@{character_name}}} {{roll=[[1d10!+@{body}[STAT]+@{physique_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
PHYSIQUE
</button>
<input name='attr_physique' title='@{physique}' class='skillbox' type='number' value='0'>
<input name='attr_physique_total' title='@{physique_total}' class='skillbox' type='text' disabled
value='[[((round(@{physique}+@{physiquesum})+0)+abs(round(@{physique}+@{physiquesum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_physique_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_physique_unlock' class="physique-unlock"><span></span>
<div class='physique-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_physique">
<input type="text" class='repeating_mod_name' name="attr_physiquename" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_physiquetoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_physiquemod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_physiquesum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="enduranc-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=ENDURANCE}} {{name=@{character_name}}} {{roll=[[1d10!+@{body}[STAT]+@{endurance_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
ENDURANCE
</button>
<input name='attr_endurance' title='@{endurance}' class='skillbox' type='number' value='0'>
<input name='attr_endurance_total' title='@{endurance_total}' class='skillbox' type='text' disabled
value='[[((round(@{endurance}+@{endurancesum})+0)+abs(round(@{endurance}+@{endurancesum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_endurance_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_endurance_unlock' class="endurance-unlock"><span></span>
<div class='endurance-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_endurance">
<input type="text" class='repeating_mod_name' name="attr_endurancename" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_endurancetoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_endurancemod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_endurancesum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<input name='attr_body_total' type='hidden' value='[[0+@{physique}+@{endurance}]]' disabled>
</div>
<label class='skilltitle-emp' data-i18n="empath-u" >EMPATHY</label><input type="checkbox" name='attr_emp_toggle' class="emp-toggle"><span></span>
<div class='emp-container'>
<div>
<button type='action' name='act_roll' data-i18n="charism-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=CHARISMA}} {{name=@{character_name}}} {{roll=[[1d10!+@{emp}[STAT]+@{charisma_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
CHARISMA
</button>
<input name='attr_charisma' title='@{charisma}' class='skillbox' type='number' value='0'>
<input name='attr_charisma_total' title='@{charisma_total}' class='skillbox' type='text' disabled
value='[[((round(@{charisma}+@{charismasum})+0)+abs(round(@{charisma}+@{charismasum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_charisma_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_charisma_unlock' class="charisma-unlock"><span></span>
<div class='charisma-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_charisma">
<input type="text" class='repeating_mod_name' name="attr_charismaname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_charismatoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_charismamod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_charismasum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="decei-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=DECEIT}} {{name=@{character_name}}} {{roll=[[1d10!+@{emp}[STAT]+@{deceit_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
DECEIT
</button>
<input name='attr_deceit' title='@{deceit}' class='skillbox' type='number' value='0'>
<input name='attr_deceit_total' title='@{deceit_total}' class='skillbox' type='text' disabled
value='[[((round(@{deceit}+@{deceitsum})+0)+abs(round(@{deceit}+@{deceitsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_deceit_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_deceit_unlock' class="deceit-unlock"><span></span>
<div class='deceit-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_deceit">
<input type="text" class='repeating_mod_name' name="attr_deceitname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_deceittoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_deceitmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_deceitsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="gamblin-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=GAMBLING}} {{name=@{character_name}}} {{roll=[[1d10!+@{emp}[STAT]+@{gambling_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
GAMBLING
</button>
<input name='attr_gambling' title='@{gambling}' class='skillbox' type='number' value='0'>
<input name='attr_gambling_total' title='@{gambling_total}' class='skillbox' type='text' disabled
value='[[((round(@{gambling}+@{gamblingsum})+0)+abs(round(@{gambling}+@{gamblingsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_gambling_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_gambling_unlock' class="gambling-unlock"><span></span>
<div class='gambling-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_gambling">
<input type="text" class='repeating_mod_name' name="attr_gamblingname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_gamblingtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_gamblingmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_gamblingsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="grooming-style-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=GROOMING & STYLE}} {{name=@{character_name}}} {{roll=[[1d10!+@{emp}[STAT]+@{grooming_and_style_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
GROOMING & STYLE
</button>
<input name='attr_grooming_and_style' title='@{grooming_and_style}' class='skillbox' type='number' value='0'>
<input name='attr_grooming_and_style_total' title='@{grooming_and_style_total}' class='skillbox' type='text' disabled
value='[[((round(@{grooming_and_style}+@{groomingandstylesum})+0)+abs(round(@{grooming_and_style}+@{groomingandstylesum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_grooming_and_style_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_grooming_and_style_unlock' class="grooming_and_style-unlock"><span></span>
<div class='grooming_and_style-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_groomingandstyle">
<input type="text" class='repeating_mod_name' name="attr_groomingandstylename" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_groomingandstyletoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_groomingandstylemod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_groomingandstylesum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="human-perceptio-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=HUMAN PERCEPTION}} {{name=@{character_name}}} {{roll=[[1d10!+@{emp}[STAT]+@{human_perception_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
HUMAN PERCEPTION
</button>
<input name='attr_human_perception' title='@{human_perception}' class='skillbox' type='number' value='0'>
<input name='attr_human_perception_total' title='@{human_perception_total}' class='skillbox' type='text' disabled
value='[[((round(@{human_perception}+@{humanperceptionsum})+0)+abs(round(@{human_perception}+@{humanperceptionsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_human_perception_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_human_perception_unlock' class="human_perception-unlock"><span></span>
<div class='human_perception-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_humanperception">
<input type="text" class='repeating_mod_name' name="attr_humanperceptionname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_humanperceptiontoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_humanperceptionmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_humanperceptionsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="leadershi-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=LEADERSHIP}} {{name=@{character_name}}} {{roll=[[1d10!+@{emp}[STAT]+@{leadership_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
LEADERSHIP
</button>
<input name='attr_leadership' title='@{leadership}' class='skillbox' type='number' value='0'>
<input name='attr_leadership_total' title='@{leadership_total}' class='skillbox' type='text' disabled
value='[[((round(@{leadership}+@{leadershipsum})+0)+abs(round(@{leadership}+@{leadershipsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_leadership_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_leadership_unlock' class="leadership-unlock"><span></span>
<div class='leadership-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_leadership">
<input type="text" class='repeating_mod_name' name="attr_leadershipname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_leadershiptoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_leadershipmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_leadershipsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="persuasio-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=PERSUASION}} {{name=@{character_name}}} {{roll=[[1d10!+@{emp}[STAT]+@{persuasion_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
PERSUASION
</button>
<input name='attr_persuasion' title='@{persuasion}' class='skillbox' type='number' value='0'>
<input name='attr_persuasion_total' title='@{persuasion_total}' class='skillbox' type='text' disabled
value='[[((round(@{persuasion}+@{persuasionsum})+0)+abs(round(@{persuasion}+@{persuasionsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_persuasion_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_persuasion_unlock' class="persuasion-unlock"><span></span>
<div class='persuasion-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_persuasion">
<input type="text" class='repeating_mod_name' name="attr_persuasionname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_persuasiontoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_persuasionmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_persuasionsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="seductio-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=SEDUCTION}} {{name=@{character_name}}} {{roll=[[1d10!+@{emp}[STAT]+@{seduction_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
SEDUCTION
</button>
<input name='attr_seduction' title='@{seduction}' class='skillbox' type='number' value='0'>
<input name='attr_seduction_total' title='@{seduction_total}' class='skillbox' type='text' disabled
value='[[((round(@{seduction}+@{seductionsum})+0)+abs(round(@{seduction}+@{seductionsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_seduction_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_seduction_unlock' class="seduction-unlock"><span></span>
<div class='seduction-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_seduction">
<input type="text" class='repeating_mod_name' name="attr_seductionname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_seductiontoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_seductionmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_seductionsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px solid #5e0000; width: 180px; margin: 3px 0px 3px 70px;'>
</div>
<div class='expanding-emp-choices'>
<button type='action' name='act_roll' data-i18n="fine-art-u" class='skill-roller-emp'
value='@{whisper}&{template:singleroll} {{title=FINE ARTS: @{fa_name}}} {{name=@{character_name}}} {{roll=[[1d10!+@{emp}[STAT]+@{fine_arts}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
FINE ARTS:
</button>
<input name='attr_fa_name' type='text' class='extraskill' placeholder='Type...'>
<input name='attr_fine_arts' title='@{fine_arts}' class='skillbox' type='number' value='0'>
<input type="checkbox" checked name='attr_finearts_unlock' class="finearts-plus"><span></span>
<div class='finearts-container'>
<fieldset class="repeating_finearts">
<button type='action' name='act_roll' data-i18n="fine-art-u" class='repeating_skill_roller_emp'
value='@{whisper}&{template:singleroll} {{title=FINE ARTS: @{prefix-fa_name2}}} {{name=@{character_name}}} {{roll=[[1d10!+@{emp}[STAT]+@{prefix-fine_arts2}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
FINE ARTS:
</button>
<input name='attr_fa_name2' type='text' class='repeating_extraskill' placeholder='Type...'>
<input name='attr_fine_arts2' class='repeating_skillbox' type='number' value='0'><br>
</fieldset>
<br>
<hr style='border: 0.5px; margin: 0px 0px -13px 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
<button type='action' name='act_roll' data-i18n="performanc-u" class='skill-roller-emp'
value='@{whisper}&{template:singleroll} {{title=PERFORMANCE: @{p_name}}} {{name=@{character_name}}} {{roll=[[1d10!+@{emp}[STAT]+@{performance}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
PERFORMANCE:
</button>
<input name='attr_p_name' type='text' class='extraskill' placeholder='Type...'>
<input name='attr_performance' title='@{performance}' class='skillbox' type='number' value='0'>
<input type="checkbox" checked name='attr_performance_plus' class="performance-plus"><span></span>
<div class='performance-container'>
<fieldset class="repeating_performance">
<button type='action' name='act_roll' data-i18n="performanc-u" class='repeating_skill_roller_emp'
value='@{whisper}&{template:singleroll} {{title=PERFORMANCE: @{prefix-p_name2}}} {{name=@{character_name}}} {{roll=[[1d10!+@{emp}[STAT]+@{prefix-performance2}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
PERFORMANCE:
</button>
<input name='attr_p_name2' type='text' class='repeating_extraskill' placeholder='Type...'>
<input name='attr_performance2' class='repeating_skillbox' type='number' value='0'><br>
</fieldset>
<br>
<hr style='border: 0.5px; margin: 0px 0px -15px 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
</div>
<input name='attr_emp_total' type='hidden' value='[[0+@{charisma}+@{deceit}+@{fine_arts}+@{gambling}+@{grooming_and_style}+@{human_perception}+@{leadership}+@{persuasion}+@{performance}+@{seduction}]]' disabled>
</div>
<label class='skilltitle-cra' data-i18n="craf-u" >CRAFT</label><input type="checkbox" name='attr_cra_toggle' class="cra-toggle"><span></span>
<div class='cra-container'>
<div>
<button type='action' name='act_roll' data-i18n="alchemy-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=ALCHEMY}} {{name=@{character_name}}} {{roll=[[1d10!+@{cra}[STAT]+@{alchemy_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
ALCHEMY*
</button>
<input name='attr_alchemy' title='@{alchemy}' class='skillbox' type='number' value='0'>
<input name='attr_alchemy_total' title='@{alchemy_total}' class='skillbox' type='text' disabled
value='[[((round(@{alchemy}+@{alchemysum})+0)+abs(round(@{alchemy}+@{alchemysum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_alchemy_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_alchemy_unlock' class="alchemy-unlock"><span></span>
<div class='alchemy-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_alchemy">
<input type="text" class='repeating_mod_name' name="attr_alchemyname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_alchemytoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_alchemymod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_alchemysum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="crafting-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=CRAFTING}} {{name=@{character_name}}} {{roll=[[1d10!+@{cra}[STAT]+@{crafting_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
CRAFTING*
</button>
<input name='attr_crafting' title='@{crafting}' class='skillbox' type='number' value='0'>
<input name='attr_crafting_total' title='@{crafting_total}' class='skillbox' type='text' disabled
value='[[((round(@{crafting}+@{craftingsum})+0)+abs(round(@{crafting}+@{craftingsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_crafting_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_crafting_unlock' class="crafting-unlock"><span></span>
<div class='crafting-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_crafting">
<input type="text" class='repeating_mod_name' name="attr_craftingname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_craftingtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_craftingmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_craftingsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="disguis-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=DISGUISE}} {{name=@{character_name}}} {{roll=[[1d10!+@{cra}[STAT]+@{disguise_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
DISGUISE
</button>
<input name='attr_disguise' title='@{disguise}' class='skillbox' type='number' value='0'>
<input name='attr_disguise_total' title='@{disguise_total}' class='skillbox' type='text' disabled
value='[[((round(@{disguise}+@{disguisesum})+0)+abs(round(@{disguise}+@{disguisesum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_disguise_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_disguise_unlock' class="disguise-unlock"><span></span>
<div class='disguise-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_disguise">
<input type="text" class='repeating_mod_name' name="attr_disguisename" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_disguisetoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_disguisemod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_disguisesum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="first-ai-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=FIRST AID}} {{name=@{character_name}}} {{roll=[[1d10!+@{cra}[STAT]+@{first_aid_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
FIRST AID
</button>
<input name='attr_first_aid' title='@{first_aid}' class='skillbox' type='number' value='0'>
<input name='attr_first_aid_total' title='@{first_aid_total}' class='skillbox' type='text' disabled
value='[[((round(@{first_aid}+@{firstaidsum})+0)+abs(round(@{first_aid}+@{firstaidsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_first_aid_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_first_aid_unlock' class="first_aid-unlock"><span></span>
<div class='first_aid-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_firstaid">
<input type="text" class='repeating_mod_name' name="attr_firstaidname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_firstaidtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_firstaidmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_firstaidsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="forger-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=FORGERY}} {{name=@{character_name}}} {{roll=[[1d10!+@{cra}[STAT]+@{forgery_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
FORGERY
</button>
<input name='attr_forgery' title='@{forgery}' class='skillbox' type='number' value='0'>
<input name='attr_forgery_total' title='@{forgery_total}' class='skillbox' type='text' disabled
value='[[((round(@{forgery}+@{forgerysum})+0)+abs(round(@{forgery}+@{forgerysum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_forgery_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_forgery_unlock' class="forgery-unlock"><span></span>
<div class='forgery-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_forgery">
<input type="text" class='repeating_mod_name' name="attr_forgeryname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_forgerytoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_forgerymod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_forgerysum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="pick-loc-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=PICK LOCK}} {{name=@{character_name}}} {{roll=[[1d10!+@{cra}[STAT]+@{pick_lock_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
PICK LOCK
</button>
<input name='attr_pick_lock' title='@{pick_lock}' class='skillbox' type='number' value='0'>
<input name='attr_pick_lock_total' title='@{pick_lock_total}' class='skillbox' type='text' disabled
value='[[((round(@{pick_lock}+@{picklocksum})+0)+abs(round(@{pick_lock}+@{picklocksum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_pick_lock_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_pick_lock_unlock' class="pick_lock-unlock"><span></span>
<div class='pick_lock-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_picklock">
<input type="text" class='repeating_mod_name' name="attr_picklockname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_picklocktoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_picklockmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_picklocksum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="trap-crafting-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=TRAP CRAFTING}} {{name=@{character_name}}} {{roll=[[1d10!+@{cra}[STAT]+@{trap_crafting_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
TRAP CRAFTING*
</button>
<input name='attr_trap_crafting' title='@{trap_crafting}' class='skillbox' type='number' value='0'>
<input name='attr_trap_crafting_total' title='@{trap_crafting_total}' class='skillbox' type='text' disabled
value='[[((round(@{trap_crafting}+@{trapcraftingsum})+0)+abs(round(@{trap_crafting}+@{trapcraftingsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_trap_crafting_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_trap_crafting_unlock' class="trap_crafting-unlock"><span></span>
<div class='trap_crafting-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_trapcrafting">
<input type="text" class='repeating_mod_name' name="attr_trapcraftingname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_trapcraftingtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_trapcraftingmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_trapcraftingsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<input name='attr_cra_total' type='hidden' value='[[0+(@{alchemy}+@{alchemy}*@{cc_skills})+(@{crafting}+@{crafting}*@{cc_skills})+@{disguise}+@{first_aid}+@{forgery}+@{pick_lock}+(@{trap_crafting}+@{trap_crafting}*@{cc_skills})]]' disabled>
</div>
<label class='skilltitle-will' data-i18n="will-u" >WILL</label><input type="checkbox" name='attr_will_toggle' class="will-toggle"><span></span>
<div class='will-container'>
<div>
<button type='action' name='act_roll' data-i18n="courag-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=COURAGE}} {{name=@{character_name}}} {{roll=[[1d10!+@{will}[STAT]+@{courage_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
COURAGE
</button>
<input name='attr_courage' title='@{courage}' class='skillbox' type='number' value='0'>
<input name='attr_courage_total' title='@{courage_total}' class='skillbox' type='text' disabled
value='[[((round(@{courage}+@{couragesum})+0)+abs(round(@{courage}+@{couragesum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_courage_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_courage_unlock' class="courage-unlock"><span></span>
<div class='courage-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_courage">
<input type="text" class='repeating_mod_name' name="attr_couragename" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_couragetoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_couragemod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_couragesum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="hex-weaving-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=HEX WEAVING}} {{name=@{character_name}}} {{roll=[[1d10!+@{will}[STAT]+@{hex_weaving_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
HEX WEAVING*
</button>
<input name='attr_hex_weaving' title='@{hex_weaving}' class='skillbox' type='number' value='0'>
<input name='attr_hex_weaving_total' title='@{hex_weaving_total}' class='skillbox' type='text' disabled
value='[[((round(@{hex_weaving}+@{hexweavingsum}+@{totalev})+0)+abs(round(@{hex_weaving}+@{hexweavingsum}+@{totalev})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_hex_weaving_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_hex_weaving_unlock' class="hex_weaving-unlock"><span></span>
<div class='hex_weaving-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<label class='totalev-title2' data-i18n="ev-penalty-u">EV PENALTY</label>
<input type='number' name='attr_totalev' class='totalev' value='[[0@{headev}@{torsoev}@{legev}-@{held_toggle}]]' disabled>
<fieldset class="repeating_hexweaving">
<input type="text" class='repeating_mod_name' name="attr_hexweavingname" placeholder='Modifier/focus type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_hexweavingtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_hexweavingmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_hexweavingsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="intimidatio-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=INTIMIDATION}} {{name=@{character_name}}} {{roll=[[1d10!+@{will}[STAT]+@{intimidation_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
INTIMIDATION
</button>
<input name='attr_intimidation' title='@{intimidation}' class='skillbox' type='number' value='0'>
<input name='attr_intimidation_total' title='@{intimidation_total}' class='skillbox' type='text' disabled
value='[[((round(@{intimidation}+@{intimidationsum})+0)+abs(round(@{intimidation}+@{intimidationsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_intimidation_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_intimidation_unlock' class="intimidation-unlock"><span></span>
<div class='intimidation-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_intimidation">
<input type="text" class='repeating_mod_name' name="attr_intimidationname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_intimidationtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_intimidationmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_intimidationsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<!-- THE CHECKBOX BELOW WILL NOT SHOW THE SKILL NAME IN PREVIEW MODE. THIS IS INTENDED & NOT A BUG! -->
<input type="checkbox" checked name='attr_spell_casting_dropdown' class="spell_casting-dropdown" label="SPELL CASTING*"
data-i18n-label="spell-casting-u"/>
<input name='attr_spell_casting' title='@{spell_casting}' class='skillbox' type='number' value='0'>
<input name='attr_spell_casting_total' title='@{spell_casting_total}' class='skillbox' type='text' disabled
value='[[((round(@{spell_casting}+@{spellcastingsum}+@{totalev})+0)+abs(round(@{spell_casting}+@{spellcastingsum}+@{totalev})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_spell_casting_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_spell_casting_unlock' class="spell_casting-unlock"><span></span>
<div class='spell_casting-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<label class='totalev-title2' data-i18n="ev-penalty-u">EV PENALTY</label>
<input type='number' name='attr_totalev' class='totalev' value='[[0@{headev}@{torsoev}@{legev}-@{held_toggle}]]' disabled>
</div>
<div class='spell_casting-options'>
<button type='action' name='act_roll' data-i18n="basic-rol-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=SPELL CASTING}} {{name=@{character_name}}} {{roll=[[1d10!+@{will}[STAT]+@{spell_casting_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
BASIC ROLL
</button>
<button type='action' name='act_roll_spellcasting_detailed' data-i18n="detailed-rol-u" class='skill-roller2'
value='@{whisper}&{template:singleroll} {{title=SPELL CASTING}} {{name=@{character_name}}} {{roll=[[1d10!+@{will}[STAT]+@{spell_casting_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]?{TARGET LOCATION |None/Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
DETAILED ROLL
</button>
</div>
<br>
<div class='spell_casting-container'>
<fieldset class="repeating_spellcasting">
<input type="text" class='repeating_mod_name' name="attr_spellcastingname" placeholder='Modifier/focus type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_spellcastingtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_spellcastingmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_spellcastingsum" value='0'>
</fieldset>
<br>
</div>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="resist-magic-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=RESIST MAGIC}} {{name=@{character_name}}} {{roll=[[1d10!+@{will}[STAT]+@{resist_magic_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
RESIST MAGIC*
</button>
<input name='attr_resist_magic' title='@{resist_magic}' class='skillbox' type='number' value='0'>
<input name='attr_resist_magic_total' title='@{resist_magic_total}' class='skillbox' type='text' disabled
value='[[((round(@{resist_magic}+@{resistmagicsum})+0)+abs(round(@{resist_magic}+@{resistmagicsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_resist_magic_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_resist_magic_unlock' class="resist_magic-unlock"><span></span>
<div class='resist_magic-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_resistmagic">
<input type="text" class='repeating_mod_name' name="attr_resistmagicname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_resistmagictoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_resistmagicmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_resistmagicsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="resist-coercio-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=RESIST COERCION}} {{name=@{character_name}}} {{roll=[[1d10!+@{will}[STAT]+@{resist_coercion_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
RESIST COERCION
</button>
<input name='attr_resist_coercion' title='@{resist_coercion}' class='skillbox' type='number' value='0'>
<input name='attr_resist_coercion_total' title='@{resist_coercion_total}' class='skillbox' type='text' disabled
value='[[((round(@{resist_coercion}+@{resistcoercionsum})+0)+abs(round(@{resist_coercion}+@{resistcoercionsum})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_resist_coercion_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_resist_coercion_unlock' class="resist_coercion-unlock"><span></span>
<div class='resist_coercion-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<fieldset class="repeating_resistcoercion">
<input type="text" class='repeating_mod_name' name="attr_resistcoercionname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_resistcoerciontoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_resistcoercionmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_resistcoercionsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<div>
<button type='action' name='act_roll' data-i18n="ritual-crafting-u" class='skill-roller'
value='@{whisper}&{template:singleroll} {{title=RITUAL CRAFTING}} {{name=@{character_name}}} {{roll=[[1d10!+@{will}[STAT]+@{ritual_crafting_total}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'>
RITUAL CRAFTING*
</button>
<input name='attr_ritual_crafting' title='@{ritual_crafting}' class='skillbox' type='number' value='0'>
<input name='attr_ritual_crafting_total' title='@{ritual_crafting_total}' class='skillbox' type='text' disabled
value='[[((round(@{ritual_crafting}+@{ritualcraftingsum}+@{totalev})+0)+abs(round(@{ritual_crafting}+@{ritualcraftingsum}+@{totalev})-0))/2]]'>
<input class="repeating_mod_checkbox show-used-checkbox" name="attr_ritual_crafting_check" type="checkbox">
<span class="show-used-checkbox"></span>
<input type="checkbox" checked name='attr_ritual_crafting_unlock' class="ritual_crafting-unlock"><span></span>
<div class='ritual_crafting-container'>
<label class='legend-skill' data-i18n="maximum-current">Maximum / Current</label><br/>
<label class='totalev-title2' data-i18n="ev-penalty-u">EV PENALTY</label>
<input type='number' name='attr_totalev' class='totalev' value='[[0@{headev}@{torsoev}@{legev}-@{held_toggle}]]' disabled>
<fieldset class="repeating_ritualcrafting">
<input type="text" class='repeating_mod_name' name="attr_ritualcraftingname" placeholder='Modifier type...'> |
<input type="checkbox" class="repeating_mod_checkbox" name='attr_ritualcraftingtoggle' value='1' checked><span></span>|
<input type="number" class='repeating_mod' name="attr_ritualcraftingmod" value='0'>
<!-- Sheetworker Destination Below Must Remain Hidden -->
<input type="hidden" name="attr_ritualcraftingsum" value='0'>
</fieldset>
</div>
<br>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
<input name='attr_will_total' type='hidden'
value='[[0+@{courage}+(@{hex_weaving}+@{hex_weaving}*@{cc_skills})+@{intimidation}+(@{spell_casting}+@{spell_casting}*@{cc_skills})+(@{resist_magic}+@{resist_magic}*@{cc_skills})+@{resist_coercion}+(@{ritual_crafting}+@{ritual_crafting}*@{cc_skills})]]'
disabled>
</div>
</div>
</div>
<!-- KEEP HIDDEN - STAT & SKILL MOD DESTINATIONS -->
<!-- -Modifiers Table- -->
<div class='grid-item' style='margin-top: -68px; margin-left: -20px; margin-right: 10px;'>
<div class='button-box'>
<label class='quick-button-maintitle' data-i18n="quick-roll-button-u" >QUICK ROLL BUTTONS</label><br />
<hr style='margin-bottom: 10px; margin-top: 5px;'>
<label class='initiativetitle' data-i18n="initiativ-u" >INITIATIVE</label><button class='initiative-roll' type='roll' value= '@{whisper}&{template:initiative} {{title=INITIATIVE}} {{name=@{character_name}}} {{roll=[[1d10+@{ref}[STAT]&{tracker}+?{INITIATIVE MOD? (Bonuses/Penalties etc)|0}[MOD]]]}}'></button><br />
<label class='savetitle' data-i18n="stun-death-save-u" >STUN & DEATH SAVE</label><button class='save-roll' type='roll' value= '@{whisper}&{template:save} {{title=STUN/DEATH SAVE}} {{name=@{character_name}}} {{stun=To succeed you need to roll below [[@{stun}+?{STUN/DEATH SAVE MOD? (Bonuses/Penalties etc)|0}[MOD]]]}} {{hp=[[@{hp}]]}} {{death=To succeed on a DEATH save you need to roll below [[@{deathsave}+?{STUN/DEATH SAVE MOD? (Bonuses/Penalties etc)|0}[MOD]]]}} {{roll=[[1d10]]}}'></button><br />
<label class='fumbletitle' data-i18n="fumble-u" >FUMBLE</label><button class='fumble-roll' type='roll' name="roll_fumble" value= '@{whisper}&{template:fumble} {{title=FUMBLE}} {{name=@{character_name}}} {{roll=[[1d10!+1]]}}'></button><br />
<label class='locationtitle' data-i18n="target-locatio-u" >TARGET LOCATION</label><button class='target-roll' name="roll_location" type='roll' value= '@{whisper}&{template:target} {{title=TARGET LOCATION}} {{name=@{character_name}}} {{roll=[[1d10]]}}'></button>
<hr style='margin-bottom: 10px; margin-top: 5px;'>
<label class='quick-button-maintitle' style='font-size: 17px; margin-top: 18px' data-i18n="quick-weapon-button-u" >QUICK WEAPON BUTTONS</label>
<br />
<input class='quickweap-title' name='attr_quick_weapon_1' type='text' value='@{primary_weapon_name}' disabled><button style='margin-left: 10px; margin-right: 10px;' type='action' name="act_primaryweapon" class='quickweapon-damage1' value='@{whisper}&{template:weapon} {{name=@{character_name}}} {{weapon-name=@{primary_weapon_name}}} {{reliability=@{primary_weapon_reliability}}} {{accuracy=@{primary_wa}}} {{range=@{primary_weapon_range}}} {{damage=[[@{primary_weapon_damage}@{primary_weapon_bonus}]]}} {{type1=@{primary_weapon_hold}}} {{type2=@{primary_weapon_type}}} {{effect=@{primary_weapon_effect}}} {{enhancement=@{primary_weapon_enhancement}}} {{skill=@{primary_weapon_skill}}}'></button>
<br />
<input class='quickweap-title' name='attr_quick_weapon_2' type='text' value='@{secondary_weapon_name}' disabled><button style='margin-left: 10px; margin-right: 10px;' type='action' name="act_secondaryweapon" class='quickweapon-damage2' value='@{whisper}&{template:weapon} {{name=@{character_name}}} {{weapon-name=@{secondary_weapon_name}}} {{reliability=@{secondary_weapon_reliability}}} {{accuracy=@{secondary_wa}}} {{range=@{secondary_weapon_range}}} {{damage=[[@{secondary_weapon_damage}@{secondary_weapon_bonus}]]}} {{type1=@{secondary_weapon_hold}}} {{type2=@{secondary_weapon_type}}} {{effect=@{secondary_weapon_effect}}} {{enhancement=@{secondary_weapon_enhancement}}}{{skill=@{second_weapon_skill}}}'></button>
<br />
<input class='quickweap-title' name='attr_quick_weapon_3' type='text' value='@{third_weapon_name}' disabled><button style='margin-left: 10px; margin-right: 10px;' type='action' name="act_thirdweapon" class='quickweapon-damage3' value='@{whisper}&{template:weapon} {{name=@{character_name}}} {{weapon-name=@{third_weapon_name}}} {{reliability=@{third_weapon_reliability}}} {{accuracy=@{third_wa}}} {{range=@{third_weapon_range}}} {{damage=[[@{third_weapon_damage}@{third_weapon_bonus}]]}} {{type1=@{third_weapon_hold}}} {{type2=@{third_weapon_type}}} {{effect=@{third_weapon_effect}}} {{enhancement=@{third_weapon_enhancement}}}{{skill=@{third_weapon_skill}}}'></button>
<br />
<input class='quickweap-title' name='attr_quick_weapon_4' type='text' value='@{fourth_weapon_name}' disabled><button style='margin-left: 10px; margin-right: 10px;' type='action' name="act_fourthweapon" class='quickweapon-damage4' value='@{whisper}&{template:weapon} {{name=@{character_name}}} {{weapon-name=@{fourth_weapon_name}}} {{reliability=@{fourth_weapon_reliability}}} {{accuracy=@{fourth_wa}}} {{range=@{fourth_weapon_range}}} {{damage=[[@{fourth_weapon_damage}@{fourth_weapon_bonus}]]}} {{type1=@{fourth_weapon_hold}}} {{type2=@{fourth_weapon_type}}} {{effect=@{fourth_weapon_effect}}} {{enhancement=@{fourth_weapon_enhancement}}}{{skill=@{fourth_weapon_skill}}}'></button>
<br />
<input class='quickweap-title' name='attr_quick_weapon_5' type='text' value='@{fifth_weapon_name}' disabled><button style='margin-left: 10px; margin-right: 10px;' type='action' name="act_fifthweapon" class='quickweapon-damage5' value='@{whisper}&{template:weapon} {{name=@{character_name}}} {{weapon-name=@{fifth_weapon_name}}} {{reliability=@{fifth_weapon_reliability}}} {{accuracy=@{fifth_wa}}} {{range=@{fifth_weapon_range}}} {{damage=[[@{fifth_weapon_damage}@{fifth_weapon_bonus}]]}} {{type1=@{fifth_weapon_hold}}} {{type2=@{fifth_weapon_type}}} {{effect=@{fifth_weapon_effect}}} {{enhancement=@{fifth_weapon_enhancement}}}{{skill=@{fifth_weapon_skill}}}'></button>
<br />
<input class='quickweap-title' name='attr_quick_weapon_6' type='text' value='@{sixth_weapon_name}' disabled><button style='margin-left: 10px; margin-right: 10px;' type='action' name="act_sixthweapon" class='quickweapon-damage6' value='@{whisper}&{template:weapon} {{name=@{character_name}}} {{weapon-name=@{sixth_weapon_name}}} {{reliability=@{sixth_weapon_reliability}}} {{accuracy=@{sixth_wa}}} {{range=@{sixth_weapon_range}}} {{damage=[[@{sixth_weapon_damage}@{sixth_weapon_bonus}]]}} {{type1=@{sixth_weapon_hold}}} {{type2=@{sixth_weapon_type}}} {{effect=@{sixth_weapon_effect}}} {{enhancement=@{sixth_weapon_enhancement}}} {{skill=@{sixth_weapon_skill}}}'></button>
<br />
<input class='quickweap-title' name='attr_quick_shield' type='text' value='@{shield_name}' disabled><button style='margin-left: 10px; margin-right: 10px;' type='action' name="act_shield" class='quickshield' value='@{whisper}&{template:shield} {{name=@{character_name}}} {{shield-name=@{shield_name}}} {{reliability=@{shieldcur}}} {{damage=[[@{punch}@{bonus_mod}@{shield_size}]]}} {{effect=@{shield_effect}}} {{enhancement=@{shield_enhancement}}}'></button>
<br />
</div>
<div class='notes-container'>
<label class='notes-maintitle' data-i18n="skills--stats-modifier-note-u" >SKILLS, STATS & MODIFIER NOTES</label>
<hr style='margin-bottom: 15px; margin-top: 15px;'>
<textarea class='notes-text' name='attr_skill_stat_notes' data-i18n="notes-on-buffs-or-penalties" >For any notes on buffs or penalties that affect skills and/or stats...</textarea>
</div>
<div class='ip-box'>
<label class='ip-maintitle' data-i18n="improvement-point-u" >IMPROVEMENT POINTS</label><br />
<hr style='margin-bottom: 10px; margin-top: 5px; border-color: #FFF;'>
<label class='current-ip-title' data-i18n="current-i-p-u" >CURRENT I.P.</label><input name='attr_current_ip' class='current-ip-element' type='text'><br />
<hr style='margin-bottom: 10px; margin-top: 5px; border-color: #FFF;'>
<label class='training-ip-title' data-i18n="skill-ability-training-u" >SKILL & ABILITY TRAINING</label><br />
<input name='attr_current_ip1' class='training-ip-element' type='text'><input name='attr_current2_ip1' class='training-ip2-element' type='text'><br />
<input name='attr_current_ip2' class='training-ip-element' type='text'><input name='attr_current2_ip2' class='training-ip2-element' type='text'><br />
<input name='attr_current_ip3' class='training-ip-element' type='text'><input name='attr_current2_ip3' class='training-ip2-element' type='text'><br />
<input name='attr_current_ip4' class='training-ip-element' type='text'><input name='attr_current2_ip4' class='training-ip2-element' type='text'><br />
<input name='attr_current_ip5' class='training-ip-element' type='text'><input name='attr_current2_ip5' class='training-ip2-element' type='text'><br />
</div>
</div>
</div>
<hr>
</div>
<!-- --- Profession Abilities ---- -->
<div class="section-abilities" >
<div class='middle-grid' style='margin-top: 20px;'>
<div class='grid-column'>
<img class='top-title-image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/profession_skills.png" alt="profession skills"><br />
</div>
<div class='grid-column' style='margin-left: -20px;'>
<div class='vigor-total-container'>
<input class='profession-title' name='attr_ability_prof_title' type='text' value='@{char_prof}' disabled>
</div>
</div>
</div>
<span class='main-skill-span'><input style='margin-left: 210px;' class='prof-main-name' type='text' name='attr_prof_main_name' value='Main Skill Name...'>
<select class='prof-skill-choice' name='attr_prof_main_choice'>
<option value='0'>N/A</option>
<option value='@{int}' data-i18n="int-u" >INT</option>
<option value='@{ref}' data-i18n="ref-u" >REF</option>
<option value='@{dex}' data-i18n="dex-u" >DEX</option>
<option value='@{body}' data-i18n="body-u" >BODY</option>
<option value='@{spd}' data-i18n="spd-u" >SPD</option>
<option value='@{emp}' data-i18n="emp-u" >EMP</option>
<option value='@{cra}' data-i18n="cra-u" >CRA</option>
<option value='@{will}' data-i18n="will-u" >WILL</option>
</select></span><br />
<textarea class='prof-main-text' name='attr_prof_main_text'></textarea><br />
<span class='main-skill-span2'><label style='margin-left: 200px;' class='skill-level' data-i18n="skill-leve-u" >SKILL LEVEL</label>
<input class='prof-skill-stat' name='attr_prof_main_stat' title='@{prof_main_stat}' type='text' value='1'>
<button type='action' name='act_roll' class='prof-skill-roll' value='@{whisper}&{template:mainskill} {{title=@{prof_main_name}}} {{name=@{character_name}}} {{description=@{prof_main_text}}} {{roll=[[1d10!+@{prof_main_choice}[STAT]+@{prof_main_stat}[PROF. SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</span>
<div class='middle-skill-grid' style='margin-left: -10px; margin-right: 40px;'>
<div class='grid-item'>
<span class='blue1-skill-span'><input class='prof-main-name' type='text' name='attr_prof_blue1_name' value='1st Skill Name...'>
<select class='prof-skill-choice' name='attr_prof_blue1_choice'>
<option value='0'>N/A</option>
<option value='@{int}' data-i18n="int-u" >INT</option>
<option value='@{ref}' data-i18n="ref-u" >REF</option>
<option value='@{dex}' data-i18n="dex-u" >DEX</option>
<option value='@{body}' data-i18n="body-u" >BODY</option>
<option value='@{spd}' data-i18n="spd-u" >SPD</option>
<option value='@{emp}' data-i18n="emp-u" >EMP</option>
<option value='@{cra}' data-i18n="cra-u" >CRA</option>
<option value='@{will}' data-i18n="will-u" >WILL</option>
</select></span>
<textarea class='prof-blue1-text' name='attr_prof_blue1_text'></textarea>
<span class='blue1-skill-span2'><label class='skill-level' data-i18n="skill-leve-u" >SKILL LEVEL</label>
<input class='prof-skill-stat' name='attr_prof_blue1_stat' title='@{prof_blue1_stat}' type='text' value='0'>
<button type='action' name='act_roll' class='prof-skill-roll' value='@{whisper}&{template:blueskill} {{title=@{prof_blue1_name}}} {{name=@{character_name}}} {{description=@{prof_blue1_text}}} {{roll=[[1d10!+@{prof_blue1_choice}[STAT]+@{prof_blue1_stat}[PROF. SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</span>
<span class='blue2-skill-span'><input class='prof-main-name' type='text' name='attr_prof_blue2_name' value='2nd Skill Name...'>
<select class='prof-skill-choice' name='attr_prof_blue2_choice'>
<option value='0'>N/A</option>
<option value='@{int}' data-i18n="int-u" >INT</option>
<option value='@{ref}' data-i18n="ref-u" >REF</option>
<option value='@{dex}' data-i18n="dex-u" >DEX</option>
<option value='@{body}' data-i18n="body-u" >BODY</option>
<option value='@{spd}' data-i18n="spd-u" >SPD</option>
<option value='@{emp}' data-i18n="emp-u" >EMP</option>
<option value='@{cra}' data-i18n="cra-u" >CRA</option>
<option value='@{will}' data-i18n="will-u" >WILL</option>
</select></span>
<textarea class='prof-blue2-text' name='attr_prof_blue2_text'></textarea>
<span class='blue2-skill-span2'><label class='skill-level' data-i18n="skill-leve-u" >SKILL LEVEL</label>
<input class='prof-skill-stat' name='attr_prof_blue2_stat' title='@{prof_blue2_stat}' type='text' value='0'>
<button type='action' name='act_roll' class='prof-skill-roll' value='@{whisper}&{template:blueskill} {{title=@{prof_blue2_name}}} {{name=@{character_name}}} {{description=@{prof_blue2_text}}} {{roll=[[1d10!+@{prof_blue2_choice}[STAT]+@{prof_blue2_stat}[PROF. SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</span>
<span class='blue3-skill-span'><input class='prof-main-name' type='text' name='attr_prof_blue3_name' value='3rd Skill Name...'>
<select class='prof-skill-choice' name='attr_prof_blue3_choice'>
<option value='0'>N/A</option>
<option value='@{int}' data-i18n="int-u" >INT</option>
<option value='@{ref}' data-i18n="ref-u" >REF</option>
<option value='@{dex}' data-i18n="dex-u" >DEX</option>
<option value='@{body}' data-i18n="body-u" >BODY</option>
<option value='@{spd}' data-i18n="spd-u" >SPD</option>
<option value='@{emp}' data-i18n="emp-u" >EMP</option>
<option value='@{cra}' data-i18n="cra-u" >CRA</option>
<option value='@{will}' data-i18n="will-u" >WILL</option>
</select></span>
<textarea class='prof-blue3-text' name='attr_prof_blue3_text'></textarea>
<span class='blue3-skill-span2'><label class='skill-level' data-i18n="skill-leve-u" >SKILL LEVEL</label>
<input class='prof-skill-stat' name='attr_prof_blue3_stat' title='@{prof_blue3_stat}' type='text' value='0'>
<button type='action' name='act_roll' class='prof-skill-roll' value='@{whisper}&{template:blueskill} {{title=@{prof_blue3_name}}} {{name=@{character_name}}} {{description=@{prof_blue3_text}}} {{roll=[[1d10!+@{prof_blue3_choice}[STAT]+@{prof_blue3_stat}[PROF. SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</span>
</div>
<div class='grid-item'>
<span class='green1-skill-span'><input class='prof-main-name' type='text' name='attr_prof_green1_name' value='1st Skill Name...'>
<select class='prof-skill-choice' name='attr_prof_green1_choice'>
<option value='0'>N/A</option>
<option value='@{int}' data-i18n="int-u" >INT</option>
<option value='@{ref}' data-i18n="ref-u" >REF</option>
<option value='@{dex}' data-i18n="dex-u" >DEX</option>
<option value='@{body}' data-i18n="body-u" >BODY</option>
<option value='@{spd}' data-i18n="spd-u" >SPD</option>
<option value='@{emp}' data-i18n="emp-u" >EMP</option>
<option value='@{cra}' data-i18n="cra-u" >CRA</option>
<option value='@{will}' data-i18n="will-u" >WILL</option>
</select></span>
<textarea class='prof-green1-text' name='attr_prof_green1_text'></textarea>
<span class='green1-skill-span2'><label class='skill-level' data-i18n="skill-leve-u" >SKILL LEVEL</label>
<input class='prof-skill-stat' name='attr_prof_green1_stat' title='@{prof_green1_stat}' type='text' value='0'>
<button type='action' name='act_roll' class='prof-skill-roll' value='@{whisper}&{template:greenskill} {{title=@{prof_green1_name}}} {{name=@{character_name}}} {{description=@{prof_green1_text}}} {{roll=[[1d10!+@{prof_green1_choice}[STAT]+@{prof_green1_stat}[PROF. SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</span>
<span class='green2-skill-span'><input class='prof-main-name' type='text' name='attr_prof_green2_name' value='2nd Skill Name...'>
<select class='prof-skill-choice' name='attr_prof_green2_choice'>
<option value='0'>N/A</option>
<option value='@{int}' data-i18n="int-u" >INT</option>
<option value='@{ref}' data-i18n="ref-u" >REF</option>
<option value='@{dex}' data-i18n="dex-u" >DEX</option>
<option value='@{body}' data-i18n="body-u" >BODY</option>
<option value='@{spd}' data-i18n="spd-u" >SPD</option>
<option value='@{emp}' data-i18n="emp-u" >EMP</option>
<option value='@{cra}' data-i18n="cra-u" >CRA</option>
<option value='@{will}' data-i18n="will-u" >WILL</option>
</select></span>
<textarea class='prof-green2-text' name='attr_prof_green2_text'></textarea>
<span class='green2-skill-span2'><label class='skill-level' data-i18n="skill-leve-u" >SKILL LEVEL</label>
<input class='prof-skill-stat' name='attr_prof_green2_stat' title='@{prof_green2_stat}' type='text' value='0'>
<button type='action' name='act_roll' class='prof-skill-roll' value='@{whisper}&{template:greenskill} {{title=@{prof_green2_name}}} {{name=@{character_name}}} {{description=@{prof_green2_text}}} {{roll=[[1d10!+@{prof_green2_choice}[STAT]+@{prof_green2_stat}[PROF. SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</span>
<span class='green3-skill-span'><input class='prof-main-name' type='text' name='attr_prof_green3_name' value='3rd Skill Name...'>
<select class='prof-skill-choice' name='attr_prof_green3_choice'>
<option value='0'>N/A</option>
<option value='@{int}' data-i18n="int-u" >INT</option>
<option value='@{ref}' data-i18n="ref-u" >REF</option>
<option value='@{dex}' data-i18n="dex-u" >DEX</option>
<option value='@{body}' data-i18n="body-u" >BODY</option>
<option value='@{spd}' data-i18n="spd-u" >SPD</option>
<option value='@{emp}' data-i18n="emp-u" >EMP</option>
<option value='@{cra}' data-i18n="cra-u" >CRA</option>
<option value='@{will}' data-i18n="will-u" >WILL</option>
</select></span>
<textarea class='prof-green3-text' name='attr_prof_green3_text'></textarea>
<span class='green3-skill-span2'><label class='skill-level' data-i18n="skill-leve-u" >SKILL LEVEL</label>
<input class='prof-skill-stat' name='attr_prof_green3_stat' title='@{prof_green3_stat}' type='text' value='0'>
<button type='action' name='act_roll' class='prof-skill-roll' value='@{whisper}&{template:greenskill} {{title=@{prof_green3_name}}} {{name=@{character_name}}} {{description=@{prof_green3_text}}} {{roll=[[1d10!+@{prof_green3_choice}[STAT]+@{prof_green3_stat}[PROF. SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</span>
</div>
<div class='grid-item'>
<span class='red1-skill-span'><input class='prof-main-name' type='text' name='attr_prof_red1_name' value='1st Skill Name...'>
<select class='prof-skill-choice' name='attr_prof_red1_choice'>
<option value='0'>N/A</option>
<option value='@{int}' data-i18n="int-u" >INT</option>
<option value='@{ref}' data-i18n="ref-u" >REF</option>
<option value='@{dex}' data-i18n="dex-u" >DEX</option>
<option value='@{body}' data-i18n="body-u" >BODY</option>
<option value='@{spd}' data-i18n="spd-u" >SPD</option>
<option value='@{emp}' data-i18n="emp-u" >EMP</option>
<option value='@{cra}' data-i18n="cra-u" >CRA</option>
<option value='@{will}' data-i18n="will-u" >WILL</option>
</select></span>
<textarea class='prof-red1-text' name='attr_prof_red1_text'></textarea>
<span class='red1-skill-span2'><label class='skill-level' data-i18n="skill-leve-u" >SKILL LEVEL</label>
<input class='prof-skill-stat' name='attr_prof_red1_stat' title='@{prof_red1_stat}' type='text' value='0'>
<button type='action' name='act_roll' class='prof-skill-roll' value='@{whisper}&{template:redskill} {{title=@{prof_red1_name}}} {{name=@{character_name}}} {{description=@{prof_red1_text}}} {{roll=[[1d10!+@{prof_red1_choice}[STAT]+@{prof_red1_stat}[PROF. SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</span>
<span class='red2-skill-span'><input class='prof-main-name' type='text' name='attr_prof_red2_name' value='2nd Skill Name...'>
<select class='prof-skill-choice' name='attr_prof_red2_choice'>
<option value='0'>N/A</option>
<option value='@{int}' data-i18n="int-u" >INT</option>
<option value='@{ref}' data-i18n="ref-u" >REF</option>
<option value='@{dex}' data-i18n="dex-u" >DEX</option>
<option value='@{body}' data-i18n="body-u" >BODY</option>
<option value='@{spd}' data-i18n="spd-u" >SPD</option>
<option value='@{emp}' data-i18n="emp-u" >EMP</option>
<option value='@{cra}' data-i18n="cra-u" >CRA</option>
<option value='@{will}' data-i18n="will-u" >WILL</option>
</select></span>
<textarea class='prof-red2-text' name='attr_prof_red2_text'></textarea>
<span class='red2-skill-span2'><label class='skill-level' data-i18n="skill-leve-u" >SKILL LEVEL</label>
<input class='prof-skill-stat' name='attr_prof_red2_stat' title='@{prof_red2_stat}' type='text' value='0'>
<button type='action' name='act_roll' class='prof-skill-roll' value='@{whisper}&{template:redskill} {{title=@{prof_red2_name}}} {{name=@{character_name}}} {{description=@{prof_red2_text}}} {{roll=[[1d10!+@{prof_red2_choice}[STAT]+@{prof_red2_stat}[PROF. SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</span>
<span class='red3-skill-span'><input class='prof-main-name' type='text' name='attr_prof_red3_name' value='3rd Skill Name...'>
<select class='prof-skill-choice' name='attr_prof_red3_choice'>
<option value='0'>N/A</option>
<option value='@{int}' data-i18n="int-u" >INT</option>
<option value='@{ref}' data-i18n="ref-u" >REF</option>
<option value='@{dex}' data-i18n="dex-u" >DEX</option>
<option value='@{body}' data-i18n="body-u" >BODY</option>
<option value='@{spd}' data-i18n="spd-u" >SPD</option>
<option value='@{emp}' data-i18n="emp-u" >EMP</option>
<option value='@{cra}' data-i18n="cra-u" >CRA</option>
<option value='@{will}' data-i18n="will-u" >WILL</option>
</select></span>
<textarea class='prof-red3-text' name='attr_prof_red3_text'></textarea>
<span class='red3-skill-span2'><label class='skill-level' data-i18n="skill-leve-u" >SKILL LEVEL</label>
<input class='prof-skill-stat' name='attr_prof_red3_stat' title='@{prof_red3_stat}' type='text' value='0'>
<button type='action' name='act_roll' class='prof-skill-roll' value='@{whisper}&{template:redskill} {{title=@{prof_red3_name}}} {{name=@{character_name}}} {{description=@{prof_red3_text}}} {{roll=[[1d10!+@{prof_red3_choice}[STAT]+@{prof_red3_stat}[PROF. SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</span>
</div>
</div>
</div>
<!-- ---- Arms, Gear & Bags ---- -->
<div class="section-gear" >
<div class='middle-grid' style='margin-top: 20px;'>
<div class='grid-column'>
<img class='top-title-image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/gear_and_inventory.png" alt="gear and inventory"><br />
<label class='weapon-title' data-i18n="equipped-weapon-u" >EQUIPPED WEAPONS</label>
<span class='primary-weapon-gradient'><input class='weapon-name' type="text" name="attr_primary_weapon_name" placeholder='Weapon Name Goes Here...'/></span>
<label class='weapon-reliability' data-i18n="reliabilit-u" >RELIABILITY</label><input name='attr_primary_weapon_reliability' class='weapon-reliability-element' type='number' value='0'>
<button style='margin-left: 10px; margin-right: 20px;' type='action' name="act_primaryweapon" class='weapon-damage-roll' value='@{whisper}&{template:weapon} {{name=@{character_name}}} {{weapon-name=@{primary_weapon_name}}} {{reliability=@{primary_weapon_reliability}}} {{accuracy=@{primary_wa}}} {{range=@{primary_weapon_range}}} {{damage=[[@{primary_weapon_damage}@{primary_weapon_bonus}]]}} {{type1=@{primary_weapon_hold}}} {{type2=@{primary_weapon_type}}} {{effect=@{primary_weapon_effect}}} {{enhancement=@{primary_weapon_enhancement}}} {{skill=@{primary_weapon_skill}}}'><strong style='font-size: 11px;'>1st</strong></button>
<input type="checkbox" checked name='attr_primary_toggle' class="primary-weapon-toggle"><span></span><br />
<div class='primary-weapon-padding-container'>
<label class='weapon-accuracy' data-i18n="w-accuracy-u" >W. ACCURACY</label><input name='attr_primary_wa' class='weapon-accuracy-element' type='number' value='0'>
<label class='weapon-range' data-i18n="range-u" >RANGE</label><input name='attr_primary_weapon_range' class='weapon-range-element' type='text' value='0'>
<label class='weapon-bonus' data-i18n="bonus-dmg-u" >BONUS DMG?</label>
<select name='attr_primary_weapon_bonus' class='weapon-bonus-element'>
<option value='@{bonus_mod}' data-i18n="yes-u" >YES</option>
<option value='+0' data-i18n="no-u">NO</option>
</select>
<label class='weapon-damage' data-i18n="damage-u" >DAMAGE</label><input name='attr_primary_weapon_damage' class='weapon-damage-element' type='text' value='0'><br />
<label class='weapon-type' data-i18n="type-u" >TYPE</label><select name='attr_primary_weapon_hold' class='weapon-hold-element'>
<option value='One-handed' data-i18n="one-handed-u" >ONE-HANDED</option>
<option value='Two-handed' data-i18n="two-handed-u" >TWO-HANDED</option>
</select>
<input type='text' name='attr_primary_weapon_type' class='weapon-type-element' placeholder='P/B/S etc...'>
<label class='weapon-conc' data-i18n="conc-u" >CONC.</label><select name='attr_primary_weapon_conc' class='weapon-conc-element'>
<option value='N/A'>N/A</option>
<option value='Tiny' data-i18n="tiny-u" >TINY</option>
<option value='Small' data-i18n="small-u" >SMALL</option>
<option value='Medium' data-i18n="medium-u" >MEDIUM</option>
<option value='Large' data-i18n="large-u" >LARGE</option></select>
<label class='weapon-weight' data-i18n="weight-u" >WEIGHT</label><input name='attr_primary_wt' class='weapon-weight-element' type='text' value='0'><br />
<label class='weapon-effect' data-i18n="effect-u" >EFFECT</label><input name='attr_primary_weapon_effect' class='weapon-effect-element' type='text' placeholder='Effects and conditions such as: Silver [[3d6]] - Stun (-2) - Long Reach etc'><br />
<label class='weapon-enhancement' data-i18n="enhancement-u" >ENHANCEMENT</label><input name='attr_primary_weapon_enhancement' class='weapon-enhancement-element' type='text' placeholder='Runes and upgrades. Useful for tracking available enhancement slots.'>
<label class='weapon-enhancement' data-i18n="used-skill-u" >USED SKILL</label><select name='attr_primary_weapon_skill' class='weapon-hold-element'>
<option value='' data-i18n="non-u" selected>NONE</option>
<option value='athletics_base' data-i18n="athletic-u" >ATHLETICS</option>
<option value='brawling_base' data-i18n="brawlin-u" >BRAWLING</option>
<option value='melee_base' data-i18n="mele-u" >MELEE</option>
<option value='small_blades_base' data-i18n="small-blade-u" >SMALL BLADES</option>
<option value='staff_spear_base' data-i18n="staff-spea-u" >STAFF/SPEAR</option>
<option value='swordsmanship_base' data-i18n="swordsmanshi-u" >SWORDSMANSHIP</option>
<option value='archery_base' data-i18n="archer-u" >ARCHERY</option>
<option value='crossbow_base' data-i18n="crossbo-u" >CROSSBOW</option>
</select>
</div>
<span class='secondary-weapon-gradient'><input class='weapon-name' type="text" name="attr_secondary_weapon_name" placeholder='Weapon Name Goes Here...'/></span>
<label class='weapon-reliability' data-i18n="reliabilit-u" >RELIABILITY</label><input name='attr_secondary_weapon_reliability' class='weapon-reliability-element' type='number' value='0'>
<button style='margin-left: 10px; margin-right: 20px;' type='action' class='weapon-damage-roll' name="act_secondaryweapon" value='@{whisper}&{template:weapon} {{name=@{character_name}}} {{weapon-name=@{secondary_weapon_name}}} {{reliability=@{secondary_weapon_reliability}}} {{accuracy=@{secondary_wa}}} {{range=@{secondary_weapon_range}}} {{damage=[[@{secondary_weapon_damage}@{secondary_weapon_bonus}]]}} {{type1=@{secondary_weapon_hold}}} {{type2=@{secondary_weapon_type}}} {{effect=@{secondary_weapon_effect}}} {{enhancement=@{secondary_weapon_enhancement}}}{{skill=@{second_weapon_skill}}}'><strong style='font-size: 11px;'>2nd</strong></button>
<input type="checkbox" checked name='attr_secondary_toggle' class="secondary-weapon-toggle"><span></span><br />
<div class='secondary-weapon-padding-container'>
<label class='weapon-accuracy' data-i18n="w-accuracy-u" >W. ACCURACY</label><input name='attr_secondary_wa' class='weapon-accuracy-element' type='number' value='0'>
<label class='weapon-range' data-i18n="range-u" >RANGE</label><input name='attr_secondary_weapon_range' class='weapon-range-element' type='text' value='0'>
<label class='weapon-bonus' data-i18n="bonus-dmg-u" >BONUS DMG?</label>
<select name='attr_secondary_weapon_bonus' class='weapon-bonus-element'>
<option value='@{bonus_mod}' data-i18n="yes-u" >YES</option>
<option value='+0' data-i18n="no-u">NO</option>
</select>
<label class='weapon-damage' data-i18n="damage-u" >DAMAGE</label><input name='attr_secondary_weapon_damage' class='weapon-damage-element' type='text' value='0'><br />
<label class='weapon-type' data-i18n="type-u" >TYPE</label><select name='attr_secondary_weapon_hold' class='weapon-hold-element'>
<option value='One-handed' data-i18n="one-handed-u" >ONE-HANDED</option>
<option value='Two-handed' data-i18n="two-handed-u" >TWO-HANDED</option></select>
<input type='text' name='attr_secondary_weapon_type' class='weapon-type-element' placeholder='P/B/S etc...'>
<label class='weapon-conc' data-i18n="conc-u" >CONC.</label><select name='attr_secondary_weapon_conc' class='weapon-conc-element'>
<option value='N/A'>N/A</option>
<option value='Tiny' data-i18n="tiny-u" >TINY</option>
<option value='Small' data-i18n="small-u" >SMALL</option>
<option value='Medium' data-i18n="medium-u" >MEDIUM</option>
<option value='Large' data-i18n="large-u" >LARGE</option></select>
<label class='weapon-weight' data-i18n="weight-u" >WEIGHT</label><input name='attr_secondary_wt' class='weapon-weight-element' type='text' value='0'><br />
<label class='weapon-effect' data-i18n="effect-u" >EFFECT</label><input name='attr_secondary_weapon_effect' class='weapon-effect-element' type='text' placeholder='Effects and conditions such as: Silver [[3d6]] - Stun (-2) - Long Reach etc'><br />
<label class='weapon-enhancement' data-i18n="enhancement-u" >ENHANCEMENT</label><input name='attr_secondary_weapon_enhancement' class='weapon-enhancement-element' type='text' placeholder='Runes and upgrades. Useful for tracking available enhancement slots.'>
<label class='weapon-enhancement' data-i18n="used-skill-u" >USED SKILL</label><select name='attr_second_weapon_skill' class='weapon-hold-element'>
<option value='' data-i18n="non-u" selected>NONE</option>
<option value='athletics_base' data-i18n="athletic-u" >ATHLETICS</option>
<option value='brawling_base' data-i18n="brawlin-u" >BRAWLING</option>
<option value='melee_base' data-i18n="mele-u" >MELEE</option>
<option value='small_blades_base' data-i18n="small-blade-u" >SMALL BLADES</option>
<option value='staff_spear_base' data-i18n="staff-spea-u" >STAFF/SPEAR</option>
<option value='swordsmanship_base' data-i18n="swordsmanshi-u" >SWORDSMANSHIP</option>
<option value='archery_base' data-i18n="archer-u" >ARCHERY</option>
<option value='crossbow_base' data-i18n="crossbo-u" >CROSSBOW</option>
</select>
</div>
<span class='third-weapon-gradient'><input class='weapon-name' type="text" name="attr_third_weapon_name" placeholder='Weapon Name Goes Here...'/></span>
<label class='weapon-reliability' data-i18n="reliabilit-u" >RELIABILITY</label><input name='attr_third_weapon_reliability' class='weapon-reliability-element' type='number' value='0'>
<button style='margin-left: 10px; margin-right: 20px;' type='action' class='weapon-damage-roll' name="act_thirdweapon" value='@{whisper}&{template:weapon} {{name=@{character_name}}} {{weapon-name=@{third_weapon_name}}} {{reliability=@{third_weapon_reliability}}} {{accuracy=@{third_wa}}} {{range=@{third_weapon_range}}} {{damage=[[@{third_weapon_damage}@{third_weapon_bonus}]]}} {{type1=@{third_weapon_hold}}} {{type2=@{third_weapon_type}}} {{effect=@{third_weapon_effect}}} {{enhancement=@{third_weapon_enhancement}}}{{skill=@{third_weapon_skill}}}'><strong style='font-size: 11px;'>3rd</strong></button>
<input type="checkbox" checked name='attr_third_toggle' class="third-weapon-toggle"><span></span><br />
<div class='third-weapon-padding-container'>
<label class='weapon-accuracy' data-i18n="w-accuracy-u" >W. ACCURACY</label><input name='attr_third_wa' class='weapon-accuracy-element' type='number' value='0'>
<label class='weapon-range' data-i18n="range-u" >RANGE</label><input name='attr_third_weapon_range' class='weapon-range-element' type='text' value='0'>
<label class='weapon-bonus' data-i18n="bonus-dmg-u" >BONUS DMG?</label>
<select name='attr_third_weapon_bonus' class='weapon-bonus-element'>
<option value='@{bonus_mod}' data-i18n="yes-u" >YES</option>
<option value='+0' data-i18n="no-u">NO</option>
</select>
<label class='weapon-damage' data-i18n="damage-u" >DAMAGE</label><input name='attr_third_weapon_damage' class='weapon-damage-element' type='text' value='0'><br />
<label class='weapon-type' data-i18n="type-u" >TYPE</label><select name='attr_third_weapon_hold' class='weapon-hold-element'>
<option value='One-handed' data-i18n="one-handed-u" >ONE-HANDED</option>
<option value='Two-handed' data-i18n="two-handed-u" >TWO-HANDED</option></select>
<input type='text' name='attr_third_weapon_type' class='weapon-type-element' placeholder='P/B/S etc...'>
<label class='weapon-conc' data-i18n="conc-u" >CONC.</label><select name='attr_third_weapon_conc' class='weapon-conc-element'>
<option value='N/A'>N/A</option>
<option value='Tiny' data-i18n="tiny-u" >TINY</option>
<option value='Small' data-i18n="small-u" >SMALL</option>
<option value='Medium' data-i18n="medium-u" >MEDIUM</option>
<option value='Large' data-i18n="large-u" >LARGE</option></select>
<label class='weapon-weight' data-i18n="weight-u" >WEIGHT</label><input name='attr_third_wt' class='weapon-weight-element' type='text' value='0'><br />
<label class='weapon-effect' data-i18n="effect-u" >EFFECT</label><input name='attr_third_weapon_effect' class='weapon-effect-element' type='text' placeholder='Effects and conditions such as: Silver [[3d6]] - Stun (-2) - Long Reach etc'><br />
<label class='weapon-enhancement' data-i18n="enhancement-u" >ENHANCEMENT</label><input name='attr_third_weapon_enhancement' class='weapon-enhancement-element' type='text' placeholder='Runes and upgrades. Useful for tracking available enhancement slots.'>
<label class='weapon-enhancement' data-i18n="used-skill-u" >USED SKILL</label><select name='attr_third_weapon_skill' class='weapon-hold-element'>
<option value='' data-i18n="non-u" selected>NONE</option>
<option value='athletics_base' data-i18n="athletic-u" >ATHLETICS</option>
<option value='brawling_base' data-i18n="brawlin-u" >BRAWLING</option>
<option value='melee_base' data-i18n="mele-u" >MELEE</option>
<option value='small_blades_base' data-i18n="small-blade-u" >SMALL BLADES</option>
<option value='staff_spear_base' data-i18n="staff-spea-u" >STAFF/SPEAR</option>
<option value='swordsmanship_base' data-i18n="swordsmanshi-u" >SWORDSMANSHIP</option>
<option value='archery_base' data-i18n="archer-u" >ARCHERY</option>
<option value='crossbow_base' data-i18n="crossbo-u" >CROSSBOW</option>
</select>
</div>
<span class='fourth-weapon-gradient'><input class='weapon-name' type="text" name="attr_fourth_weapon_name" placeholder='Weapon Name Goes Here...'/></span>
<label class='weapon-reliability' data-i18n="reliabilit-u" >RELIABILITY</label><input name='attr_fourth_weapon_reliability' class='weapon-reliability-element' type='number' value='0'>
<button style='margin-left: 10px; margin-right: 20px;' type='action' class='weapon-damage-roll' name="act_fourthweapon" value='@{whisper}&{template:weapon} {{name=@{character_name}}} {{weapon-name=@{fourth_weapon_name}}} {{reliability=@{fourth_weapon_reliability}}} {{accuracy=@{fourth_wa}}} {{range=@{fourth_weapon_range}}} {{damage=[[@{fourth_weapon_damage}@{fourth_weapon_bonus}]]}} {{type1=@{fourth_weapon_hold}}} {{type2=@{fourth_weapon_type}}} {{effect=@{fourth_weapon_effect}}} {{enhancement=@{fourth_weapon_enhancement}}}{{skill=@{fourth_weapon_skill}}}'><strong style='font-size: 11px;'>4th</strong></button>
<input type="checkbox" checked name='attr_fourth_toggle' class="fourth-weapon-toggle"><span></span><br />
<div class='fourth-weapon-padding-container'>
<label class='weapon-accuracy' data-i18n="w-accuracy-u" >W. ACCURACY</label><input name='attr_fourth_wa' class='weapon-accuracy-element' type='number' value='0'>
<label class='weapon-range' data-i18n="range-u" >RANGE</label><input name='attr_fourth_weapon_range' class='weapon-range-element' type='text' value='0'>
<label class='weapon-bonus' data-i18n="bonus-dmg-u" >BONUS DMG?</label>
<select name='attr_fourth_weapon_bonus' class='weapon-bonus-element'>
<option value='@{bonus_mod}' data-i18n="yes-u" >YES</option>
<option value='+0' data-i18n="no-u">NO</option>
</select>
<label class='weapon-damage' data-i18n="damage-u" >DAMAGE</label><input name='attr_fourth_weapon_damage' class='weapon-damage-element' type='text' value='0'><br />
<label class='weapon-type' data-i18n="type-u" >TYPE</label><select name='attr_fourth_weapon_hold' class='weapon-hold-element'>
<option value='One-handed' data-i18n="one-handed-u" >ONE-HANDED</option>
<option value='Two-handed' data-i18n="two-handed-u" >TWO-HANDED</option></select>
<input type='text' name='attr_fourth_weapon_type' class='weapon-type-element' placeholder='P/B/S etc...'>
<label class='weapon-conc' data-i18n="conc-u" >CONC.</label><select name='attr_fourth_weapon_conc' class='weapon-conc-element'>
<option value='N/A'>N/A</option>
<option value='Tiny' data-i18n="tiny-u" >TINY</option>
<option value='Small' data-i18n="small-u" >SMALL</option>
<option value='Medium' data-i18n="medium-u" >MEDIUM</option>
<option value='Large' data-i18n="large-u" >LARGE</option></select>
<label class='weapon-weight' data-i18n="weight-u" >WEIGHT</label><input name='attr_fourth_wt' class='weapon-weight-element' type='text' value='0'><br />
<label class='weapon-effect' data-i18n="effect-u" >EFFECT</label><input name='attr_fourth_weapon_effect' class='weapon-effect-element' type='text' placeholder='Effects and conditions such as: Silver [[3d6]] - Stun (-2) - Long Reach etc'><br />
<label class='weapon-enhancement' data-i18n="enhancement-u" >ENHANCEMENT</label><input name='attr_fourth_weapon_enhancement' class='weapon-enhancement-element' type='text' placeholder='Runes and upgrades. Useful for tracking available enhancement slots.'>
<label class='weapon-enhancement' data-i18n="used-skill-u" >USED SKILL</label><select name='attr_fourth_weapon_skill' class='weapon-hold-element'>
<option value='' data-i18n="non-u" selected>NONE</option>
<option value='athletics_base' data-i18n="athletic-u" >ATHLETICS</option>
<option value='brawling_base' data-i18n="brawlin-u" >BRAWLING</option>
<option value='melee_base' data-i18n="mele-u" >MELEE</option>
<option value='small_blades_base' data-i18n="small-blade-u" >SMALL BLADES</option>
<option value='staff_spear_base' data-i18n="staff-spea-u" >STAFF/SPEAR</option>
<option value='swordsmanship_base' data-i18n="swordsmanshi-u" >SWORDSMANSHIP</option>
<option value='archery_base' data-i18n="archer-u" >ARCHERY</option>
<option value='crossbow_base' data-i18n="crossbo-u" >CROSSBOW</option>
</select>
</div>
<span class='fifth-weapon-gradient'><input class='weapon-name' type="text" name="attr_fifth_weapon_name" placeholder='Weapon Name Goes Here...'/></span>
<label class='weapon-reliability' data-i18n="reliabilit-u" >RELIABILITY</label><input name='attr_fifth_weapon_reliability' class='weapon-reliability-element' type='number' value='0'>
<button style='margin-left: 10px; margin-right: 20px;' type='action' class='weapon-damage-roll' name="act_fifthweapon" value='@{whisper}&{template:weapon} {{name=@{character_name}}} {{weapon-name=@{fifth_weapon_name}}} {{reliability=@{fifth_weapon_reliability}}} {{accuracy=@{fifth_wa}}} {{range=@{fifth_weapon_range}}} {{damage=[[@{fifth_weapon_damage}@{fifth_weapon_bonus}]]}} {{type1=@{fifth_weapon_hold}}} {{type2=@{fifth_weapon_type}}} {{effect=@{fifth_weapon_effect}}} {{enhancement=@{fifth_weapon_enhancement}}}{{skill=@{fifth_weapon_skill}}}'><strong style='font-size: 11px;'>5th</strong></button>
<input type="checkbox" checked name='attr_fifth_toggle' class="fifth-weapon-toggle"><span></span><br />
<div class='fifth-weapon-padding-container'>
<label class='weapon-accuracy' data-i18n="w-accuracy-u" >W. ACCURACY</label><input name='attr_fifth_wa' class='weapon-accuracy-element' type='number' value='0'>
<label class='weapon-range' data-i18n="range-u" >RANGE</label><input name='attr_fifth_weapon_range' class='weapon-range-element' type='text' value='0'>
<label class='weapon-bonus' data-i18n="bonus-dmg-u" >BONUS DMG?</label>
<select name='attr_fifth_weapon_bonus' class='weapon-bonus-element'>
<option value='@{bonus_mod}' data-i18n="yes-u" >YES</option>
<option value='+0' data-i18n="no-u">NO</option>
</select>
<label class='weapon-damage' data-i18n="damage-u" >DAMAGE</label><input name='attr_fifth_weapon_damage' class='weapon-damage-element' type='text' value='0'><br />
<label class='weapon-type' data-i18n="type-u" >TYPE</label><select name='attr_fifth_weapon_hold' class='weapon-hold-element'>
<option value='One-handed' data-i18n="one-handed-u" >ONE-HANDED</option>
<option value='Two-handed' data-i18n="two-handed-u" >TWO-HANDED</option></select>
<input type='text' name='attr_fifth_weapon_type' class='weapon-type-element' placeholder='P/B/S etc...'>
<label class='weapon-conc' data-i18n="conc-u" >CONC.</label><select name='attr_fifth_weapon_conc' class='weapon-conc-element'>
<option value='N/A'>N/A</option>
<option value='Tiny' data-i18n="tiny-u" >TINY</option>
<option value='Small' data-i18n="small-u" >SMALL</option>
<option value='Medium' data-i18n="medium-u" >MEDIUM</option>
<option value='Large' data-i18n="large-u" >LARGE</option></select>
<label class='weapon-weight' data-i18n="weight-u" >WEIGHT</label><input name='attr_fifth_wt' class='weapon-weight-element' type='text' value='0'><br />
<label class='weapon-effect' data-i18n="effect-u" >EFFECT</label><input name='attr_fifth_weapon_effect' class='weapon-effect-element' type='text' placeholder='Effects and conditions such as: Silver [[3d6]] - Stun (-2) - Long Reach etc'><br />
<label class='weapon-enhancement' data-i18n="enhancement-u" >ENHANCEMENT</label><input name='attr_fifth_weapon_enhancement' class='weapon-enhancement-element' type='text' placeholder='Runes and upgrades. Useful for tracking available enhancement slots.'>
<label class='weapon-enhancement' data-i18n="used-skill-u" >USED SKILL</label><select name='attr_fifth_weapon_skill' class='weapon-hold-element'>
<option value='' data-i18n="non-u" selected>NONE</option>
<option value='athletics_base' data-i18n="athletic-u" >ATHLETICS</option>
<option value='brawling_base' data-i18n="brawlin-u" >BRAWLING</option>
<option value='melee_base' data-i18n="mele-u" >MELEE</option>
<option value='small_blades_base' data-i18n="small-blade-u" >SMALL BLADES</option>
<option value='staff_spear_base' data-i18n="staff-spea-u" >STAFF/SPEAR</option>
<option value='swordsmanship_base' data-i18n="swordsmanshi-u" >SWORDSMANSHIP</option>
<option value='archery_base' data-i18n="archer-u" >ARCHERY</option>
<option value='crossbow_base' data-i18n="crossbo-u" >CROSSBOW</option>
</select>
</div>
<span class='sixth-weapon-gradient'><input class='weapon-name' type="text" name="attr_sixth_weapon_name" placeholder='Weapon Name Goes Here...'/></span>
<label class='weapon-reliability' data-i18n="reliabilit-u" >RELIABILITY</label><input name='attr_sixth_weapon_reliability' class='weapon-reliability-element' type='number' value='0'>
<button style='margin-left: 10px; margin-right: 20px;' type='action' class='weapon-damage-roll' name="act_sixthweapon" value='@{whisper}&{template:weapon} {{name=@{character_name}}} {{weapon-name=@{sixth_weapon_name}}} {{reliability=@{sixth_weapon_reliability}}} {{accuracy=@{sixth_wa}}} {{range=@{sixth_weapon_range}}} {{damage=[[@{sixth_weapon_damage}@{sixth_weapon_bonus}]]}} {{type1=@{sixth_weapon_hold}}} {{type2=@{sixth_weapon_type}}} {{effect=@{sixth_weapon_effect}}} {{enhancement=@{sixth_weapon_enhancement}}}{{skill=@{sixth_weapon_skill}}}'><strong style='font-size: 11px;'>6th</strong></button>
<input type="checkbox" checked name='attr_sixth_toggle' class="sixth-weapon-toggle"><span></span><br />
<div class='sixth-weapon-padding-container'>
<label class='weapon-accuracy' data-i18n="w-accuracy-u" >W. ACCURACY</label><input name='attr_sixth_wa' class='weapon-accuracy-element' type='number' value='0'>
<label class='weapon-range' data-i18n="range-u" >RANGE</label><input name='attr_sixth_weapon_range' class='weapon-range-element' type='text' value='0'>
<label class='weapon-bonus' data-i18n="bonus-dmg-u" >BONUS DMG?</label>
<select name='attr_sixth_weapon_bonus' class='weapon-bonus-element'>
<option value='@{bonus_mod}' data-i18n="yes-u" >YES</option>
<option value='+0' data-i18n="no-u">NO</option>
</select>
<label class='weapon-damage' data-i18n="damage-u" >DAMAGE</label><input name='attr_sixth_weapon_damage' class='weapon-damage-element' type='text' value='0'><br />
<label class='weapon-type' data-i18n="type-u" >TYPE</label><select name='attr_sixth_weapon_hold' class='weapon-hold-element'>
<option value='One-handed' data-i18n="one-handed-u" >ONE-HANDED</option>
<option value='Two-handed' data-i18n="two-handed-u" >TWO-HANDED</option></select>
<input type='text' name='attr_sixth_weapon_type' class='weapon-type-element' placeholder='P/B/S etc...'>
<label class='weapon-conc' data-i18n="conc-u" >CONC.</label><select name='attr_sixth_weapon_conc' class='weapon-conc-element'>
<option value='N/A'>N/A</option>
<option value='Tiny' data-i18n="tiny-u" >TINY</option>
<option value='Small' data-i18n="small-u" >SMALL</option>
<option value='Medium' data-i18n="medium-u" >MEDIUM</option>
<option value='Large' data-i18n="large-u" >LARGE</option></select>
<label class='weapon-weight' data-i18n="weight-u" >WEIGHT</label><input name='attr_sixth_wt' class='weapon-weight-element' type='text' value='0'><br />
<label class='weapon-effect' data-i18n="effect-u" >EFFECT</label><input name='attr_sixth_weapon_effect' class='weapon-effect-element' type='text' placeholder='Effects and conditions such as: Silver [[3d6]] - Stun (-2) - Long Reach etc'><br />
<label class='weapon-enhancement' data-i18n="enhancement-u" >ENHANCEMENT</label><input name='attr_sixth_weapon_enhancement' class='weapon-enhancement-element' type='text' placeholder='Runes and upgrades. Useful for tracking available enhancement slots.'>
<label class='weapon-enhancement' data-i18n="used-skill-u" >USED SKILL</label><select name='attr_sixth_weapon_skill' class='weapon-hold-element'>
<option value='' data-i18n="non-u" selected>NONE</option>
<option value='athletics_base' data-i18n="athletic-u" >ATHLETICS</option>
<option value='brawling_base' data-i18n="brawlin-u" >BRAWLING</option>
<option value='melee_base' data-i18n="mele-u" >MELEE</option>
<option value='small_blades_base' data-i18n="small-blade-u" >SMALL BLADES</option>
<option value='staff_spear_base' data-i18n="staff-spea-u" >STAFF/SPEAR</option>
<option value='swordsmanship_base' data-i18n="swordsmanshi-u" >SWORDSMANSHIP</option>
<option value='archery_base' data-i18n="archer-u" >ARCHERY</option>
<option value='crossbow_base' data-i18n="crossbo-u" >CROSSBOW</option>
</select>
</div>
<span class='shield-gradient'><input class='shield-name' type="text" name="attr_shield_name" placeholder='Shield Name Goes Here...'/></span>
<label class='weapon-rel' data-i18n="held-u" >HELD?</label><input type="checkbox" name='attr_held_toggle' class="whisper-checkbox" value='@{shieldev}'><span></span>
<label class='weapon-rel' data-i18n="rel-u" >REL.</label><input name='attr_shieldcur' class='weapon-reliability-element' type='number' value='0'>
<button style='margin-left: 10px; margin-right: 20px;' type='action' class='weapon-damage-roll' name="act_shield" value='@{whisper}&{template:shield} {{name=@{character_name}}} {{shield-name=@{shield_name}}} {{reliability=@{shieldcur}}} {{damage=[[@{punch}+@{bonus_mod}@{shield_size}]]}} {{effect=@{shield_effect}}} {{enhancement=@{shield_enhancement}}}'><span style="font-family: 'Pictos Custom'; font-size: 16px;">e</span></button>
<input type="checkbox" checked name='attr_shield_toggle' class="shield-toggle"><span></span><br />
<div class='shield-padding-container'>
<label class='encumbrance-value' data-i18n="encumbrance-value-u" >ENCUMBRANCE VALUE</label>
<select name='attr_shieldev' class='encumbrance-value'>
<option value='0'>0</option>
<option value='1'>1</option>
<option value='2'>2</option>
<option value='3'>3</option>
<option value='4'>4</option>
<option value='5'>5</option>
<option value='6'>6</option>
<option value='7'>7</option>
<option value='8'>8</option>
<option value='9'>9</option>
<option value='10'>10</option>
</select>
<label class='shieldsize' data-i18n="shield-size-u" >SHIELD SIZE</label><select name='attr_shield_size' class='shield-size'>
<option value='+0' data-i18n="small-u" >SMALL</option>
<option value='+2' data-i18n="medium-u">MEDIUM</option>
<option value='+4' data-i18n="large-u">LARGE</option>
</select>
<label class='weapon-weight' data-i18n="weight-u" >WEIGHT</label><input name='attr_shield_wt' class='shield-weight-element' type='text' value='0'><br />
<label class='weapon-effect' data-i18n="effect-u" >EFFECT</label><input name='attr_shield_effect' class='weapon-effect-element' type='text' placeholder='Effects and conditions such as: Silver [[3d6]] - Stun (-2) - Full Cover etc'><br />
<label class='weapon-enhancement' data-i18n="enhancement-u" >ENHANCEMENT</label><input name='attr_shield_enhancement' class='weapon-enhancement-element' type='text' placeholder='Runes and upgrades. Useful for tracking available enhancement slots.'>
</div>
<div class='unarmed-container'>
<div>
<button type='action' name='act_punch' data-i18n="punch-u" class='stat-roller2' value= '@{whisper}&{template:weapon} {{name=@{character_name}}} {{weapon-name=@{punch_weapon_name}}} {{accuracy=@{brawling_wa}}} {{damage=[[@{punch}@{punch_weapon_bonus}]]}}{{skill=@{brawling_weapon_skill}}}'>PUNCH</button>
<input name='attr_punch' class='unarmed-dmg-element' type='text' value='1d6'>
<input name='attr_punch_weapon_name' type='text' value='PUNCH' hidden>
<input name='attr_punch_weapon_bonus' class='unarmed-element' type='text' value='@{bonus_mod}' disabled><br style='margin-bottom:;'>
<button type='action' name='act_kick' data-i18n="kick-u" class='stat-roller2' value= '@{whisper}&{template:weapon} {{name=@{character_name}}} {{weapon-name=@{kick_weapon_name}}} {{accuracy=@{brawling_wa}}} {{damage=[[@{kick}@{kick_weapon_bonus}]]}}{{skill=@{brawling_weapon_skill}}}'>KICK</button>
<input name='attr_kick' class='unarmed-dmg-element' type='text' value='1d6'>
<input name='attr_kick_weapon_name' type='text' value='KICK' hidden>
<input name='attr_kick_weapon_bonus' class='unarmed-element' type='text' value='@{kick_mod}' disabled>
<input name="attr_brawling_weapon_skill" value="brawling_base" hidden>
<input name="attr_brawling_wa" value="0" hidden>
</div>
<div class='toxicity-divider'></div>
<div>
<label class='toxictitle' data-i18n="toxicity-bar-u">TOXICITY BAR</label><br>
<input type='number' name='attr_toxcur' class='toxic-amount' value='0'><label class='toxicpercent'>%</label>
<input type='hidden' value='' name="attr_toxbar" class="hidden toxbar" readonly>
<span class="toxbar"> </span>
<input type="checkbox" checked name='attr_toxic_unlock' class="toxic-unlock"><span></span>
<div class='toxic-container'>
<label class='maxtoxic' data-i18n="max-toxicity-u">SET MAXIMUM TOXICITY:</label><input type='number' name='attr_toxmax' class='toxic-amount' value='100'><label class='toxicpercent'>%</label>
</div>
</div>
</div>
</div>
<div class='grid-column' style='margin-left: -20px; margin-right: 20px;'>
<div class='weight-container'>
<label class='weight-title' data-i18n="total-weigh-u" >TOTAL WEIGHT</label>
<input type="text" class='display-weight' name="attr_total_weight" value='@{weight_calc}/10' disabled>
<span class='total-weight-divider'>|</span>
<input type="text" class='display-weight' name="attr_total_enc" value=@{enc} disabled>
</div>
<div class='armor-container'>
<!-- CURRENT SP INPUTS -->
<input name='attr_headcur' class='head-armor' type='number' placeholder='SP'>
<input name='attr_torsocur' class='torso-armor' type='number' placeholder='SP'>
<input name='attr_larmcur' class='larm-armor' type='number' placeholder='SP'>
<input name='attr_rarmcur' class='rarm-armor' type='number' placeholder='SP'>
<input name='attr_llegcur' class='lleg-armor' type='number' placeholder='SP'>
<input name='attr_rlegcur' class='rleg-armor' type='number' placeholder='SP'>
<!-- WOUND STATUS ICONS -->
<input class='head-icon' name='attr_head_icon' value='@{headwound}' disabled>
<input class='torso-icon' name='attr_torso_icon' value='@{torsowound}' disabled>
<input class='larm-icon' name='attr_larm_icon' value='@{larmwound}' disabled>
<input class='rarm-icon' name='attr_rarm_icon' value='@{rarmwound}' disabled>
<input class='lleg-icon' name='attr_lleg_icon' value='@{llegwound}' disabled>
<input class='rleg-icon' name='attr_rleg_icon' value='@{rlegwound}' disabled>
<!-- STYLED RADIO BUTTONS -->
<input type="hidden" class="spradio" name="attr_splocation" value="1" />
<button type="action" name="act_splocation_1" class="spradio spradio-1"><span class="checked"></span></button>
<button type="action" name="act_splocation_2" class="spradio spradio-2"><span class="checked"></span></button>
<button type="action" name="act_splocation_3" class="spradio spradio-3"><span class="checked"></span></button>
<button type="action" name="act_splocation_4" class="spradio spradio-4"><span class="checked"></span></button>
<button type="action" name="act_splocation_5" class="spradio spradio-5"><span class="checked"></span></button>
<button type="action" name="act_splocation_6" class="spradio spradio-6"><span class="checked"></span></button>
<!-- ARMOR GRAPHICS -->
<input type='hidden' value='0' name="attr_sphead" class="hidden sphead" readonly>
<div class='sphead'></div>
<input type='hidden' value='0' name="attr_sptorso" class="hidden sptorso" readonly>
<div class='sptorso'></div>
<input type='hidden' value='0' name="attr_splarm" class="hidden splarm" readonly>
<div class='splarm'></div>
<input type='hidden' value='0' name="attr_sprarm" class="hidden sprarm" readonly>
<div class='sprarm'></div>
<input type='hidden' value='0' name="attr_splleg" class="hidden splleg" readonly>
<div class='splleg'></div>
<input type='hidden' value='0' name="attr_sprleg" class="hidden sprleg" readonly>
<div class='sprleg'></div>
<!-- STAT SECTION INPUTS -->
<input type='hidden' class='armortoggle' name='attr_splocation' value='character' />
<div class='head'>
<label class='equipped-armor-maintitle' data-i18n="head-u" >HEAD</label><br />
<hr style='margin-bottom: 5px; margin-top: -20px; margin-left: 10px; margin-right: 10px;'>
<label class='maximum-sp' data-i18n="maximum-sp-u">MAXIMUM SP</label>
<input type='number' name='attr_headmax' class='maxspbox' placeholder='SP'>
<select name='attr_headwound' class='armor-wounds'>
<option class='armor-wounds-option' data-i18n="healthy-u" value="">HEALTHY</option>
<option class='armor-wounds-option' data-i18n="wounded-u" value="e">WOUNDED</option>
<option class='armor-wounds-option' data-i18n="stabilized-u" value="Y">STABILIZED</option>
<option class='armor-wounds-option' data-i18n="treated-u" value="&">TREATED</option>
</select>
<label class='armor-ev' data-i18n="enc-value-u">ENC. VALUE</label><select name='attr_headev' class='evbox'>
<option class='evbox-option' value='-0'>0</option>
<option class='evbox-option' value='-1'>1</option>
<option class='evbox-option' value='-2'>2</option>
<option class='evbox-option' value='-3'>3</option>
<option class='evbox-option' value='-4'>4</option>
<option class='evbox-option' value='-5'>5</option>
<option class='evbox-option' value='-6'>6</option>
<option class='evbox-option' value='-7'>7</option>
<option class='evbox-option' value='-8'>8</option>
<option class='evbox-option' value='-9'>9</option>
<option class='evbox-option' value='-10'>10</option>
</select>
<label class='armor-weight' data-i18n="weight-u">WEIGHT</label><input type='text' name='attr_headweight' class='wtbox' value='0'>
<textarea class='armor-text' name='attr_headnotes' data-i18n="armor-notes-u">Armor notes, equipped enhancements and/or wound details...</textarea>
</div>
<div class='torso'>
<label class='equipped-armor-maintitle' data-i18n="torso-u">TORSO</label><br />
<hr style='margin-bottom: 5px; margin-top: -20px; margin-left: 10px; margin-right: 10px;'>
<label class='maximum-sp' data-i18n="maximum-sp-u">MAXIMUM SP</label>
<input type='number' name='attr_torsomax' class='maxspbox' placeholder='SP'>
<select name='attr_torsowound' class='armor-wounds'>
<option class='armor-wounds-option' data-i18n="healthy-u" value="">HEALTHY</option>
<option class='armor-wounds-option' data-i18n="wounded-u" value="e">WOUNDED</option>
<option class='armor-wounds-option' data-i18n="stabilized-u" value="Y">STABILIZED</option>
<option class='armor-wounds-option' data-i18n="treated-u" value="&">TREATED</option>
</select>
<label class='armor-ev' data-i18n="enc-value-u">ENC. VALUE</label><select name='attr_torsoev' class='evbox'>
<option class='evbox-option' value='-0'>0</option>
<option class='evbox-option' value='-1'>1</option>
<option class='evbox-option' value='-2'>2</option>
<option class='evbox-option' value='-3'>3</option>
<option class='evbox-option' value='-4'>4</option>
<option class='evbox-option' value='-5'>5</option>
<option class='evbox-option' value='-6'>6</option>
<option class='evbox-option' value='-7'>7</option>
<option class='evbox-option' value='-8'>8</option>
<option class='evbox-option' value='-9'>9</option>
<option class='evbox-option' value='-10'>10</option>
</select>
<label class='armor-weight' data-i18n="weight-u">WEIGHT</label><input type='text' name='attr_torsoweight' class='wtbox' value='0'>
<textarea class='armor-text' name='attr_torsonotes' data-i18n="armor-notes-u">Armor notes, equipped enhancements and/or wound details...</textarea>
</div>
<div class='larm'>
<label class='equipped-armor-maintitle' data-i18n="left-arm-u">LEFT ARM</label><br />
<hr style='margin-bottom: 5px; margin-top: -20px; margin-left: 10px; margin-right: 10px;'>
<label class='maximum-sp' data-i18n="maximum-sp-u">MAXIMUM SP</label>
<input type='number' name='attr_larmmax' class='maxspbox' placeholder='SP'>
<select name='attr_larmwound' class='armor-wounds'>
<option class='armor-wounds-option' data-i18n="healthy-u" value="">HEALTHY</option>
<option class='armor-wounds-option' data-i18n="wounded-u" value="e">WOUNDED</option>
<option class='armor-wounds-option' data-i18n="stabilized-u" value="Y">STABILIZED</option>
<option class='armor-wounds-option' data-i18n="treated-u" value="&">TREATED</option>
</select>
<label class='armor-ev' data-i18n="enc-value-u">ENC. VALUE</label><select name='attr_torsoev' class='evbox'>
<option class='evbox-option' value='-0'>0</option>
<option class='evbox-option' value='-1'>1</option>
<option class='evbox-option' value='-2'>2</option>
<option class='evbox-option' value='-3'>3</option>
<option class='evbox-option' value='-4'>4</option>
<option class='evbox-option' value='-5'>5</option>
<option class='evbox-option' value='-6'>6</option>
<option class='evbox-option' value='-7'>7</option>
<option class='evbox-option' value='-8'>8</option>
<option class='evbox-option' value='-9'>9</option>
<option class='evbox-option' value='-10'>10</option>
</select>
<label class='armor-weight' data-i18n="weight-u">WEIGHT</label><input type='text' name='attr_torsoweight' class='wtbox' value='0'>
<textarea class='armor-text' name='attr_larmnotes' data-i18n="armor-notes-u">Armor notes, equipped enhancements and/or wound details...</textarea>
</div>
<div class='rarm'>
<label class='equipped-armor-maintitle' data-i18n="right-arm-u">RIGHT ARM</label><br />
<hr style='margin-bottom: 5px; margin-top: -20px; margin-left: 10px; margin-right: 10px;'>
<label class='maximum-sp' data-i18n="maximum-sp-u">MAXIMUM SP</label>
<input type='number' name='attr_rarmmax' class='maxspbox' placeholder='SP'>
<select name='attr_rarmwound' class='armor-wounds'>
<option class='armor-wounds-option' data-i18n="healthy-u" value="">HEALTHY</option>
<option class='armor-wounds-option' data-i18n="wounded-u" value="e">WOUNDED</option>
<option class='armor-wounds-option' data-i18n="stabilized-u" value="Y">STABILIZED</option>
<option class='armor-wounds-option' data-i18n="treated-u" value="&">TREATED</option>
</select>
<label class='armor-ev' data-i18n="enc-value-u">ENC. VALUE</label><select name='attr_torsoev' class='evbox'>
<option class='evbox-option' value='-0'>0</option>
<option class='evbox-option' value='-1'>1</option>
<option class='evbox-option' value='-2'>2</option>
<option class='evbox-option' value='-3'>3</option>
<option class='evbox-option' value='-4'>4</option>
<option class='evbox-option' value='-5'>5</option>
<option class='evbox-option' value='-6'>6</option>
<option class='evbox-option' value='-7'>7</option>
<option class='evbox-option' value='-8'>8</option>
<option class='evbox-option' value='-9'>9</option>
<option class='evbox-option' value='-10'>10</option>
</select>
<label class='armor-weight' data-i18n="weight-u">WEIGHT</label><input type='text' name='attr_torsoweight' class='wtbox' value='0'>
<textarea class='armor-text' name='attr_rarmnotes' data-i18n="armor-notes-u">Armor notes, equipped enhancements and/or wound details...</textarea>
</div>
<div class='lleg'>
<label class='equipped-armor-maintitle' data-i18n="left-leg-u">LEFT LEG</label><br />
<hr style='margin-bottom: 5px; margin-top: -20px; margin-left: 10px; margin-right: 10px;'>
<label class='maximum-sp' data-i18n="maximum-sp-u">MAXIMUM SP</label>
<input type='number' name='attr_llegmax' class='maxspbox' placeholder='SP'>
<select name='attr_llegwound' class='armor-wounds'>
<option class='armor-wounds-option' data-i18n="healthy-u" value="">HEALTHY</option>
<option class='armor-wounds-option' data-i18n="wounded-u" value="e">WOUNDED</option>
<option class='armor-wounds-option' data-i18n="stabilized-u" value="Y">STABILIZED</option>
<option class='armor-wounds-option' data-i18n="treated-u" value="&">TREATED</option>
</select>
<label class='armor-ev' data-i18n="enc-value-u">ENC. VALUE</label><select name='attr_legev' class='evbox'>
<option class='evbox-option' value='-0'>0</option>
<option class='evbox-option' value='-1'>1</option>
<option class='evbox-option' value='-2'>2</option>
<option class='evbox-option' value='-3'>3</option>
<option class='evbox-option' value='-4'>4</option>
<option class='evbox-option' value='-5'>5</option>
<option class='evbox-option' value='-6'>6</option>
<option class='evbox-option' value='-7'>7</option>
<option class='evbox-option' value='-8'>8</option>
<option class='evbox-option' value='-9'>9</option>
<option class='evbox-option' value='-10'>10</option>
</select>
<label class='armor-weight' data-i18n="weight-u">WEIGHT</label><input type='text' name='attr_legweight' class='wtbox' value='0'>
<textarea class='armor-text' name='attr_llegnotes' data-i18n="armor-notes-u">Armor notes, equipped enhancements and/or wound details...</textarea>
</div>
<div class='rleg'>
<label class='equipped-armor-maintitle' data-i18n="right-leg-u">RIGHT LEG</label><br />
<hr style='margin-bottom: 5px; margin-top: -20px; margin-left: 10px; margin-right: 10px;'>
<label class='maximum-sp' data-i18n="maximum-sp-u">MAXIMUM SP</label>
<input type='number' name='attr_rlegmax' class='maxspbox' placeholder='SP'>
<select name='attr_rlegwound' class='armor-wounds'>
<option class='armor-wounds-option' data-i18n="healthy-u" value="">HEALTHY</option>
<option class='armor-wounds-option' data-i18n="wounded-u" value="e">WOUNDED</option>
<option class='armor-wounds-option' data-i18n="stabilized-u" value="Y">STABILIZED</option>
<option class='armor-wounds-option' data-i18n="treated-u" value="&">TREATED</option>
</select>
<label class='armor-ev' data-i18n="enc-value-u">ENC. VALUE</label><select name='attr_legev' class='evbox'>
<option class='evbox-option' value='-0'>0</option>
<option class='evbox-option' value='-1'>1</option>
<option class='evbox-option' value='-2'>2</option>
<option class='evbox-option' value='-3'>3</option>
<option class='evbox-option' value='-4'>4</option>
<option class='evbox-option' value='-5'>5</option>
<option class='evbox-option' value='-6'>6</option>
<option class='evbox-option' value='-7'>7</option>
<option class='evbox-option' value='-8'>8</option>
<option class='evbox-option' value='-9'>9</option>
<option class='evbox-option' value='-10'>10</option>
</select>
<label class='armor-weight' data-i18n="weight-u">WEIGHT</label><input type='text' name='attr_legweight' class='wtbox' value='0'>
<textarea class='armor-text' name='attr_rlegnotes' data-i18n="armor-notes-u">Armor notes, equipped enhancements and/or wound details...</textarea>
</div>
</div>
<input class="pc-defense-base" name="attr_pcDefenseBases" type="checkbox" hidden/>
<div class="pc-defense-base">
<label class="defense-title" data-i18n="defense-bases">Defense Bases</label>
<br>
<div>
<span class="defense-name" data-i18n="dodge-base">Dodge Base</span>
<input type="number" name="attr_dodge_base" value="0"/>
<button type="action" name="act_dodge_base" class="defense_skill_roll" value='@{whisper}&{template:singleroll} {{title=DODGE}} {{name=@{character_name}}} {{roll=[[1d10!+@{dodge_base}[SKILL BASE]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</div>
<div>
<span class="defense-name" data-i18n="reposition-base">Reposition Base</span>
<input type="number" name="attr_reposition_base" value="0"/>
<button type="action" name="act_reposition_base" class="defense_skill_roll" value='@{whisper}&{template:singleroll} {{title=REPOSITION}} {{name=@{character_name}}} {{roll=[[1d10!+@{reposition_base}[SKILL BASE]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</div>
<div>
<span class="defense-name" data-i18n="block-base">Block Base</span>
<input type="number" name="attr_block_base" value="0"/>
<button type="action" name="act_block_base" class="defense_skill_roll" value='@{whisper}&{template:singleroll} {{title=BLOCK}} {{name=@{character_name}}} {{roll=[[1d10!+@{block_base}[SKILL BASE]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</div>
</div>
</div>
</div>
<div class='middle-alc-grid' style='margin-top: 15px;'>
<div class='grid-item' style='margin-right: 40px;'>
<span class='gear-item-span' style='margin-bottom: 10px;'>
<label class='gear-item-name' data-i18n="item-nam-u" >ITEM NAME</label>
<label class='gear-item-quantity' data-i18n="qty-u" >QTY.</label>
<label class='gear-item-notes' data-i18n="item-note-u" >ITEM NOTES</label>
<label class='gear-item-weight'>WT.</label>
</span>
<fieldset class="repeating_gear">
<input type="text" class='repeating_gear_name' name="attr_gearname"> |
<input type="text" class='repeating_gear_quantity' name="attr_gearquantity" value='0'> |
<input type='text' class='repeating_gear_notes' name="attr_gearnotes" placeholder='Item description goes here...'> |
<input type="text" class='repeating_gear_weight' name="attr_gearweight" value='0'>
</fieldset>
<div style='margin: 0px 0px 0px -10px;'>
<label class='spell-title' data-i18n="novice-diagrams-and-formulae-u" >NOVICE - DIAGRAMS & FORMULAE</label>
<fieldset class="repeating_crafting2" name='attr_crafting2' style='padding: 5px;'>
<span class='repeating_crafting_gradient'><input class='repeating_craft_name' type="text" name="attr_recipename" placeholder='Diagram or Formula Name Here...'/></span>
<input type="checkbox" checked class="repeating_craft_toggle"><span></span><br />
<div class='repeating_craft_padding_container'>
<div>
<label class='repeating_spell_type_title' data-i18n="type-u" >TYPE</label>
<select class='repeating_craft_type' name="attr_crafttype">
<option value="1" data-i18n="diagram-u" >DIAGRAM</option>
<option value="2" data-i18n="formula-u" >FORMULA</option>
</select>
<select class='repeating_possession' name="attr_recipestatus">
<option value='Unlearned' data-i18n="unlearned-u" >UNLEARNED</option>
<option value='Have Diagram' data-i18n="have-diagram-u" >HAVE DIAGRAM/FORMULA</option>
<option value='Learned' data-i18n="learned-u" >LEARNED</option>
</select>
<label class='repeating_time_title' data-i18n="time-u" >TIME</label><input class='repeating_time_box' type='text' name='attr_crafttime' placeholder='1hr 15mins...'>
<label class='repeating_dc_title' data-i18n="dc-u" >DC</label><input class='repeating_dc' type='number' name='attr_craftdc' value='0'><br />
</div>
<!--HIDDEN CHECKBOX-->
<input class="repeating_crafthide repeating_diagram" type="checkbox" name="attr_crafttype" value="1" checked='checked'>
<input class="repeating_crafthide repeating_formula" type="checkbox" name="attr_crafttype" value="2" >
<!--HIDDEN CHECKBOX END-->
<div class="repeating_blueprint_diagram">
<textarea class='repeating_components' name='attr_craftcomponents' data-i18n="component-list-u">List any diagram components and materials here...</textarea>
</div>
<div class="repeating_blueprint_formula" style='margin-left: -3px;'>
<img class='repeating_craft_image' alt="vitriol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/vitriol.png">
<input type='number' class='repeating_alchemy_amount repeating_vitriolshade' name='attr_vitriolamount' value='0'>
<img class='repeating_craft_image' alt="rebis" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/rebis.png">
<input type='number' class='repeating_alchemy_amount repeating_rebisshade' name='attr_rebisamount' value='0'>
<img class='repeating_craft_image' alt="aether" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/aether.png">
<input type='number' class='repeating_alchemy_amount repeating_aethershade' name='attr_aetheramount' value='0'>
<img class='repeating_craft_image' alt="quebrith" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/quebrith.png">
<input type='number' class='repeating_alchemy_amount repeating_quebrithshade' name='attr_quebrithamount' value='0'>
<img class='repeating_craft_image' alt="hydragenum" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/hydragenum.png">
<input type='number' class='repeating_alchemy_amount repeating_hydragenumshade' name='attr_hydragenumamount' value='0'>
<img class='repeating_craft_image' alt="vermillion" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/vermilion.png">
<input type='number' class='repeating_alchemy_amount repeating_vermilionshade' name='attr_vermilionamount' value='0'>
<img class='repeating_craft_image' alt="sol" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/sol.png">
<input type='number' class='repeating_alchemy_amount repeating_solshade' name='attr_solamount' value='0'>
<img class='repeating_craft_image' alt="caelum" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/caelum.png">
<input type='number' class='repeating_alchemy_amount repeating_caelumshade' name='attr_caelumamount' value='0'>
<img class='repeating_craft_image' alt="fulgur" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/fulgur.png">
<input type='number' class='repeating_alchemy_amount repeating_fulgurshade' name='attr_fulguramount' value='0'>
</div>
<textarea class='repeating_craft_description' name='attr_recipe_notes' data-i18n="craft-notes-u">Additional crafting and alchemy details go here...</textarea>
</div>
</fieldset>
<label class='spell-title' data-i18n="journeyman-diagrams-and-formulae-u" >JOURNEYMAN - DIAGRAMS & FORMULAE</label>
<fieldset class="repeating_crafting3" name='attr_crafting3' style='padding: 5px;'>
<span class='repeating_crafting_gradient'><input class='repeating_craft_name' type="text" name="attr_recipename" placeholder='Diagram or Formula Name Here...'/></span>
<input type="checkbox" checked class="repeating_craft_toggle"><span></span><br />
<div class='repeating_craft_padding_container'>
<div>
<label class='repeating_spell_type_title' data-i18n="type-u" >TYPE</label>
<select class='repeating_craft_type' name="attr_crafttype">
<option value="1" data-i18n="diagram-u" >DIAGRAM</option>
<option value="2" data-i18n="formula-u" >FORMULA</option>
</select>
<select class='repeating_possession' name="attr_recipestatus">
<option value='Unlearned' data-i18n="unlearned-u" >UNLEARNED</option>
<option value='Have Diagram' data-i18n="have-diagram-u" >HAVE DIAGRAM/FORMULA</option>
<option value='Learned' data-i18n="learned-u" >LEARNED</option>
</select>
<label class='repeating_time_title' data-i18n="time-u" >TIME</label><input class='repeating_time_box' type='text' name='attr_crafttime' placeholder='1hr 15mins...'>
<label class='repeating_dc_title' data-i18n="dc-u" >DC</label><input class='repeating_dc' type='number' name='attr_craftdc' value='0'><br />
</div>
<!--HIDDEN CHECKBOX-->
<input class="repeating_crafthide repeating_diagram" type="checkbox" name="attr_crafttype" value="1" checked='checked'>
<input class="repeating_crafthide repeating_formula" type="checkbox" name="attr_crafttype" value="2" >
<!--HIDDEN CHECKBOX END-->
<div class="repeating_blueprint_diagram">
<textarea class='repeating_components' name='attr_craftcomponents' data-i18n="component-list-u">List any diagram components and materials here...</textarea>
</div>
<div class="repeating_blueprint_formula" style='margin-left: -3px;'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/vitriol.png" alt="vitriol">
<input type='number' class='repeating_alchemy_amount repeating_vitriolshade' name='attr_vitriolamount' value='0'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/rebis.png" alt="rebis">
<input type='number' class='repeating_alchemy_amount repeating_rebisshade' name='attr_rebisamount' value='0'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/aether.png" alt="aether">
<input type='number' class='repeating_alchemy_amount repeating_aethershade' name='attr_aetheramount' value='0'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/quebrith.png" alt="quebirth">
<input type='number' class='repeating_alchemy_amount repeating_quebrithshade' name='attr_quebrithamount' value='0'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/hydragenum.png" alt="hydragenum">
<input type='number' class='repeating_alchemy_amount repeating_hydragenumshade' name='attr_hydragenumamount' value='0'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/vermilion.png" alt="vermilion">
<input type='number' class='repeating_alchemy_amount repeating_vermilionshade' name='attr_vermilionamount' value='0'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/sol.png" alt="sol">
<input type='number' class='repeating_alchemy_amount repeating_solshade' name='attr_solamount' value='0'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/caelum.png" alt="caelum">
<input type='number' class='repeating_alchemy_amount repeating_caelumshade' name='attr_caelumamount' value='0'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/fulgur.png" alt="fulgur">
<input type='number' class='repeating_alchemy_amount repeating_fulgurshade' name='attr_fulguramount' value='0'>
</div>
<textarea class='repeating_craft_description' name='attr_recipe_notes' data-i18n="craft-notes-u">Additional crafting and alchemy details go here...</textarea>
</div>
</fieldset>
<label class='spell-title' data-i18n="master-diagrams-and-formulae-u" >MASTER - DIAGRAMS & FORMULAE</label>
<fieldset class="repeating_crafting4" name='attr_crafting4' style='padding: 5px;'>
<span class='repeating_crafting_gradient'><input class='repeating_craft_name' type="text" name="attr_recipename" placeholder='Diagram or Formula Name Here...'/></span>
<input type="checkbox" checked class="repeating_craft_toggle"><span></span><br />
<div class='repeating_craft_padding_container'>
<div>
<label class='repeating_spell_type_title' data-i18n="type-u" >TYPE</label>
<select class='repeating_craft_type' name="attr_crafttype">
<option value="1" data-i18n="diagram-u" >DIAGRAM</option>
<option value="2" data-i18n="formula-u" >FORMULA</option>
</select>
<select class='repeating_possession' name="attr_recipestatus">
<option value='Unlearned' data-i18n="unlearned-u" >UNLEARNED</option>
<option value='Have Diagram' data-i18n="have-diagram-u" >HAVE DIAGRAM/FORMULA</option>
<option value='Learned' data-i18n="learned-u" >LEARNED</option>
</select>
<label class='repeating_time_title' data-i18n="time-u" >TIME</label><input class='repeating_time_box' type='text' name='attr_crafttime' placeholder='1hr 15mins...'>
<label class='repeating_dc_title' data-i18n="dc-u" >DC</label><input class='repeating_dc' type='number' name='attr_craftdc' value='0'><br />
</div>
<!--HIDDEN CHECKBOX-->
<input class="repeating_crafthide repeating_diagram" type="checkbox" name="attr_crafttype" value="1" checked='checked'>
<input class="repeating_crafthide repeating_formula" type="checkbox" name="attr_crafttype" value="2" >
<!--HIDDEN CHECKBOX END-->
<div class="repeating_blueprint_diagram">
<textarea class='repeating_components' name='attr_craftcomponents' data-i18n="component-list-u">List any diagram components and materials here...</textarea>
</div>
<div class="repeating_blueprint_formula" style='margin-left: -3px;'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/vitriol.png" alt="vitriol">
<input type='number' class='repeating_alchemy_amount repeating_vitriolshade' name='attr_vitriolamount' value='0'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/rebis.png" alt="rebis">
<input type='number' class='repeating_alchemy_amount repeating_rebisshade' name='attr_rebisamount' value='0'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/aether.png" alt="aether">
<input type='number' class='repeating_alchemy_amount repeating_aethershade' name='attr_aetheramount' value='0'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/quebrith.png" alt="quebirth">
<input type='number' class='repeating_alchemy_amount repeating_quebrithshade' name='attr_quebrithamount' value='0'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/hydragenum.png" alt="hydragenum">
<input type='number' class='repeating_alchemy_amount repeating_hydragenumshade' name='attr_hydragenumamount' value='0'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/vermilion.png" alt="vermilion">
<input type='number' class='repeating_alchemy_amount repeating_vermilionshade' name='attr_vermilionamount' value='0'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/sol.png" alt="sol">
<input type='number' class='repeating_alchemy_amount repeating_solshade' name='attr_solamount' value='0'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/caelum.png" alt="caelum">
<input type='number' class='repeating_alchemy_amount repeating_caelumshade' name='attr_caelumamount' value='0'>
<img class='repeating_craft_image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/fulgur.png" alt="fulgur">
<input type='number' class='repeating_alchemy_amount repeating_fulgurshade' name='attr_fulguramount' value='0'>
</div>
<textarea class='repeating_craft_description' name='attr_recipe_notes' data-i18n="craft-notes-u">Additional crafting and alchemy details go here...</textarea>
</div>
</fieldset>
</div>
<div style='margin: 0px 0px 0px -10px;'>
<input class="tools-toggle" name="attr_showTools" type="checkbox" checked hidden/>
<div class="tools">
<label class='spell-title' data-i18n="tools-u" >TOOLS</label>
<fieldset class="repeating_tools" >
<input type="text" class='repeating_gear_name' name="attr_gearname"> |
<input type="text" class='repeating_gear_quantity' name="attr_gearquantity" value='0'> |
<input type='text' class='repeating_gear_notes' name="attr_gearnotes" placeholder='Item description goes here...'> |
<input type="text" class='repeating_gear_weight' name="attr_gearweight" value='0'>
</fieldset>
</div>
<input class="consumables-toggle" name="attr_showConsumables" type="checkbox" checked hidden/>
<div class="consumables">
<label class='spell-title' data-i18n="consumables-u" >CONSUMABLES</label>
<fieldset class="repeating_consumables">
<input type="text" class='repeating_gear_name' name="attr_gearname"> |
<input type="text" class='repeating_gear_quantity' name="attr_gearquantity" value='0'> |
<input type='text' class='repeating_gear_notes' name="attr_gearnotes" placeholder='Item description goes here...'> |
<input type="text" class='repeating_gear_weight' name="attr_gearweight" value='0'>
</fieldset>
</div>
<input class="noncarried-toggle" name="attr_showNonCarried" type="checkbox" checked hidden/>
<div class="noncarried">
<label class='spell-title' data-i18n="noncarried-u" >NON CARRIED</label>
<details>
<summary>
<input type="text" class='repeating_gear_name' name="attr_containername1" placeholder='Container description goes here...'> |
<input type='text' class='repeating_gear_notes' name="attr_containernotes1" placeholder='Container description goes here...'> |
<input type="text" class='repeating_gear_weight' name="attr_containerweight1">
</summary>
<div>
<fieldset class="repeating_noncarried-items1">
<input type="text" class='repeating_gear_name' name="attr_gearname" placeholder='Item name goes here...'> |
<input type="text" class='repeating_gear_quantity' name="attr_gearquantity" value='0'> |
<input type='text' class='repeating_gear_notes' name="attr_gearnotes" placeholder='Item description goes here...'> |
<input type="text" class='repeating_gear_weight' name="attr_gearweight" value='0'>
</fieldset>
</div>
</details>
<details>
<summary>
<input type="text" class='repeating_gear_name' name="attr_containername2" placeholder='Container description goes here...'> |
<input type='text' class='repeating_gear_notes' name="attr_containernotes2" placeholder='Container description goes here...'> |
<input type="text" class='repeating_gear_weight' name="attr_containerweight2" value='0'>
</summary>
<div>
<fieldset class="repeating_noncarried-items2">
<input type="text" class='repeating_gear_name' name="attr_gearname" placeholder='Item name goes here...'> |
<input type="text" class='repeating_gear_quantity' name="attr_gearquantity" value='0'> |
<input type='text' class='repeating_gear_notes' name="attr_gearnotes" placeholder='Item description goes here...'> |
<input type="text" class='repeating_gear_weight' name="attr_gearweight" value='0'>
</fieldset>
</div>
</details>
<details>
<summary>
<input type="text" class='repeating_gear_name' name="attr_containername3" placeholder='Container description goes here...'> |
<input type='text' class='repeating_gear_notes' name="attr_containernotes3" placeholder='Container description goes here...'> |
<input type="text" class='repeating_gear_weight' name="attr_containerweight3" value='0'>
</summary>
<div>
<fieldset class="repeating_noncarried-items3">
<input type="text" class='repeating_gear_name' name="attr_gearname" placeholder='Item name goes here...'> |
<input type="text" class='repeating_gear_quantity' name="attr_gearquantity" value='0'> |
<input type='text' class='repeating_gear_notes' name="attr_gearnotes" placeholder='Item description goes here...'> |
<input type="text" class='repeating_gear_weight' name="attr_gearweight" value='0'>
</fieldset>
</div>
</details>
</div>
</div>
</div>
<div class='grid-item' style='margin-left: -30px; margin-right: 40px;'>
<span class='currency-span' style='margin-bottom: 10px;'>
<label class='currency-quantity' data-i18n="qty-u" >AMOUNT</label>
<label class='currency-type' data-i18n="currency-u" >CURRENCY</label>
<label class='currency-weight' data-i18n="coin-weight-u">COIN WT.</label>
</span>
<fieldset class="repeating_currency">
<input type="number" class='repeating_currency_quantity' name="attr_currencyquantity" value='0'> |
<input type="text" class='repeating_currency_name' name="attr_currencyname" placeholder='Name...'> |
<select class="repeating_currency_options" name='attr_currencyoptions'>
<option value='0.01' data-i18n="light-u">LIGHT</option>
<option value='0.02' data-i18n="normal-u">NORMAL</option>
<option value='0.05' data-i18n="heavy-u">HEAVY</option>
<option value='0' data-i18n="non-u">NONE</option>
</select>
</fieldset>
<span class='component-span' style='margin-bottom: 10px;'>
<label class='alchemical-substances' data-i18n="alchemical-substanc-u" >ALCHEMICAL SUBSTANCE</label>
<label class='alchemical-quantity' data-i18n="qty-u" >QTY.</label>
<label class='alchemical-weight'>WT.</label>
</span>
<div>
<label class='substance-type' data-i18n="vitriol-u" >VITRIOL</label><img class='alchemical-image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/vitriol.png" alt="vitriol">
<input type="text" class='substance-quantity' name="attr_substance_vitriol_quantity" value='@{vitriol_quantity}' disabled> |
<input type="text" class='substance-weight' name="attr_vitriol_wt" value='@{vitriol_total}/10' disabled>
<input type="checkbox" checked class="vitriol-toggle">
<span></span>
<br />
<div class='vitriol-container'>
<fieldset class="repeating_vitriol" style='margin-bottom: 10px;'>
<input type="text" class='repeating_sub_name' name="attr_vitriolname" placeholder='Substance Name...'> |
<input type="text" class='repeating_sub_quantity' name="attr_vitriolquantity" value='0'> |
<input type="text" class='repeating_sub_weight' name="attr_vitriolweight" value='0'>
</fieldset>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
</div>
<div>
<label class='substance-type' data-i18n="rebis-u" >REBIS</label><img class='alchemical-image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/rebis.png" alt="rebis">
<input type="text" class='substance-quantity' name="attr_substance_rebis_quantity" value='@{rebis_quantity}' disabled> |
<input type="text" class='substance-weight' name="attr_rebis_wt" value='@{rebis_total}/10' disabled>
<input type="checkbox" checked class="rebis-toggle">
<span></span>
<br />
<div class='rebis-container'>
<fieldset class="repeating_rebis" style='margin-bottom: 10px;'>
<input type="text" class='repeating_sub_name' name="attr_rebisname" placeholder='Substance Name...'> |
<input type="text" class='repeating_sub_quantity' name="attr_rebisquantity" value='0'> |
<input type="text" class='repeating_sub_weight' name="attr_rebisweight" value='0'>
</fieldset>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
</div>
<div>
<label class='substance-type' data-i18n="aether-u" >AETHER</label><img class='alchemical-image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/aether.png" alt="aether">
<input type="text" class='substance-quantity' name="attr_substance_aether_quantity" value='@{aether_quantity}' disabled> |
<input type="text" class='substance-weight' name="attr_aether_wt" value='@{aether_total}/10' disabled>
<input type="checkbox" checked class="aether-toggle">
<span></span>
<br />
<div class='aether-container'>
<fieldset class="repeating_aether" style='margin-bottom: 10px;'>
<input type="text" class='repeating_sub_name' name="attr_aethername" placeholder='Substance Name...'> |
<input type="text" class='repeating_sub_quantity' name="attr_aetherquantity" value='0'> |
<input type="text" class='repeating_sub_weight' name="attr_aetherweight" value='0'>
</fieldset>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
</div>
<div>
<label class='substance-type' data-i18n="quebrith-u" >QUEBRITH</label><img class='alchemical-image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/quebrith.png" alt="quebirth">
<input type="text" class='substance-quantity' name="attr_substance_quebrith_quantity" value='@{quebrith_quantity}' disabled> |
<input type="text" class='substance-weight' name="attr_quebrith_wt" value='@{quebrith_total}/10' disabled>
<input type="checkbox" checked class="quebrith-toggle">
<span></span>
<br />
<div class='quebrith-container'>
<fieldset class="repeating_quebrith" style='margin-bottom: 10px;'>
<input type="text" class='repeating_sub_name' name="attr_quebrithname" placeholder='Substance Name...'> |
<input type="text" class='repeating_sub_quantity' name="attr_quebrithquantity" value='0'> |
<input type="text" class='repeating_sub_weight' name="attr_quebrithweight" value='0'>
</fieldset>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
</div>
<div>
<label class='substance-type' data-i18n="hydragenum-u" >HYDRAGENUM</label><img class='alchemical-image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/hydragenum.png" alt="hydragenum">
<input type="text" class='substance-quantity' name="attr_substance_hydragenum_quantity" value='@{hydragenum_quantity}' disabled> |
<input type="text" class='substance-weight' name="attr_hydragenum_wt" value='@{hydragenum_total}/10' disabled>
<input type="checkbox" checked class="hydragenum-toggle">
<span></span>
<br />
<div class='hydragenum-container'>
<fieldset class="repeating_hydragenum" style='margin-bottom: 10px;'>
<input type="text" class='repeating_sub_name' name="attr_hydragenumname" placeholder='Substance Name...'> |
<input type="text" class='repeating_sub_quantity' name="attr_hydragenumquantity" value='0'> |
<input type="text" class='repeating_sub_weight' name="attr_hydragenumweight" value='0'>
</fieldset>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
</div>
<div>
<label class='substance-type' data-i18n="vermilion-u" >VERMILION</label><img class='alchemical-image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/vermilion.png" alt="vermilion">
<input type="text" class='substance-quantity' name="attr_substance_vermilion_quantity" value='@{vermilion_quantity}' disabled> |
<input type="text" class='substance-weight' name="attr_vermilion_wt" value='@{vermilion_total}/10' disabled>
<input type="checkbox" checked class="vermilion-toggle">
<span></span>
<br />
<div class='vermilion-container'>
<fieldset class="repeating_vermilion" style='margin-bottom: 10px;'>
<input type="text" class='repeating_sub_name' name="attr_vermilionname" placeholder='Substance Name...'> |
<input type="text" class='repeating_sub_quantity' name="attr_vermilionquantity" value='0'> |
<input type="text" class='repeating_sub_weight' name="attr_vermilionweight" value='0'>
</fieldset>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
</div>
<div>
<label class='substance-type' data-i18n="sol-u" >SOL</label><img class='alchemical-image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/sol.png" alt="sol">
<input type="text" class='substance-quantity' name="attr_substance_sol_quantity" value='@{sol_quantity}' disabled> |
<input type="text" class='substance-weight' name="attr_sol_wt" value='@{sol_total}/10' disabled>
<input type="checkbox" checked class="sol-toggle">
<span></span>
<br />
<div class='sol-container'>
<fieldset class="repeating_sol" style='margin-bottom: 10px;'>
<input type="text" class='repeating_sub_name' name="attr_solname" placeholder='Substance Name...'> |
<input type="text" class='repeating_sub_quantity' name="attr_solquantity" value='0'> |
<input type="text" class='repeating_sub_weight' name="attr_solweight" value='0'>
</fieldset>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
</div>
<div>
<label class='substance-type' data-i18n="caelum-u" >CAELUM</label><img class='alchemical-image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/caelum.png" alt="caelum">
<input type="text" class='substance-quantity' name="attr_substance_caelum_quantity" value='@{caelum_quantity}' disabled> |
<input type="text" class='substance-weight' name="attr_caelum_wt" value='@{caelum_total}/10' disabled>
<input type="checkbox" checked class="caelum-toggle">
<span></span>
<br />
<div class='caelum-container'>
<fieldset class="repeating_caelum" style='margin-bottom: 10px;'>
<input type="text" class='repeating_sub_name' name="attr_caelumname" placeholder='Substance Name...'> |
<input type="text" class='repeating_sub_quantity' name="attr_caelumquantity" value='0'> |
<input type="text" class='repeating_sub_weight' name="attr_caelumweight" value='0'>
</fieldset>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
</div>
<div>
<label class='substance-type' data-i18n="fulgur-u" >FULGUR</label><img class='alchemical-image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/fulgur.png" alt="fulgur">
<input type="text" class='substance-quantity' name="attr_substance_fulgur_quantity" value='@{fulgur_quantity}' disabled> |
<input type="text" class='substance-weight' name="attr_fulgur_wt" value='@{fulgur_total}/10' disabled>
<input type="checkbox" checked class="fulgur-toggle">
<span></span>
<br />
<div class='fulgur-container'>
<fieldset class="repeating_fulgur" style='margin-bottom: 10px;'>
<input type="text" class='repeating_sub_name' name="attr_fulgurname" placeholder='Substance Name...'> |
<input type="text" class='repeating_sub_quantity' name="attr_fulgurquantity" value='0'> |
<input type="text" class='repeating_sub_weight' name="attr_fulgurweight" value='0'>
</fieldset>
<hr style='border: 0.5px; margin: 0px;'><!--- STOPS REPEATING SECTIONS BREAKING WHILST BEING EDITED --->
</div>
</div>
<span class='component-span' style='margin-bottom: 10px; margin-top: 10px;'>
<label class='alchemical-substances2' data-i18n="component-name-u" >COMPONENT NAME</label>
<label class='alchemical-quantity2' data-i18n="qty-u" >QTY.</label>
<label class='alchemical-weight2'>WT.</label>
</span>
<fieldset class="repeating_comp" style='margin-bottom: 10px;'>
<input type="text" class='repeating_comp_name' name="attr_compname"> |
<input type="text" class='repeating_comp_quantity' name="attr_compquantity" value='0'> |
<input type="text" class='repeating_comp_weight' name="attr_compweight" value='0'>
</fieldset>
</div>
</div>
<!-- -HIDDEN WEHIGTS & SKILL MODS- -->
<input type="hidden" name="attr_weight_calc"
value='[[round((@{weight_weapons}+@{weight_armor}+@{weight_sub}+@{weight_comp}+@{weight_gear}+@{weight_tools}+@{weight_consumables}+@{weight_currency})*10)]]'
disabled>
<input type="hidden" name="attr_weight_weapons"
value='[[@{primary_wt}+@{secondary_wt}+@{third_wt}+@{fourth_wt}+@{fifth_wt}+@{sixth_wt}+@{shield_wt}]]'
disabled>
<input type="hidden" name="attr_weight_armor" value='[[@{headweight}+@{torsoweight}+@{legweight}]]'
disabled>
<input type="hidden" name="attr_weight_sub"
value='[[@{vitriol_wt}+@{rebis_wt}+@{aether_wt}+@{quebrith_wt}+@{hydragenum_wt}+@{vermilion_wt}+@{sol_wt}+@{caelum_wt}+@{fulgur_wt}]]'
disabled>
<input type="hidden" name="attr_weight_comp" value='0'>
<input type="hidden" name="attr_weight_gear" value='0'>
<input type="hidden" name="attr_weight_tools" value='0'>
<input type="hidden" name="attr_weight_consumables" value='0'>
<input type="hidden" name="attr_weight_currency" value='0'>
<input type="hidden" name="attr_vitriol_total" value='[[round(@{weight_vitriol}*10)]]'>
<input type="hidden" name="attr_weight_vitriol" value='0'>
<input type="hidden" name="attr_rebis_total" value='[[round(@{weight_rebis}*10)]]'>
<input type="hidden" name="attr_weight_rebis" value='0'>
<input type="hidden" name="attr_aether_total" value='[[round(@{weight_aether}*10)]]'>
<input type="hidden" name="attr_weight_aether" value='0'>
<input type="hidden" name="attr_quebrith_total" value='[[round(@{weight_quebrith}*10)]]'>
<input type="hidden" name="attr_weight_quebrith" value='0'>
<input type="hidden" name="attr_hydragenum_total" value='[[round(@{weight_hydragenum}*10)]]'>
<input type="hidden" name="attr_weight_hydragenum" value='0'>
<input type="hidden" name="attr_vermilion_total" value='[[round(@{weight_vermilion}*10)]]'>
<input type="hidden" name="attr_weight_vermilion" value='0'>
<input type="hidden" name="attr_sol_total" value='[[round(@{weight_sol}*10)]]'>
<input type="hidden" name="attr_weight_sol" value='0'>
<input type="hidden" name="attr_caelum_total" value='[[round(@{weight_caelum}*10)]]'>
<input type="hidden" name="attr_weight_caelum" value='0'>
<input type="hidden" name="attr_fulgur_total" value='[[round(@{weight_fulgur}*10)]]'>
<input type="hidden" name="attr_weight_fulgur" value='0'>
<input type="hidden" name="attr_vitriol_quantity" value='[[@{quantity_vitriol}]]'>
<input type="hidden" name="attr_quantity_vitriol" value='0'>
<input type="hidden" name="attr_rebis_quantity" value='[[@{quantity_rebis}]]'>
<input type="hidden" name="attr_quantity_rebis" value='0'>
<input type="hidden" name="attr_aether_quantity" value='[[@{quantity_aether}]]'>
<input type="hidden" name="attr_quantity_aether" value='0'>
<input type="hidden" name="attr_quebrith_quantity" value='[[@{quantity_quebrith}]]'>
<input type="hidden" name="attr_quantity_quebrith" value='0'>
<input type="hidden" name="attr_hydragenum_quantity" value='[[@{quantity_hydragenum}]]'>
<input type="hidden" name="attr_quantity_hydragenum" value='0'>
<input type="hidden" name="attr_vermilion_quantity" value='[[@{quantity_vermilion}]]'>
<input type="hidden" name="attr_quantity_vermilion" value='0'>
<input type="hidden" name="attr_sol_quantity" value='[[@{quantity_sol}]]'>
<input type="hidden" name="attr_quantity_sol" value='0'>
<input type="hidden" name="attr_caelum_quantity" value='[[@{quantity_caelum}]]'>
<input type="hidden" name="attr_quantity_caelum" value='0'>
<input type="hidden" name="attr_fulgur_quantity" value='[[@{quantity_fulgur}]]'>
<input type="hidden" name="attr_quantity_fulgur" value='0'>
</div>
<!-- --- Spells & Magic ---- -->
<div class="section-spells" >
<div class='middle-grid' style='margin-top: 20px;'>
<div class='grid-column' style='margin-right: 40px;'>
<img class='top-title-image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/magic_and_spells.png" alt="magic and spells"><br />
<label class='spell-title' data-i18n="novice-spells-signs-invocation-u" >NOVICE - SPELLS, SIGNS & INVOCATIONS</label>
<fieldset class="repeating_spells" name='attr_spells' style='padding: 5px;'>
<span class='repeating_spell_gradient'><input class='repeating_spell_name' type="text" name="attr_spell_name" value='Spell/Sign/Invocation Name Here...'/></span>
<button style='margin-left: -10px; margin-right: 20px;' type='roll' class='repeating_spell_damage_roll' value='@{whisper}&{template:spell} {{spell-name=@{spell_name}}} {{name=@{character_name}}} {{type=@{spell_type}}} {{cost=@{spell_sta}}} {{description=@{spell_description}}} {{duration=@{spell_duration}}} {{range=@{spell_range}}} {{damage=@{spell_damage}}} {{defense=@{spell_defense}}}'></button>
<input type="checkbox" checked class="repeating_spell_toggle"><span></span><br />
<div class='repeating_spell_padding_container'>
<div>
<label class='repeating_spell_type_title' data-i18n="type-u" >TYPE</label>
<select class='repeating_spell_type' name="attr_spell_type">
<option value="Sign" data-i18n="sign-u" >SIGN</option>
<option value="Novice Spell" data-i18n="spell-u" >SPELL</option>
<option value="Novice Invocation" data-i18n="invocatio-u" >INVOCATION</option></select>
<label class='repeating_spell_sta_title' data-i18n="sta-cos-u" >STA COST</label><input class='repeating_spell_sta' type='text' name='attr_spell_sta' value='0'><br />
<label class='repeating_spell_range_title' data-i18n="range-u" >RANGE</label><input class='repeating_spell_range' type='text' name='attr_spell_range'>
<label class='repeating_spell_damage_title' data-i18n="damage-u" >DAMAGE</label><select class='repeating_spell_damage' name='attr_spell_damage'>
<option value='None' data-i18n="non-u" >NONE</option>
<option value='[[1d6]]'>1d6</option>
<option value='[[2d6]]'>2d6</option>
<option value='[[3d6]]'>3d6</option>
<option value='[[4d6]]'>4d6</option>
<option value='[[5d6]]'>5d6</option>
<option value='[[6d6]]'>6d6</option>
<option value='[[7d6]]'>7d6</option>
<option value='[[8d6]]'>8d6</option>
<option value='[[9d6]]'>9d6</option>
<option value='[[10d6]]'>10d6</option>
<option value='[[?{SPELL DAMAGE|1d6}]]' data-i18n="quer-u" >QUERY</option>
</select>
</div>
<div>
<label class='repeating_spell_duration_title' data-i18n="duratio-u" >DURATION</label><input class='repeating_spell_duration' type='text' name='attr_spell_duration'>
<label class='repeating_spell_defense_title' data-i18n="defens-u" >DEFENSE</label><input class='repeating_spell_defense' type='text' name='attr_spell_defense'>
</div>
<textarea class='repeating_spell_description' name='attr_spell_description' data-i18n="spell-description-goes-here" >Spell description goes here...</textarea>
</div>
</fieldset>
<label class='spell-title' data-i18n="journeyman-spells-alternate-signs-u" >JOURNEYMAN - SPELLS, ALTERNATE SIGNS & INVOCATIONS</label>
<fieldset class="repeating_spells2" name='attr_spells' style='padding: 5px;'>
<span class='repeating_spell_gradient'><input class='repeating_spell_name' type="text" name="attr_spell_name" value='Spell/Sign/Invocation Name Here...'/></span>
<button style='margin-left: -10px; margin-right: 20px;' type='roll' class='repeating_spell_damage_roll' value='@{whisper}&{template:spell} {{spell-name=@{spell_name}}} {{name=@{character_name}}} {{type=@{spell_type}}} {{cost=@{spell_sta}}} {{description=@{spell_description}}} {{duration=@{spell_duration}}} {{range=@{spell_range}}} {{damage=@{spell_damage}}} {{defense=@{spell_defense}}}'></button>
<input type="checkbox" checked class="repeating_spell_toggle"><span></span><br />
<div class='repeating_spell_padding_container'>
<div>
<label class='repeating_spell_type_title' data-i18n="type-u" >TYPE</label>
<select class='repeating_spell_type' name="attr_spell_type">
<option value="Alternate Sign" data-i18n="alt-sign-u" >ALT. SIGN</option>
<option value="Journeyman Spell" data-i18n="spell-u" >SPELL</option>
<option value="Journeyman Invocation" data-i18n="invocatio-u" >INVOCATION</option></select>
<label class='repeating_spell_sta_title' data-i18n="sta-cos-u" >STA COST</label><input class='repeating_spell_sta' type='text' name='attr_spell_sta' value='0'><br />
<label class='repeating_spell_range_title' data-i18n="range-u" >RANGE</label><input class='repeating_spell_range' type='text' name='attr_spell_range'>
<label class='repeating_spell_damage_title' data-i18n="damage-u" >DAMAGE</label><select class='repeating_spell_damage' name='attr_spell_damage'>
<option value='None' data-i18n="non-u" >NONE</option>
<option value='[[1d6]]'>1d6</option>
<option value='[[2d6]]'>2d6</option>
<option value='[[3d6]]'>3d6</option>
<option value='[[4d6]]'>4d6</option>
<option value='[[5d6]]'>5d6</option>
<option value='[[6d6]]'>6d6</option>
<option value='[[7d6]]'>7d6</option>
<option value='[[8d6]]'>8d6</option>
<option value='[[9d6]]'>9d6</option>
<option value='[[10d6]]'>10d6</option>
<option value='[[?{SPELL DAMAGE|1d6}]]' data-i18n="quer-u" >QUERY</option>
</select>
</div>
<div>
<label class='repeating_spell_duration_title' data-i18n="duratio-u" >DURATION</label><input class='repeating_spell_duration' type='text' name='attr_spell_duration'>
<label class='repeating_spell_defense_title' data-i18n="defens-u" >DEFENSE</label><input class='repeating_spell_defense' type='text' name='attr_spell_defense'>
</div>
<textarea class='repeating_spell_description' name='attr_spell_description' data-i18n="spell-description-goes-here" >Spell description goes here...</textarea>
</div>
</fieldset>
<label class='spell-title' data-i18n="master-arch-priest-spells-invocatio-u" >MASTER/ARCH PRIEST - SPELLS & INVOCATIONS</label>
<fieldset class="repeating_spells3" name='attr_spells' style='padding: 5px;'>
<span class='repeating_spell_gradient'><input class='repeating_spell_name' type="text" name="attr_spell_name" value='Spell/Invocation Name Here...'/></span>
<button style='margin-left: -10px; margin-right: 20px;' type='roll' class='repeating_spell_damage_roll' value='@{whisper}&{template:spell} {{spell-name=@{spell_name}}} {{name=@{character_name}}} {{type=@{spell_type}}} {{cost=@{spell_sta}}} {{description=@{spell_description}}} {{duration=@{spell_duration}}} {{range=@{spell_range}}} {{damage=@{spell_damage}}} {{defense=@{spell_defense}}}'></button>
<input type="checkbox" checked class="repeating_spell_toggle"><span></span><br />
<div class='repeating_spell_padding_container'>
<div>
<label class='repeating_spell_type_title' data-i18n="type-u" >TYPE</label>
<select class='repeating_spell_type' name="attr_spell_type">
<option value="Master Spell"> SPELL</option>
<option value="Master/AP Invocation" data-i18n="invocatio-u" >INVOCATION</option>
</select>
<label class='repeating_spell_sta_title' data-i18n="sta-cos-u" >STA COST</label><input class='repeating_spell_sta' type='text' name='attr_spell_sta' value='0'><br />
<label class='repeating_spell_range_title' data-i18n="range-u" >RANGE</label><input class='repeating_spell_range' type='text' name='attr_spell_range'>
<label class='repeating_spell_damage_title' data-i18n="damage-u" >DAMAGE</label><select class='repeating_spell_damage' name='attr_spell_damage'>
<option value='None' data-i18n="non-u" >NONE</option>
<option value='[[1d6]]'>1d6</option>
<option value='[[2d6]]'>2d6</option>
<option value='[[3d6]]'>3d6</option>
<option value='[[4d6]]'>4d6</option>
<option value='[[5d6]]'>5d6</option>
<option value='[[6d6]]'>6d6</option>
<option value='[[7d6]]'>7d6</option>
<option value='[[8d6]]'>8d6</option>
<option value='[[9d6]]'>9d6</option>
<option value='[[10d6]]'>10d6</option>
<option value='[[?{SPELL DAMAGE|1d6}]]' data-i18n="quer-u" >QUERY</option>
</select>
</div>
<div>
<label class='repeating_spell_duration_title' data-i18n="duratio-u" >DURATION</label><input class='repeating_spell_duration' type='text' name='attr_spell_duration'>
<label class='repeating_spell_defense_title' data-i18n="defens-u" >DEFENSE</label><input class='repeating_spell_defense' type='text' name='attr_spell_defense'>
</div>
<textarea class='repeating_spell_description' name='attr_spell_description' data-i18n="spell-description-goes-here" >Spell description goes here...</textarea>
</div>
</fieldset>
</div>
<div class='grid-column' style='margin-left: -20px;'>
<div class='vigor-total-container'>
<label class='vigor-title' data-i18n="vigor-u" >VIGOR</label><input class='vigor-total' name='attr_vigor_total' type='number' value='0'>
<label class='cur-sta-title' data-i18n="sta-u" >STA</label><input class='vigor-total' name='attr_sta' type='number' value='0'>
</div>
<div class='vigor-focus-container'>
<label class='spellfocus-title' data-i18n="1st-focus-u" >1ST FOCUS</label><input name='attr_spellfocus1' class='spellfocus-element' type='text' value='Name Here...'>
<input type="checkbox" checked name='attr_focus1_toggle' class="focus1-toggle"><span></span>
<div class='focus1-container'>
<label class='focus-title' data-i18n="focus-lvl-u" >FOCUS LVL</label><input name='attr_focus1_lvl' class='spellfocus-stat' type='text' value='0'>
<label class='greaterfocus-title' data-i18n="greater-focus-u" >GREATER FOCUS?</label><input type='checkbox' class='whisper-checkbox' name='attr_greaterfocus1_toggle' value='2'><span></span>
<textarea class='spellfocus-text' name='attr_focus1_description' data-i18n="focus-notes" >Any notes about this focus go here...</textarea>
</div>
<label class='spellfocus-title' data-i18n="2nd-focus-u" >2ND FOCUS</label><input name='attr_spellfocus2' class='spellfocus-element' type='text' value='Name Here...'>
<input type="checkbox" checked name='attr_focus2_toggle' class="focus2-toggle"><span></span>
<div class='focus2-container'>
<label class='focus-title' data-i18n="focus-lvl-u" >FOCUS LVL</label><input name='attr_focus2_lvl' class='spellfocus-stat' type='text' value='0'>
<label class='greaterfocus-title' data-i18n="greater-focus-u" >GREATER FOCUS?</label><input type='checkbox' class='whisper-checkbox' name='attr_greaterfocus2_toggle' value='2'><span></span>
<textarea class='spellfocus-text' name='attr_focus2_description' data-i18n="focus-notes" >Any notes about this focus go here...</textarea>
</div>
<label class='spellfocus-title' data-i18n="3rd-focus-u" >3RD FOCUS</label><input name='attr_spellfocus3' class='spellfocus-element' type='text' value='Name Here...'>
<input type="checkbox" checked name='attr_focus3_toggle' class="focus3-toggle"><span></span>
<div class='focus3-container'>
<label class='focus-title' data-i18n="focus-lvl-u" >FOCUS LVL</label><input name='attr_focus3_lvl' class='spellfocus-stat' type='text' value='0'>
<label class='greaterfocus-title' data-i18n="greater-focus-u" >GREATER FOCUS?</label><input type='checkbox' class='whisper-checkbox' name='attr_greaterfocus3_toggle' value='2'><span></span>
<textarea class='spellfocus-text' name='attr_focus3_description' data-i18n="focus-notes" >Any notes about this focus go here...</textarea>
</div>
<label class='spellfocus-title' data-i18n="4th-focus-u" >4TH FOCUS</label><input name='attr_spellfocus4' class='spellfocus-element' type='text' value='Name Here...'>
<input type="checkbox" checked name='attr_focus4_toggle' class="focus4-toggle"><span></span>
<div class='focus4-container'>
<label class='focus-title' data-i18n="focus-lvl-u" >FOCUS LVL</label><input name='attr_focus4_lvl' class='spellfocus-stat' type='text' value='0'>
<label class='greaterfocus-title' data-i18n="greater-focus-u" >GREATER FOCUS?</label><input type='checkbox' class='whisper-checkbox' name='attr_greaterfocus4_toggle' value='2'><span></span>
<textarea class='spellfocus-text' name='attr_focus4_description' data-i18n="focus-notes" >Any notes about this focus go here...</textarea>
</div>
</div>
<label class='ritual-title' data-i18n="ritual-u" >RITUALS</label>
<fieldset class="repeating_rituals" name='attr_rituals' style='padding: 5px;'>
<span class='repeating_ritual_gradient'><input class='repeating_ritual_name' type="text" name="attr_ritual_name" value='Ritual Name Here...'/></span>
<button style='margin-left: -15px; margin-right: 20px;' type='roll' class='repeating_ritual_damage_roll' name= 'attr_roll_ritual_damage' value='@{whisper}&{template:ritual} {{ritual-name=@{ritual_name}}} {{name=@{character_name}}} {{prep=@{ritual_prep}}} {{cost=@{ritual_sta}}} {{description=@{ritual_description}}} {{DC=@{ritual_dc}}} {{duration=@{ritual_duration}}} {{comp=@{ritual_comp}}}'></button>
<input type="checkbox" checked class="repeating_ritual_toggle"><span></span><br />
<div class='repeating_ritual_padding_container'>
<label class='repeating_ritual_prep_title' data-i18n="prep-u" >PREP.</label><input class='repeating_ritual_prep' type='text' name='attr_ritual_prep'>
<label class='repeating_ritual_sta_title' data-i18n="sta-cos-u" >STA COST</label><input class='repeating_ritual_sta' type='text' name='attr_ritual_sta' value='0'>
<textarea class='repeating_ritual_description' name='attr_ritual_description' data-i18n="ritual-description-goes-here" >Ritual description goes here...</textarea><br />
<label class='repeating_ritual_dc_title'>DC</label><input class='repeating_ritual_dc' type='text' name='attr_ritual_dc' value='0'>
<label class='repeating_ritual_duration_title' data-i18n="duratio-u" >DURATION</label><input class='repeating_ritual_duration' type='text' name='attr_ritual_duration'>
<textarea class='repeating_ritual_comp' name='attr_ritual_comp' data-i18n="ritual-components-go-here" >Ritual components go here...</textarea>
</div>
</fieldset>
<label class='hex-title' data-i18n="hexe-u" >HEXES</label>
<fieldset class="repeating_hexes" name='attr_hexes' style='padding: 5px;'>
<span class='repeating_hex_gradient'><input class='repeating_hex_name' type="text" name="attr_hex_name" value='Hex Name Here...'/></span>
<button style='margin-left: -15px; margin-right: 20px;' type='roll' class='repeating_hex_damage_roll' name= 'attr_roll_hex_damage' value='@{whisper}&{template:hex} {{hex-name=@{hex_name}}} {{name=@{character_name}}} {{danger=@{hex_danger}}} {{cost=@{hex_sta}}} {{description=@{hex_description}}} {{lift=@{hex_lift}}}'></button>
<input type="checkbox" checked class="repeating_hex_toggle"><span></span><br />
<div class='repeating_hex_padding_container'>
<label class='repeating_hex_danger_title' data-i18n="dange-u" >DANGER</label>
<select class='repeating_hex_danger' name='attr_hex_danger'>
<option value="Low" data-i18n="low-u" >LOW</option>
<option value="Medium" data-i18n="medium-u" >MEDIUM</option>
<option value="High" data-i18n="high-u" >HIGH</option></select>
<label class='repeating_hex_sta_title' data-i18n="sta-cos-u" >STA COST</label><input class='repeating_hex_sta' type='text' name='attr_hex_sta' value='0'>
<textarea class='repeating_hex_description' name='attr_hex_description' data-i18n="hex-description" >Hex description goes here...</textarea>
<textarea class='repeating_hex_lift' name='attr_hex_lift' data-i18n="requirements-to-lift" >Requirements to lift go here...</textarea>
</div>
</fieldset>
</div>
</div>
</div>
<!-- --- Background---- -->
<div class="section-background" >
<div class='middle-grid' style='margin-top: 20px;'>
<div class='grid-column'>
<img class='top-title-image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/background.png" style='margin-bottom: 1px;' alt="background"><br />
<details>
<summary>
<span class='background-span-summary summary-header' data-i18n="campaign-info-u">CAMPAIGN INFO</span>
</summary>
<textarea class='standalone-text' name="attr_campaign_info" placeholder="Infos"></textarea>
</details>
<details>
<summary>
<span class='background-span-summary summary-header' data-i18n="style-appearance-outloo-u">STYLE, APPEARANCE & OUTLOOK</span>
</summary>
<div class='middle2-grid' style='margin-top: -1px;'>
<div class='grid-column'>
<label class='style-title' data-i18n="clothin-u" >CLOTHING</label>
<textarea class='style-text' name='attr_clothing'></textarea>
<label class='style-title' data-i18n="hair-styl-u" >HAIR STYLE</label>
<textarea class='style-text' name='attr_style'></textarea>
<label class='style-title' data-i18n="valued-perso-u" >VALUED PERSON</label>
<textarea class='style-text' name='attr_valued_person'></textarea>
</div>
<div class='grid-column' style='margin-left: -20px;'>
<label class='style-title' data-i18n="personalit-u" >PERSONALITY</label>
<textarea class='style-text' name='attr_personality'></textarea>
<label class='style-title' data-i18n="affectation-u" >AFFECTATIONS</label>
<textarea class='style-text' name='attr_affectations'></textarea>
<label class='style-title' data-i18n="value-u" >VALUE</label>
<textarea class='style-text' name='attr_value'></textarea>
</div>
</div>
<label class='style2-title' data-i18n="feelings-on-peopl-u" >FEELINGS ON PEOPLE</label>
<textarea class='style2-text' name='attr_feelings'></textarea>
</details>
<details>
<summary>
<span class='background-span-summary summary-header' data-i18n="early-lif-u">EARLY LIFE</span>
<label class='toggle-witcher' data-i18n="witcher-training-u" >WITCHER TRAINING?</label><input type="checkbox" name='attr_witcher_toggle' class="witcher-switch"><span></span>
</summary>
<input type="checkbox" name='attr_witcher_toggle' class="witcher-switch" hidden>
<div class="witcher-standard">
<div class='middle2-grid' style='margin-top: -1px;'>
<div class='grid-column'>
<label class='style-title' data-i18n="homelan-u" >HOMELAND</label>
<textarea class='style-text' name='attr_el1'></textarea>
<label class='style-title' data-i18n="parent-u" >PARENTS</label>
<textarea class='style-text' name='attr_el2'></textarea>
</div>
<div class='grid-column' style='margin-left: -20px;'>
<label class='style-title' data-i18n="famil-u" >FAMILY</label>
<textarea class='style-text' name='attr_el3'></textarea>
<label class='style-title' data-i18n="statu-u" >STATUS</label>
<textarea class='style-text' name='attr_el4'></textarea>
</div>
</div>
<label class='style2-title' data-i18n="influential-frien-u" >INFLUENTIAL FRIEND</label>
<textarea class='style2-text' name='attr_el5' style='margin-bottom: 5px;'></textarea>
</div>
<div class="witcher-witch">
<div class='middle2-grid' style='margin-top: -1px;'>
<div class='grid-column'>
<label class='style-title' data-i18n="school-starting-age-u" >SCHOOL & STARTING AGE</label>
<textarea class='style-text' name='attr_el1'></textarea>
<label class='style-title' data-i18n="early-trainin-u" >EARLY TRAINING</label>
<textarea class='style-text' name='attr_el2'></textarea>
</div>
<div class='grid-column' style='margin-left: -20px;'>
<label class='style-title' data-i18n="trial-u" >TRIALS</label>
<textarea class='style-text' name='attr_el3'></textarea>
<label class='style-title' data-i18n="current-statu-u" >CURRENT STATUS</label>
<textarea class='style-text' name='attr_el4'></textarea>
</div>
</div>
<label class='style2-title' data-i18n="most-important-even-u" >MOST IMPORTANT EVENT</label>
<textarea class='style2-text' name='attr_el5' style='margin-bottom: 5px;'></textarea>
</div>
</details>
<details>
<summary>
<span class='background-span-summary summary-header' data-i18n="siblings-rivals-friends-u">SIBLINGS, RIVALS & FRIENDS</span>
</summary>
<div class='friends-container' style='margin-right: 40px;'>
<fieldset class="repeating_friends" style='margin-bottom: 5px; margin-top: 3px;'>
<span class='repeating_relationship_span'>
<select class='repeating_relationship_type' name="attr_relationship_type">
<option value='sibling' data-i18n="sibling-u" >SIBLING</option>
<option value='rival' data-i18n="rival-u" >RIVAL</option>
<option value='friend' data-i18n="friend-u" >FRIEND</option>
</select>
<input type="text" class='repeating_relationship_desc' name="attr_relationship_desc" value='Description goes here...'>
</span>
</fieldset>
</div>
</details>
<details>
<summary>
<span class='background-span-summary summary-header' data-i18n="life-event-u">LIFE EVENTS</span>
</summary>
<div class='events-container' style='margin-right: 40px;'>
<fieldset class="repeating_events">
<span class='repeating_decade_span'>
<input class='repeating_decade' type='text' name="attr_decade" value='Year...'>
<textarea class='repeating_event_desc' name="attr_event_desc" data-i18n="description-here-make-sure" >Description goes here. Make sure to include the decade in the left-hand 'year' box...</textarea>
</span>
</fieldset>
</div>
</details>
</div>
<div class='grid-column' style='margin-left: -20px; margin-right: 20px; margin-top: 10px;'>
<div class='reputation-container'>
<label class='reputation-maintitle' data-i18n="reputatio-u" >REPUTATION</label>
<hr style='margin-bottom: 15px; margin-top: 15px;'>
<label class='reputation-label' data-i18n="reputation-leve-u" >REPUTATION LEVEL</label>
<input class='reputation-level' name='attr_rep_level' title='@{rep_level}' type='number' value='0'>
<button type='action' name='act_roll' class='rep-roll' value= '@{whisper}&{template:reputation} {{title=REPUTATION}} {{name=@{character_name}}} {{reputation=@{rep_notes}}} {{roll=[[1d10+@{will}+@{rep_level}]]}}'></button><br />
<textarea class='rep-text' name='attr_rep_notes' data-i18n="reputation-notes-details" placeholder="Reputation notes & details..." ></textarea>
</div>
<input class="multiple-reputation" name="attr_multipleReputations" type="checkbox" hidden/>
<div class='reputation-container multiple-reputation'>
<fieldset class="repeating_reputation">
<div>
<label class='reputation-label' data-i18n="reputation-leve-u" >REPUTATION LEVEL</label>
<input class='reputation-level' name='attr_rep_level' title='@{rep_level}' type='number' value='0'>
<button type='action' name='act_roll' class='rep-roll' value= '@{whisper}&{template:reputation} {{title=REPUTATION}} {{name=@{character_name}}} {{reputation=@{prefix-rep_notes}}} {{roll=[[1d10+@{will}+@{prefix-rep_level}]]}}'></button><br />
<textarea class='rep-text' name='attr_rep_notes' data-i18n="reputation-notes-details" placeholder="Reputation notes & details..."></textarea>
</div>
<br>
</fieldset>
</div>
<div class='campaign-container'>
<label class='campaign-maintitle' data-i18n="perks-racials-campaign-note-u" >PERKS, RACIALS & CAMPAIGN NOTES</label>
<hr style='margin-bottom: 15px; margin-top: 15px;'>
<textarea class='campaign-text' name='attr_campaign_notes' data-i18n="additional-race-profession-details" >Additional race/profession details and campaign notes...</textarea>
</div>
</div>
</div>
</div>
<!-- --- Settings---- -->
<div class="section-settings" >
<details>
<summary class="settings-caption" data-i18n="character-u">character</summary>
<div>
<label for="count2x" class="settings-checkbox" title='During character creation, some skills cost extra points.&#10;Checking this will these extra points towards your skill total.'>
<span data-i18n="count-x2-skills">COUNT x2 SKILLS</span>
<input id="count2x" name="attr_cc_skills" type="checkbox" value="1"/>
</label>
<label for="show-used" class="settings-checkbox" title='Show checkboxes so used skills can be tracked'>
<span data-i18n="show-used">SHOW 'USED SKILL' INDICATOR</span>
<input id="show-used" name="attr_show_used" type="checkbox"/>
</label>
<label for="magic-and-spells" class="settings-checkbox" title='Show magic and spell tab'>
<span data-i18n="show-magic-and-spells">Show Magic & Spells tab</span>
<input id="magic-and-spells" name="attr_isSpellcaster" type="checkbox" checked/>
</label>
<label for="pc-attack-defense-chain" class="settings-checkbox" >
<span data-i18n="use-pc-attack-defense-chain">Use PC attack-defense chain</span>
<input id="pc-attack-defense-chain" name="attr_useAttackDefenseChain" type="checkbox"/>
</label>
<label for="pc-defense-bases" class="settings-checkbox" >
<span data-i18n="use-pc-defense-bases">Use defense bases for this character</span>
<input id="pc-defense-bases" name="attr_pcDefenseBases" type="checkbox"/>
</label>
</div>
</details>
<br>
<details>
<summary class="settings-caption" data-i18n="inventory-u">Inventory</summary>
<div>
<label for="showTools" class="settings-checkbox">
<span data-i18n="show-tools-u">Show Tools</span>
<input id="showTools" name="attr_showTools" type="checkbox" checked/>
</label>
<label for="showConsumables" class="settings-checkbox">
<span data-i18n="show-consumables-u">Show Consumables</span>
<input id="showConsumables" name="attr_showConsumables" type="checkbox" checked/>
</label>
<label for="showNonCarried" class="settings-checkbox">
<span data-i18n="show-NonCarried-u">Show Non carried</span>
<input id="showNonCarried" name="attr_showNonCarried" type="checkbox"/>
</label>
</div>
</details>
<br>
<details>
<summary class="settings-caption" data-i18n="background-u">Background</summary>
<div>
<label for="multiple-reputations" class="settings-checkbox" title='Show multiple reputations'>
<span data-i18n="show-multiple-reputations">Show multiple reputations</span>
<input id="multiple-reputations" name="attr_multipleReputations" type="checkbox"/>
</label>
</div>
</details>
<br>
<details>
<summary class="settings-caption" data-i18n="weapon-template-u">Weapon Templates</summary>
<div>
<label for="showSingleStrike" class="settings-checkbox">
<span data-i18n="show-singlestrike">Show Single Strike</span>
<input id="showSingleStrike" name="attr_showSingleStrike" type="checkbox" checked/>
</label>
<label for="showFastAttacks" class="settings-checkbox">
<span data-i18n="show-fastattacks-u">Show Fast Attacks</span>
<input id="showFastAttacks" name="attr_showFastAttacks" type="checkbox" checked/>
</label>
<label for="showStrongAttacks" class="settings-checkbox">
<span data-i18n="show-strongattacks-u">Show Strong Attacks</span>
<input id="showStrongAttacks" name="attr_showStrongAttacks" type="checkbox" checked/>
</label>
<label for="showJointAttacks" class="settings-checkbox">
<span data-i18n="show-jointattacks-u">Show Joint Attacks</span>
<input id="showJointAttacks" name="attr_showJointAttacks" type="checkbox" checked/>
</label>
</div>
</details>
</div>
</div>
</div>
<div class="block-npc" style='margin-top: 90px;'>
<div class='top-grid'>
<div class='grid-item'>
<label class='legend-top' style='margin-left: 15px;' data-i18n="maximum-current" >Maximum / Current</label><br />
<label class='stattitle' data-i18n="int-u" >INT</label><input name='attr_total_int_npc' title='@{total_int_npc}' class='smallbox' type='number' value='0'><input name='attr_int_npc' title='@{int_npc}' class='smallbox' type='text' value='[[floor((@{total_int_npc}+@{stat_mod_int_npc}))]]' disabled><button type='action' name='act_roll' class='stat-roll' value= '@{whisper}&{template:saveroll} {{name=@{character_name}}} {{title=INT SAVE}} {{description=To succeed you need to roll below @{int_npc}.}} {{roll=[[1d10]]}}'></button><br />
<label class='stattitle' data-i18n="ref-u" >REF</label><input name='attr_total_ref_npc' title='@{total_ref_npc}' class='smallbox' type='number' value='0'><input name='attr_ref_npc' title='@{ref_npc}' class='smallbox' type='text' value='[[floor((@{total_ref_npc}+@{stat_mod_ref_npc}))]]' disabled><button type='action' name='act_roll' class='stat-roll' value= '@{whisper}&{template:saveroll} {{name=@{character_name}}} {{title=REF SAVE}} {{description=To succeed you need to roll below @{ref_npc}.}} {{roll=[[1d10]]}}'></button><br />
<label class='stattitle' data-i18n="dex-u" >DEX</label><input name='attr_total_dex_npc' title='@{total_dex_npc}' class='smallbox' type='number' value='0'><input name='attr_dex_npc' title='@{dex_npc}' class='smallbox' type='text' value='[[floor((@{total_dex_npc}+@{stat_mod_dex_npc}))]]' disabled><button type='action' name='act_roll' class='stat-roll' value= '@{whisper}&{template:saveroll} {{name=@{character_name}}} {{title=DEX SAVE}} {{description=To succeed you need to roll below @{dex_npc}.}} {{roll=[[1d10]]}}'></button><br />
<label class='stattitle' data-i18n="body-u" >BODY</label><input name='attr_total_body_npc' title='@{total_body_npc}' class='smallbox' type='number' value='0'><input name='attr_body_npc' title='@{body_npc}' class='smallbox' type='text' value='[[floor((@{total_body_npc}+@{stat_mod_body_npc}))]]' disabled><button type='action' name='act_roll' class='stat-roll' value= '@{whisper}&{template:saveroll} {{name=@{character_name}}} {{title=BODY SAVE}} {{description=To succeed you need to roll below @{body_npc}.}} {{roll=[[1d10]]}}'></button><br />
<label class='stattitle' data-i18n="spd-u" >SPD</label><input name='attr_total_spd_npc' title='@{total_spd_npc}' class='smallbox' type='number' value='0'><input name='attr_spd_npc' title='@{spd_npc}' class='smallbox' type='text' value='[[floor((@{total_spd_npc}+@{stat_mod_spd_npc}))]]' disabled><button type='action' name='act_roll' class='stat-roll' value= '@{whisper}&{template:saveroll} {{name=@{character_name}}} {{title=SPD SAVE}} {{description=To succeed you need to roll below @{spd_npc}.}} {{roll=[[1d10]]}}'></button><br />
<label class='stattitle' data-i18n="emp-u" >EMP</label><input name='attr_total_emp_npc' title='@{total_emp_npc}' class='smallbox' type='number' value='0'><input name='attr_emp_npc' title='@{emp_npc}' class='smallbox' type='text' value='[[floor((@{total_emp_npc}+@{stat_mod_emp_npc}))]]' disabled><button type='action' name='act_roll' class='stat-roll' value= '@{whisper}&{template:saveroll} {{name=@{character_name}}} {{title=EMP SAVE}} {{description=To succeed you need to roll below @{emp_npc}.}} {{roll=[[1d10]]}}'></button><br />
<label class='stattitle' data-i18n="cra-u" >CRA</label><input name='attr_total_cra_npc' title='@{total_cra_npc}' class='smallbox' type='number' value='0'><input name='attr_cra_npc' title='@{cra_npc}' class='smallbox' type='text' value='[[floor((@{total_cra_npc}+@{stat_mod_cra_npc}))]]' disabled><button type='action' name='act_roll' class='stat-roll' value= '@{whisper}&{template:saveroll} {{name=@{character_name}}} {{title=CRA SAVE}} {{description=To succeed you need to roll below @{cra_npc}.}} {{roll=[[1d10]]}}'></button><br />
<label class='stattitle' data-i18n="will-u" >WILL</label><input name='attr_total_will_npc' title='@{total_will_npc}' class='smallbox' type='number' value='0'><input name='attr_will_npc' title='@{will_npc}' class='smallbox' type='text' value='[[floor((@{total_will_npc}+@{stat_mod_will_npc}))]]' disabled><button type='action' name='act_roll' class='stat-roll' value= '@{whisper}&{template:saveroll} {{name=@{character_name}}} {{title=WILL SAVE}} {{description=To succeed you need to roll below @{will_npc}.}} {{roll=[[1d10]]}}'></button><br />
<label class='stattitle' data-i18n="luck-u" >LUCK</label><input name='attr_total_luck_npc' title='@{total_luck_npc}' class='smallbox' type='number' value='0'><input name='attr_luck_npc' title='@{luck_npc}' class='smallbox' type='text' value='0'><br />
<label class='sizetitle' style='margin-top: 7px; margin-left: 28px;' data-i18n="threat-u" >THREAT</label><input name='attr_npc_threat' class='size-box2' type='text'>
</div>
<div class='character-box' style='margin-left: 10px;'>
<img class='logo' src='https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/npc_sheet_motif.png' alt="npc sheet motif"><br />
<label class='npctitle' data-i18n="name-u" >NAME</label><input name='attr_character_name' title='@{character_name}' class='npc-box' type='text'>
<label class='bountytitle' data-i18n="bounty-u" >BOUNTY</label><input name='attr_npc_bounty' class='bounty-box' type='text' value=0>
<label class='environmenttitle' data-i18n="environment-u" >ENVIRONMENT</label><input name='attr_npc_environment' class='background-box' type='text'>
<label class='environmenttitle' data-i18n="intelligence-u" >INTELLIGENCE</label><input name='attr_npc_intelligence' class='background-box' type='text'>
<label class='environmenttitle' data-i18n="organisation-u" >ORGANISATION</label><input name='attr_npc_organisation' class='background-box' type='text'><br />
</div>
<div class='grid-item' style='margin-left: 10px; margin-top: 18px;'>
<label class='stattitle2' data-i18n="stun-u" >STUN</label><input name='attr_stun_npc' title='@{stun_npc}' class='smallbox3' type='number' value='0'>
<label class='stattitle2' data-i18n="run-u" >RUN</label><input name='attr_run_npc' title='@{run_npc}' class='smallbox3' type='number' value='0'><br>
<label class='stattitle2' data-i18n="leap-u" >LEAP</label><input name='attr_leap_npc' title='@{leap_npc}' class='smallbox3' type='number' value='0'><br>
<label class='stattitle2'>HP</label><input name='attr_hp_npc' title='@{hp_npc}' class='smallbox4' type='number' value='0'><br>
<label class='stattitle2' data-i18n="sta-u" >STA</label><input name='attr_sta_npc' title='@{sta_npc}' class='smallbox4' type='number' value='0'><br>
<label class='stattitle2' data-i18n="enc-u" >ENC</label><input name='attr_enc_npc' title='@{enc_npc}' class='smallbox3' type='number' value='0'><br>
<label class='stattitle2' data-i18n="rec-u" >REC</label><input name='attr_rec_npc' title='@{rec_npc}' class='smallbox3' type='number' value='0'><br>
<label class='stattitle2' data-i18n="resolv-u" >RESOLVE</label><input name='attr_resolve_npc' title='@{resolve_npc}' class='smallbox3' type='number' value='0'><br>
<label class='sizetitle' style='margin-top: 12px;' data-i18n="height-u" >HEIGHT</label><input name='attr_npc_height' class='size-box' type='text'><br />
<label class='sizetitle' data-i18n="weight-u" >WEIGHT</label><input name='attr_npc_weight' class='size-box' type='text'>
</div>
</div>
<div class='middle-grid' style='margin-top: 20px; margin-left: 45px;'>
<img class='top-title-image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/npc_stats_and_skills.png" alt="npc stats and skills"><br />
<div class='special-stack-grid'>
<div class="npc-defenses">
<label class="defense-title" data-i18n="defense-bases">Defense Bases</label>
<div class="npc-defense-container">
<div class="npc-defense">
<span class="defense-name" data-i18n="dodge-base">Dodge Base</span>
<input type="number" name="attr_dodge_base" value="0"/>
<button type="action" name="act_dodge_base" class="defense_skill_roll" value='@{whisper}&{template:npcdefense} {{title=DODGE}} {{name=@{character_name}}} {{roll=[[1d10!+@{dodge_base}[SKILL BASE]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</div>
<div class="npc-defense">
<span class="defense-name" data-i18n="reposition-base">Reposition Base</span>
<input type="number" name="attr_reposition_base" value="0"/>
<button type="action" name="act_reposition_base" class="defense_skill_roll" value='@{whisper}&{template:npcdefense} {{title=REPOSITION}} {{name=@{character_name}}} {{roll=[[1d10!+@{reposition_base}[SKILL BASE]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</div>
<div class="npc-defense">
<span class="defense-name" data-i18n="block-base">Block Base</span>
<input type="number" name="attr_block_base" value="0"/>
<button type="action" name="act_block_base" class="defense_skill_roll" value='@{whisper}&{template:npcdefense} {{title=BLOCK}} {{name=@{character_name}}} {{roll=[[1d10!+@{block_base}[SKILL BASE]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</div>
</div>
</div>
<div class='middle2-grid' style='margin-left: -10px;'>
<div class='grid-item' style='margin-top: 10px; margin-right: 20px;'>
<span class='npcskill-span' style='margin-bottom: 10px;'>
<label class='npcskilltitle' data-i18n="skills-u" >SKILLS</label>
</span>
<fieldset style='margin-bottom: 10px;' class="repeating_npcskill">
<span class='repeating_npcskill_container'>
<input class='repeating_npcskill_name' name='attr_npcskill_name' type='text' placeholder='Name Here...'>
<select class='repeating_npcskill_stat' name='attr_npcskill_stat'>
<option value='@{int_npc}' data-i18n="int-u" >INT</option>
<option value='@{ref_npc}' data-i18n="ref-u" >REF</option>
<option value='@{dex_npc}' data-i18n="dex-u" >DEX</option>
<option value='@{body_npc}' data-i18n="body-u" >BODY</option>
<option value='@{spd_npc}' data-i18n="spd-u" >SPD</option>
<option value='@{emp_npc}' data-i18n="emp-u" >EMP</option>
<option value='@{cra_npc}' data-i18n="cra-u" >CRA</option>
<option value='@{will_npc}' data-i18n="will-u" >WILL</option>
</select>
<input class='repeating_npcskill_score' name='attr_npcskill_score' type='text' value='0'>
<button type='action' name='act_roll' style='margin-top: -4px;' class='repeating_npc_skill_roll' value='@{whisper}&{template:singleroll} {{title=@{prefix-npcskill_name}}} {{name=@{character_name}}} {{roll=[[1d10!+@{prefix-npcskill_stat}[STAT]+@{prefix-npcskill_score}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</span>
</fieldset>
</div>
<div class='grid-item' style='margin-left: -10px; margin-right: 30px; margin-top: 10px;'>
<span class='ability-span' style='margin-bottom: 10px;'>
<label class='abilitytitle' data-i18n="abilities-u" >ABILITIES</label>
</span>
<fieldset style='margin-bottom: 10px;' class="repeating_ability">
<input class='repeating_ability_name' name='attr_ability_name' type='text' placeholder='Ability Name Goes Here...'><br />
<textarea class='repeating_ability_text' name='attr_ability_text' data-i18n="ability-details" >Ability details go here...</textarea>
</fieldset>
</div>
</div>
<div class='grid-item' style='margin-left: -10px; margin-top: 10px; margin-right: 30px;'>
<span class='weapon-span' style='margin-bottom: 10px;'>
<label class='weapontitle' data-i18n="weapons-u" >WEAPONS</label>
</span>
<fieldset style='margin-bottom: 10px;' class="repeating_npcweapons">
<span class='repeating_npc_weapon_container'>
<input class='repeating_npc_weapon_name' name='attr_npc_weapon_name' type='text' placeholder='Weapon Name Here...'><span style='color: #000;'> |</span>
<input class='repeating_npc_weapon_damage' name='attr_npc_weapon_damage' type='text' placeholder='1d6'><span style='color: #000;'> |</span>
<input class='repeating_npc_weapon_effect' name='attr_npc_weapon_effect' type='text' placeholder='Weapon effects go here...'><span style='color: #000;'> |</span>
<input class='repeating_npc_weapon_rof' name='attr_npc_weapon_rof' type='text' placeholder='0'>
<button type='roll' style='margin-top: 0px;' class='repeating_npc_weapon_roll' value='@{whisper}&{template:npcweapon} {{weapon-name=@{npc_weapon_name}}} {{name=@{character_name}}} {{effect=@{npc_weapon_effect}}} {{damage=[[@{npc_weapon_damage}]]}}'></button>
</span>
</fieldset>
</div>
<div class='middle2-grid' style='margin-left: -20px;'>
<div class='grid-item' style='margin-left: 10px; margin-right: 30px; margin-top: 10px;'>
<span class='vuln-span' style='margin-bottom: 10px;'>
<label class='abilitytitle' data-i18n="vulnerabilitie-u" >VULNERABILITIES</label>
</span>
<fieldset style='margin-bottom: 10px;' class="repeating_vulnerability">
<input class='repeating_vuln_name' name='attr_vuln_name' type='text' placeholder='Vulnerability Goes Here...'><br />
<textarea class='repeating_vuln_text' name='attr_vuln_text' data-i18n="list-npcs-vulnerabilities" >List the NPCs vulnerabilities & weaknesses here...</textarea>
</fieldset>
</div>
<div class='grid-item' style='margin-left: -5px; margin-right: 30px; margin-top: 10px;'>
<span class='ability-span' style='margin-bottom: 10px;'>
<label class='abilitytitle' data-i18n="loot-u" >LOOT</label>
</span>
<fieldset style='margin-bottom: 10px;' class="repeating_loot">
<input class='repeating_loot_text' name='attr_loot_text' type='text' placeholder='Loot/item name & details go here...'>
</fieldset>
</div>
</div>
</div>
<!-- -Modifiers Table- -->
<div class='grid-item' style='margin-top: -68px; margin-left: -20px; margin-right: 60px;'>
<div class='npc-armor-box'>
<label class='npcarmortitle' data-i18n="armor-u" >ARMOR</label>
<input class='npc-armor' name='attr_npc_armor' type='number' value='0'>
<hr style='margin-top: 6px; margin-bottom: 8px;'>
<label class='npcarmortitle' data-i18n="vigor-u" >VIGOR</label>
<input class='npc-armor' name='attr_npc_vigor' type='number' value='0'>
</div>
<div class='stat-mod-box'>
<label class='modifiertitle-top' data-i18n="stat-modifier-u" >STAT MODIFIERS</label><br />
<hr style='margin-bottom: 15px; margin-top: 0px; margin-left: 5px; margin-right: 5px;'>
<label class='stat-mod-title' data-i18n="int-u" >INT</label><input name='attr_stat_mod_int_npc' title='@{stat_mod_int_npc}' class='stat-mod-element' type='number' value='0'>
<label class='stat-mod-title' data-i18n="ref-u" >REF</label><input name='attr_stat_mod_ref_npc' title='@{stat_mod_ref_npc}' class='stat-mod-element' type='number' value='0'>
<label class='stat-mod-title' data-i18n="dex-u" >DEX</label><input name='attr_stat_mod_dex_npc' title='@{stat_mod_dex_npc}' class='stat-mod-element' type='number' value='0'>
<label class='stat-mod-title' data-i18n="body-u" >BODY</label><input name='attr_stat_mod_body_npc' title='@{stat_mod_body_npc}' class='stat-mod-element' type='number' value='0'>
<label class='stat-mod-title' data-i18n="spd-u" >SPD</label><input name='attr_stat_mod_spd_npc' title='@{stat_mod_spd_npc}' class='stat-mod-element' type='number' value='0'>
<label class='stat-mod-title' data-i18n="emp-u" >EMP</label><input name='attr_stat_mod_emp_npc' title='@{stat_mod_emp_npc}' class='stat-mod-element' type='number' value='0'>
<label class='stat-mod-title' data-i18n="cra-u" >CRA</label><input name='attr_stat_mod_cra_npc' title='@{stat_mod_cra_npc}' class='stat-mod-element' type='number' value='0'>
<label class='stat-mod-title' data-i18n="will-u" >WILL</label><input name='attr_stat_mod_will_npc' title='@{stat_mod_will_npc}' class='stat-mod-element' type='number' value='0'>
<label class='stat-mod-title' data-i18n="luck-u" >LUCK</label><input name='attr_stat_mod_luck_npc' title='@{stat_mod_luck_npc}' class='stat-mod-element' type='number' value='0'>
</div>
<div class='button-box'>
<label class='quick-button-maintitle' data-i18n="quick-roll-button-u" >QUICK ROLL BUTTONS</label><br />
<hr style='margin-bottom: 10px; margin-top: 5px;'>
<label class='initiativetitle' data-i18n="initiativ-u" >INITIATIVE</label><button class='initiative-roll' type='roll' value= '@{whisper}&{template:initiative} {{title=INITIATIVE}} {{name=@{character_name}}} {{roll=[[1d10+@{ref_npc}[STAT]&{tracker}]]}}'></button><br />
<label class='savetitle' data-i18n="stun-death-save-u" >STUN & DEATH SAVE</label><button class='save-roll' type='roll' value= '@{whisper}&{template:save} {{title=STUN/DEATH SAVE}} {{name=@{character_name}}} {{stun=To succeed you need to roll below [[@{stun_npc}+?{STUN/DEATH SAVE MOD? (Bonuses/Penalties etc)|0}[MOD]]]}} {{hp=1}} {{roll=[[1d10]]}}'></button><br />
<label class='fumbletitle' data-i18n="fumble-u" >FUMBLE</label><button class='fumble-roll' type='roll' value= '@{whisper}&{template:fumble} {{title=FUMBLE}} {{name=@{character_name}}} {{roll=[[1d10!+1]]}}'></button><br />
<label class='locationtitle' data-i18n="target-locatio-u" >TARGET LOCATION</label><button class='target-roll' type='roll' value= '@{whisper}&{template:target} {{title=TARGET LOCATION}} {{name=@{character_name}}} {{roll=[[1d10]]}}'></button>
</div>
</div>
</div>
</div>
<div class="block-new-npc" style='margin-top: 90px;'>
<div class='top-grid'>
<div class='grid-item'>
<label class='legend-top' style='margin-left: 15px;' data-i18n="maximum-current" >Maximum / Current</label><br />
<label class='stattitle' data-i18n="int-u" >INT</label><input name='attr_total_int_npc' title='@{total_int_npc}' class='smallbox' type='number' value='0'><input name='attr_int_npc' title='@{int_npc}' class='smallbox' type='text' value='[[floor((@{total_int_npc}+@{stat_mod_int_npc}))]]' disabled><button type='action' name='act_roll' class='stat-roll' value= '@{whisper}&{template:saveroll} {{name=@{character_name}}} {{title=INT SAVE}} {{description=To succeed you need to roll below @{int_npc}.}} {{roll=[[1d10]]}}'></button><br />
<label class='stattitle' data-i18n="ref-u" >REF</label><input name='attr_total_ref_npc' title='@{total_ref_npc}' class='smallbox' type='number' value='0'><input name='attr_ref_npc' title='@{ref_npc}' class='smallbox' type='text' value='[[floor((@{total_ref_npc}+@{stat_mod_ref_npc}))]]' disabled><button type='action' name='act_roll' class='stat-roll' value= '@{whisper}&{template:saveroll} {{name=@{character_name}}} {{title=REF SAVE}} {{description=To succeed you need to roll below @{ref_npc}.}} {{roll=[[1d10]]}}'></button><br />
<label class='stattitle' data-i18n="dex-u" >DEX</label><input name='attr_total_dex_npc' title='@{total_dex_npc}' class='smallbox' type='number' value='0'><input name='attr_dex_npc' title='@{dex_npc}' class='smallbox' type='text' value='[[floor((@{total_dex_npc}+@{stat_mod_dex_npc}))]]' disabled><button type='action' name='act_roll' class='stat-roll' value= '@{whisper}&{template:saveroll} {{name=@{character_name}}} {{title=DEX SAVE}} {{description=To succeed you need to roll below @{dex_npc}.}} {{roll=[[1d10]]}}'></button><br />
<label class='stattitle' data-i18n="body-u" >BODY</label><input name='attr_total_body_npc' title='@{total_body_npc}' class='smallbox' type='number' value='0'><input name='attr_body_npc' title='@{body_npc}' class='smallbox' type='text' value='[[floor((@{total_body_npc}+@{stat_mod_body_npc}))]]' disabled><button type='action' name='act_roll' class='stat-roll' value= '@{whisper}&{template:saveroll} {{name=@{character_name}}} {{title=BODY SAVE}} {{description=To succeed you need to roll below @{body_npc}.}} {{roll=[[1d10]]}}'></button><br />
<label class='stattitle' data-i18n="spd-u" >SPD</label><input name='attr_total_spd_npc' title='@{total_spd_npc}' class='smallbox' type='number' value='0'><input name='attr_spd_npc' title='@{spd_npc}' class='smallbox' type='text' value='[[floor((@{total_spd_npc}+@{stat_mod_spd_npc}))]]' disabled><button type='action' name='act_roll' class='stat-roll' value= '@{whisper}&{template:saveroll} {{name=@{character_name}}} {{title=SPD SAVE}} {{description=To succeed you need to roll below @{spd_npc}.}} {{roll=[[1d10]]}}'></button><br />
<label class='stattitle' data-i18n="emp-u" >EMP</label><input name='attr_total_emp_npc' title='@{total_emp_npc}' class='smallbox' type='number' value='0'><input name='attr_emp_npc' title='@{emp_npc}' class='smallbox' type='text' value='[[floor((@{total_emp_npc}+@{stat_mod_emp_npc}))]]' disabled><button type='action' name='act_roll' class='stat-roll' value= '@{whisper}&{template:saveroll} {{name=@{character_name}}} {{title=EMP SAVE}} {{description=To succeed you need to roll below @{emp_npc}.}} {{roll=[[1d10]]}}'></button><br />
<label class='stattitle' data-i18n="cra-u" >CRA</label><input name='attr_total_cra_npc' title='@{total_cra_npc}' class='smallbox' type='number' value='0'><input name='attr_cra_npc' title='@{cra_npc}' class='smallbox' type='text' value='[[floor((@{total_cra_npc}+@{stat_mod_cra_npc}))]]' disabled><button type='action' name='act_roll' class='stat-roll' value= '@{whisper}&{template:saveroll} {{name=@{character_name}}} {{title=CRA SAVE}} {{description=To succeed you need to roll below @{cra_npc}.}} {{roll=[[1d10]]}}'></button><br />
<label class='stattitle' data-i18n="will-u" >WILL</label><input name='attr_total_will_npc' title='@{total_will_npc}' class='smallbox' type='number' value='0'><input name='attr_will_npc' title='@{will_npc}' class='smallbox' type='text' value='[[floor((@{total_will_npc}+@{stat_mod_will_npc}))]]' disabled><button type='action' name='act_roll' class='stat-roll' value= '@{whisper}&{template:saveroll} {{name=@{character_name}}} {{title=WILL SAVE}} {{description=To succeed you need to roll below @{will_npc}.}} {{roll=[[1d10]]}}'></button><br />
<label class='stattitle' data-i18n="luck-u" >LUCK</label><input name='attr_total_luck_npc' title='@{total_luck_npc}' class='smallbox' type='number' value='0'><input name='attr_luck_npc' title='@{luck_npc}' class='smallbox' type='text' value='0'><br />
<label class='sizetitle' style='margin-top: 7px; margin-left: 28px;' data-i18n="threat-u" >THREAT</label><input name='attr_npc_threat' class='size-box2' type='text'>
</div>
<div class='character-box' style='margin-left: 10px;'>
<img class='logo' src='https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/npc_sheet_motif.png' alt="npc sheet motif"><br />
<label class='npctitle' data-i18n="name-u" >NAME</label><input name='attr_character_name' title='@{character_name}' class='npc-box' type='text'>
<label class='bountytitle' data-i18n="bounty-u" >BOUNTY</label><input name='attr_npc_bounty' class='bounty-box' type='text' value=0>
<label class='environmenttitle' data-i18n="environment-u" >ENVIRONMENT</label><input name='attr_npc_environment' class='background-box' type='text'>
<label class='environmenttitle' data-i18n="intelligence-u" >INTELLIGENCE</label><input name='attr_npc_intelligence' class='background-box' type='text'>
<label class='environmenttitle' data-i18n="organisation-u" >ORGANISATION</label><input name='attr_npc_organisation' class='background-box' type='text'><br />
</div>
<div class='grid-item' style='margin-left: 10px; margin-top: 18px;'>
<label class='stattitle2' data-i18n="stun-u" >STUN</label><input name='attr_stun_npc' title='@{stun_npc}' class='smallbox3' type='number' value='0'>
<label class='stattitle2' data-i18n="run-u" >RUN</label><input name='attr_run_npc' title='@{run_npc}' class='smallbox3' type='number' value='0'><br>
<label class='stattitle2' data-i18n="leap-u" >LEAP</label><input name='attr_leap_npc' title='@{leap_npc}' class='smallbox3' type='number' value='0'><br>
<label class='stattitle2'>HP</label><input name='attr_hp_npc' title='@{hp_npc}' class='smallbox4' type='number' value='0'><br>
<label class='stattitle2' data-i18n="sta-u" >STA</label><input name='attr_sta_npc' title='@{sta_npc}' class='smallbox4' type='number' value='0'><br>
<label class='stattitle2' data-i18n="enc-u" >ENC</label><input name='attr_enc_npc' title='@{enc_npc}' class='smallbox3' type='number' value='0'><br>
<label class='stattitle2' data-i18n="rec-u" >REC</label><input name='attr_rec_npc' title='@{rec_npc}' class='smallbox3' type='number' value='0'><br>
<label class='stattitle2' data-i18n="resolv-u" >RESOLVE</label><input name='attr_resolve_npc' title='@{resolve_npc}' class='smallbox3' type='number' value='0'><br>
<label class='sizetitle' style='margin-top: 12px;' data-i18n="height-u" >HEIGHT</label><input name='attr_npc_height' class='size-box' type='text'><br />
<label class='sizetitle' data-i18n="weight-u" >WEIGHT</label><input name='attr_npc_weight' class='size-box' type='text'>
</div>
</div>
<div class='middle-grid' style='margin-top: 20px; margin-left: 45px;'>
<img class='top-title-image' src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TheWitcher/images/npc_stats_and_skills.png" alt="npc stats and skills"><br />
<div class='special-stack-grid'>
<div class="npc-defenses">
<label class="defense-title" data-i18n="defense-bases">Defense Bases</label>
<div class="npc-defense-container">
<div class="npc-defense">
<span class="defense-name" data-i18n="dodge-base">Dodge Base</span>
<input type="number" name="attr_dodge_base" value="0"/>
<button type="action" name="act_dodge_base" class="defense_skill_roll" value='@{whisper}&{template:npcdefense} {{title=DODGE}} {{name=@{character_name}}} {{roll=[[1d10!+@{dodge_base}[SKILL BASE]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</div>
<div class="npc-defense">
<span class="defense-name" data-i18n="reposition-base">Reposition Base</span>
<input type="number" name="attr_reposition_base" value="0"/>
<button type="action" name="act_reposition_base" class="defense_skill_roll" value='@{whisper}&{template:npcdefense} {{title=REPOSITION}} {{name=@{character_name}}} {{roll=[[1d10!+@{reposition_base}[SKILL BASE]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</div>
<div class="npc-defense">
<span class="defense-name" data-i18n="block-base">Block Base</span>
<input type="number" name="attr_block_base" value="0"/>
<button type="action" name="act_block_base" class="defense_skill_roll" value='@{whisper}&{template:npcdefense} {{title=BLOCK}} {{name=@{character_name}}} {{roll=[[1d10!+@{block_base}[SKILL BASE]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</div>
</div>
</div>
<div class='middle2-grid' style=''>
<div class='grid-item' style='margin-top: 10px; margin-right: 20px;'>
<span class='npcskill-span' style='margin-bottom: 10px;'>
<label class='npcskilltitle' data-i18n="skills-u" >SKILLS</label>
</span>
<fieldset style='margin-bottom: 10px;' class="repeating_npcskill">
<span class='repeating_npcskill_container'>
<input class='repeating_npcskill_name' name='attr_npcskill_name' type='text' placeholder='Name Here...'>
<span class="spacer"></span>
<input class='repeating_npcskill_score' name='attr_npcskill_score' type='text' value='0'>
<button type='action' name='act_roll' style='margin-top: -4px;' class='repeating_npc_skill_roll' value='@{whisper}&{template:singleroll} {{title=@{prefix-npcskill_name}}} {{name=@{character_name}}} {{roll=[[1d10!+@{prefix-npcskill_score}[SKILL]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}'></button>
</span>
</fieldset>
</div>
<div class='grid-item' style='margin-left: -10px; margin-right: 30px; margin-top: 10px;'>
<span class='ability-span' style='margin-bottom: 10px;'>
<label class='abilitytitle' data-i18n="abilities-u" >ABILITIES</label>
</span>
<fieldset style='margin-bottom: 10px;' class="repeating_ability">
<input class='repeating_ability_name' name='attr_ability_name' type='text' placeholder='Ability Name Goes Here...'><br />
<textarea class='repeating_ability_text' name='attr_ability_text' data-i18n="ability-details" >Ability details go here...</textarea>
</fieldset>
</div>
</div>
<div class='grid-item' style='; margin-top: 10px; margin-right: 30px;'>
<span class='weapon-span' style='margin-bottom: 10px;'>
<label class='weapontitle' data-i18n="weapons-u" >WEAPONS</label>
</span>
<fieldset style='margin-bottom: 10px;' class="repeating_npcweapons">
<span class='repeating_npc_weapon_container'>
<input class='repeating_npc_weapon_name' name='attr_npc_weapon_name' type='text' placeholder='Weapon Name Here...'><span style='color: #000;'> |</span>
<input class='repeating_npc_weapon_damage' name='attr_npc_weapon_damage' type='text' placeholder='1d6'><span style='color: #000;'> |</span>
<input class='repeating_npc_weapon_effect' name='attr_npc_weapon_effect' type='text' placeholder='Weapon effects go here...'><span style='color: #000;'> |</span>
<input class='repeating_npc_weapon_rof' name='attr_npc_weapon_rof' type='text' placeholder='0'>
<button type='roll' style='margin-top: 0px;' class='repeating_npc_weapon_roll' value='@{whisper}&{template:npcweapon} {{weapon-name=@{npc_weapon_name}}} {{name=@{character_name}}} {{effect=@{npc_weapon_effect}}} {{damage=[[@{npc_weapon_damage}]]}}'></button>
</span>
</fieldset>
</div>
<div class='middle2-grid' style='margin-left: -10px;'>
<div class='grid-item' style='margin-left: 10px; margin-right: 30px; margin-top: 10px;'>
<span class='vuln-span' style='margin-bottom: 10px;'>
<label class='abilitytitle' data-i18n="vulnerabilitie-u" >VULNERABILITIES</label>
</span>
<fieldset style='margin-bottom: 10px;' class="repeating_vulnerability">
<input class='repeating_vuln_name' name='attr_vuln_name' type='text' placeholder='Vulnerability Goes Here...'><br />
<textarea class='repeating_vuln_text' name='attr_vuln_text' data-i18n="list-npcs-vulnerabilities" >List the NPCs vulnerabilities & weaknesses here...</textarea>
</fieldset>
</div>
<div class='grid-item' style='margin-left: -5px; margin-right: 30px; margin-top: 10px;'>
<span class='ability-span' style='margin-bottom: 10px;'>
<label class='abilitytitle' data-i18n="loot-u" >LOOT</label>
</span>
<fieldset style='margin-bottom: 10px;' class="repeating_loot">
<input class='repeating_loot_text' name='attr_loot_text' type='text' placeholder='Loot/item name & details go here...'>
</fieldset>
</div>
</div>
</div>
<!-- -Modifiers Table- -->
<div class='grid-item' style='margin-top: -68px; margin-left: -20px; '>
<div class='npc-armor-box'>
<label class='npcarmortitle' data-i18n="armor-u" >ARMOR</label>
<input class='npc-armor' name='attr_npc_armor' type='number' value='0'>
<hr style='margin-top: 6px; margin-bottom: 8px;'>
<label class='npcarmortitle' data-i18n="vigor-u" >VIGOR</label>
<input class='npc-armor' name='attr_npc_vigor' type='number' value='0'>
</div>
<div class='stat-mod-box'>
<label class='modifiertitle-top' data-i18n="stat-modifier-u" >STAT MODIFIERS</label><br />
<hr style='margin-bottom: 15px; margin-top: 0px; margin-left: 5px; margin-right: 5px;'>
<label class='stat-mod-title' data-i18n="int-u" >INT</label><input name='attr_stat_mod_int_npc' title='@{stat_mod_int_npc}' class='stat-mod-element' type='number' value='0'>
<label class='stat-mod-title' data-i18n="ref-u" >REF</label><input name='attr_stat_mod_ref_npc' title='@{stat_mod_ref_npc}' class='stat-mod-element' type='number' value='0'>
<label class='stat-mod-title' data-i18n="dex-u" >DEX</label><input name='attr_stat_mod_dex_npc' title='@{stat_mod_dex_npc}' class='stat-mod-element' type='number' value='0'>
<label class='stat-mod-title' data-i18n="body-u" >BODY</label><input name='attr_stat_mod_body_npc' title='@{stat_mod_body_npc}' class='stat-mod-element' type='number' value='0'>
<label class='stat-mod-title' data-i18n="spd-u" >SPD</label><input name='attr_stat_mod_spd_npc' title='@{stat_mod_spd_npc}' class='stat-mod-element' type='number' value='0'>
<label class='stat-mod-title' data-i18n="emp-u" >EMP</label><input name='attr_stat_mod_emp_npc' title='@{stat_mod_emp_npc}' class='stat-mod-element' type='number' value='0'>
<label class='stat-mod-title' data-i18n="cra-u" >CRA</label><input name='attr_stat_mod_cra_npc' title='@{stat_mod_cra_npc}' class='stat-mod-element' type='number' value='0'>
<label class='stat-mod-title' data-i18n="will-u" >WILL</label><input name='attr_stat_mod_will_npc' title='@{stat_mod_will_npc}' class='stat-mod-element' type='number' value='0'>
<label class='stat-mod-title' data-i18n="luck-u" >LUCK</label><input name='attr_stat_mod_luck_npc' title='@{stat_mod_luck_npc}' class='stat-mod-element' type='number' value='0'>
</div>
<div class='button-box'>
<label class='quick-button-maintitle' data-i18n="quick-roll-button-u" >QUICK ROLL BUTTONS</label><br />
<hr style='margin-bottom: 10px; margin-top: 5px;'>
<label class='initiativetitle' data-i18n="initiativ-u" >INITIATIVE</label><button class='initiative-roll' type='roll' value= '@{whisper}&{template:initiative} {{title=INITIATIVE}} {{name=@{character_name}}} {{roll=[[1d10+@{ref_npc}[STAT]&{tracker}]]}}'></button><br />
<label class='savetitle' data-i18n="stun-death-save-u" >STUN & DEATH SAVE</label><button class='save-roll' type='roll' value= '@{whisper}&{template:save} {{title=STUN/DEATH SAVE}} {{name=@{character_name}}} {{stun=To succeed you need to roll below [[@{stun_npc}+?{STUN/DEATH SAVE MOD? (Bonuses/Penalties etc)|0}[MOD]]]}} {{hp=1}} {{roll=[[1d10]]}}'></button><br />
<label class='fumbletitle' data-i18n="fumble-u" >FUMBLE</label><button class='fumble-roll' type='roll' value= '@{whisper}&{template:fumble} {{title=FUMBLE}} {{name=@{character_name}}} {{roll=[[1d10!+1]]}}'></button><br />
<label class='locationtitle' data-i18n="target-locatio-u" >TARGET LOCATION</label><button class='target-roll' type='roll' value= '@{whisper}&{template:target} {{title=TARGET LOCATION}} {{name=@{character_name}}} {{roll=[[1d10]]}}'></button>
</div>
</div>
</div>
</div>
</div>
<!-- ---Bottom of the Page--- -->
<!-- Calculated values -->
<input type="text" name="attr_athletics_base" value="@{athletics_total}+@{dex}" hidden>
<input type="text" name="attr_brawling_base" value="@{brawling_total}+@{ref}" hidden>
<input type="text" name="attr_melee_base" value="@{melee_total}+@{ref}" hidden>
<input type="text" name="attr_small_blades_base" value="@{small_blades_total}+@{ref}" hidden>
<input type="text" name="attr_staff_spear_base" value="@{staff_spear_total}+@{ref}" hidden>
<input type="text" name="attr_swordsmanship_base" value="@{swordsmanship_total}+@{ref}" hidden>
<input type="text" name="attr_archery_base" value="@{archery_total}+@{dex}" hidden>
<input type="text" name="attr_crossbow_base" value="@{crossbow_total}+@{dex}" hidden>
<!-- Buttons used for reaction rolls-->
<div class="hidden-section" style="display:none">
<button type="action" name="act_templatesinglestrike"></button>
<button type="action" name="act_templatefastattack"></button>
<button type="action" name="act_templatestrongattack"></button>
<button type="action" name="act_templatejointmeleeattack"></button>
<button type="action" name="act_templatejointrangedattack"></button>
<button type="action" name="act_reactdodge"></button>
<button type="action" name="act_reactreposition"></button>
<button type="action" name="act_reactblock"></button>
<button type="action" name="act_monsterlocation"></button>
<button type="action" name="act_humanlocation"></button>
</div>
</div>
<!--
------------- i18n-tags generated with ACSI V0.50 (Automated Character Sheet Internationalizer)-------------
ACSI author: https://github.com/Anduh
ACSI Sourcecode: https://github.com/Anduh/acsi
-->
<script type="text/worker">
const levelRadioValues = ["1","2","3","4","5","6"];
levelRadioValues.forEach(function(value) {
on(`clicked:splocation_${value}`, function() {
setAttrs({
["splocation"]: value
});
});
});
const buttonlist = ["skills", "abilities", "gear", "spells", "background", "settings"];
buttonlist.forEach(button => {
on(`clicked:${button}`, function() {
setAttrs({
sheetTab: button
});
});
});
on("sheet:opened", (eventInfo) => {
getAttrs(['character_name'], (v) => {
set_display_name(v.character_name);
});
});
on("change:character_name", (eventInfo) => {
set_display_name(eventInfo.newValue);
});
var set_display_name = (name) => {
character_name = name.replace(/\(/g, '\[').replace(/\)/g, '\]').replace(/\"/g, '\'');
setAttrs({
character_name: character_name
});
};
on('sheet:opened change:headcur change:headmax', function () {
getAttrs(['headcur', 'headmax'], function (values) {
var maximum = values.headmax;
var current = values.headcur;
var spPercent = [0,30,60,100,999];
let spvalue;
for (let i = 0; i < spPercent.length; i++) {
if (maximum == 0) {
spvalue = 0;
break;
} else if (current <= (maximum * spPercent[i] / 100)) {
{
spvalue = i + 1;
break;
}
}
}
setAttrs({
sphead: spvalue
});
});
});
on('sheet:opened change:torsocur change:torsomax', function () {
getAttrs(['torsocur', 'torsomax'], function (values) {
var maximum = values.torsomax;
var current = values.torsocur;
var spPercent = [0,30,60,100,999];
let spvalue;
for (let i = 0; i < spPercent.length; i++) {
if (maximum == 0) {
spvalue = 0;
break;
} else if (current <= (maximum * spPercent[i] / 100)) {
{
spvalue = i + 1;
break;
}
}
}
setAttrs({
sptorso: spvalue
});
});
});
on('sheet:opened change:larmcur change:larmmax', function () {
getAttrs(['larmcur', 'larmmax'], function (values) {
var maximum = values.larmmax;
var current = values.larmcur;
var spPercent = [0,30,60,100,999];
let spvalue;
for (let i = 0; i < spPercent.length; i++) {
if (maximum == 0) {
spvalue = 0;
break;
} else if (current <= (maximum * spPercent[i] / 100)) {
{
spvalue = i + 1;
break;
}
}
}
setAttrs({
splarm: spvalue
});
});
});
on('sheet:opened change:rarmcur change:rarmmax', function () {
getAttrs(['rarmcur', 'rarmmax'], function (values) {
var maximum = values.rarmmax;
var current = values.rarmcur;
var spPercent = [0,30,60,100,999];
let spvalue;
for (let i = 0; i < spPercent.length; i++) {
if (maximum == 0) {
spvalue = 0;
break;
} else if (current <= (maximum * spPercent[i] / 100)) {
{
spvalue = i + 1;
break;
}
}
}
setAttrs({
sprarm: spvalue
});
});
});
on('sheet:opened change:llegcur change:llegmax', function () {
getAttrs(['llegcur', 'llegmax'], function (values) {
var maximum = values.llegmax;
var current = values.llegcur;
var spPercent = [0,30,60,100,999];
let spvalue;
for (let i = 0; i < spPercent.length; i++) {
if (maximum == 0) {
spvalue = 0;
break;
} else if (current <= (maximum * spPercent[i] / 100)) {
{
spvalue = i + 1;
break;
}
}
}
setAttrs({
splleg: spvalue
});
});
});
on('sheet:opened change:rlegcur change:rlegmax', function () {
getAttrs(['rlegcur', 'rlegmax'], function (values) {
var maximum = values.rlegmax;
var current = values.rlegcur;
var spPercent = [0,30,60,100,999];
let spvalue;
for (let i = 0; i < spPercent.length; i++) {
if (maximum == 0) {
spvalue = 0;
break;
} else if (current <= (maximum * spPercent[i] / 100)) {
{
spvalue = i + 1;
break;
}
}
}
setAttrs({
sprleg: spvalue
});
});
});
on("sheet:opened change:total_body change:total_will change:bodystatsum change:willstatsum", function() {
getAttrs(["total_body", "total_will", "bodystatsum", "willstatsum"], function(values) {
let total_will = parseInt(values["total_will"],10)||0;
let total_body = parseInt(values["total_body"],10)||0;
let willstatsum = parseInt(values["willstatsum"],10)||0;
let bodystatsum = parseInt(values["bodystatsum"],10)||0;
let first = total_will + willstatsum;
let second = total_body + bodystatsum;
let third = first + second;
let fourth = third / 2;
setAttrs({
"threshold_mod":fourth
});
});
});
on('sheet:opened change:toxcur change:toxmax', function () {
getAttrs(['toxcur', 'toxmax'], function (values) {
var maximum = values.toxmax;
var current = values.toxcur;
var toxPercent = [0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 99, 999];
let tvalue;
for (let i = 0; i < toxPercent.length; i++) {
if (current <= (maximum * toxPercent[i] / 100)) {
tvalue = i;
console.log('Toxic value is ' + tvalue);
break;
}
}
setAttrs({
toxicv: tvalue,
toxbar: tvalue
});
});
});
on("sheet:opened change:total_body change:bodystatsum", function() {
getAttrs(["total_body", "bodystatsum"], function(values) {
let one = parseInt(values.total_body)||0;
let two = parseInt(values.bodystatsum)||0;
let body_mod = one + two;
let kick_mod = "";
console.log("bd: " + body_mod);
if (body_mod == 1) {
kick_mod = "+0";
} else if (body_mod == 2) {
kick_mod = "+0";
} else if (body_mod == 3) {
kick_mod = "+2";
} else if (body_mod == 4) {
kick_mod = "+2";
} else if (body_mod == 5) {
kick_mod = "+4";
} else if (body_mod == 6) {
kick_mod = "+4";
} else if (body_mod == 7) {
kick_mod = "+6";
} else if (body_mod == 8) {
kick_mod = "+6";
} else if (body_mod == 9) {
kick_mod = "+8";
} else if (body_mod == 10) {
kick_mod = "+8";
} else if (body_mod == 11) {
kick_mod = "+10";
} else if (body_mod == 12) {
kick_mod = "+10";
} else if (body_mod == 13) {
kick_mod = "+12";
} else if (body_mod == 14) {
kick_mod = "+12";
} else if (body_mod == 15) {
kick_mod = "+14";
} else if (body_mod == 16) {
kick_mod = "+14";
} else if (body_mod == 17) {
kick_mod = "+16";
} else if (body_mod == 18) {
kick_mod = "+16";
} else if (body_mod == 19) {
kick_mod = "+18";
} else if (body_mod == 20) {
kick_mod = "+18";
} else {
kick_mod = "+0";
}
console.log("km: " + kick_mod);
setAttrs({
"kick_mod":kick_mod
});
});
});
on("sheet:opened change:total_body change:bodystatsum", function() {
getAttrs(["total_body", "bodystatsum"], function(values) {
let one = parseInt(values.total_body)||0;
let two = parseInt(values.bodystatsum)||0;
let body_mod = one + two;
let bonus_mod = "";
console.log("bd: " + body_mod);
if (body_mod == 1) {
bonus_mod = "-4";
} else if (body_mod == 2) {
bonus_mod = "-4";
} else if (body_mod == 3) {
bonus_mod = "-2";
} else if (body_mod == 4) {
bonus_mod = "-2";
} else if (body_mod == 5) {
bonus_mod = "+0";
} else if (body_mod == 6) {
bonus_mod = "+0";
} else if (body_mod == 7) {
bonus_mod = "+2";
} else if (body_mod == 8) {
bonus_mod = "+2";
} else if (body_mod == 9) {
bonus_mod = "+4";
} else if (body_mod == 10) {
bonus_mod = "+4";
} else if (body_mod == 11) {
bonus_mod = "+6";
} else if (body_mod == 12) {
bonus_mod = "+6";
} else if (body_mod == 13) {
bonus_mod = "+8";
} else if (body_mod == 14) {
bonus_mod = "+8";
} else if (body_mod == 15) {
bonus_mod = "+10";
} else if (body_mod == 16) {
bonus_mod = "+10";
} else if (body_mod == 17) {
bonus_mod = "+12";
} else if (body_mod == 18) {
bonus_mod = "+12";
} else if (body_mod == 19) {
bonus_mod = "+14";
} else if (body_mod == 20) {
bonus_mod = "+14";
} else {
bonus_mod = "+0";
}
console.log("bm: " + bonus_mod);
setAttrs({
"bonus_mod":bonus_mod
});
});
});
on("sheet:opened change:hp change:threshold_mod", function() {
getAttrs(["threshold_mod","hp"], function(values) {
let threshold_mod = parseInt(values.threshold_mod)||0;
let hp = parseInt(values.hp)||0;
let wound_mod = "";
console.log("wt: " + threshold_mod);
console.log("hp: " + hp);
if (hp <= 0) {
wound_mod = "/3";
} else if (threshold_mod > hp) {
wound_mod = "/2";
} else {
wound_mod = "/1";
}
console.log("wm: " + wound_mod);
setAttrs({
"wound_mod":wound_mod
});
});
});
on("sheet:opened change:hp", function() {
getAttrs(["hp"], function(values) {
let hp = parseInt(values.hp)||0;
let death_mod = "";
console.log("hp: " + hp);
if (hp <= 0) {
death_mod = "/3";
} else {
death_mod = "/1";
}
console.log("dm: " + death_mod);
setAttrs({
"death_mod":death_mod
});
});
});
on('change:repeating_intstat remove:repeating_intstat sheet:opened', function() {
repeatingSum("intstatsum","intstat","intstatmod","intstattoggle");
});
on('change:repeating_refstat remove:repeating_refstat sheet:opened', function() {
repeatingSum("refstatsum","refstat","refstatmod","refstattoggle");
});
on('change:repeating_dexstat remove:repeating_dexstat sheet:opened', function() {
repeatingSum("dexstatsum","dexstat","dexstatmod","dexstattoggle");
});
on('change:repeating_bodystat remove:repeating_bodystat sheet:opened', function() {
repeatingSum("bodystatsum","bodystat","bodystatmod","bodystattoggle");
});
on('change:repeating_spdstat remove:repeating_spdstat sheet:opened', function() {
repeatingSum("spdstatsum","spdstat","spdstatmod","spdstattoggle");
});
on('change:repeating_empstat remove:repeating_empstat sheet:opened', function() {
repeatingSum("empstatsum","empstat","empstatmod","empstattoggle");
});
on('change:repeating_crastat remove:repeating_crastat sheet:opened', function() {
repeatingSum("crastatsum","crastat","crastatmod","crastattoggle");
});
on('change:repeating_willstat remove:repeating_willstat sheet:opened', function() {
repeatingSum("willstatsum","willstat","willstatmod","willstattoggle");
});
on('change:repeating_stunstat remove:repeating_stunstat sheet:opened', function() {
repeatingSum("stunstatsum","stunstat","stunstatmod","stunstattoggle");
});
on('change:repeating_runstat remove:repeating_runstat sheet:opened', function() {
repeatingSum("runstatsum","runstat","runstatmod","runstattoggle");
});
on('change:repeating_leapstat remove:repeating_leapstat sheet:opened', function() {
repeatingSum("leapstatsum","leapstat","leapstatmod","leapstattoggle");
});
on('change:repeating_encstat remove:repeating_encstat sheet:opened', function() {
repeatingSum("encstatsum","encstat","encstatmod","encstattoggle");
});
on('change:repeating_recstat remove:repeating_recstat sheet:opened', function() {
repeatingSum("recstatsum","recstat","recstatmod","recstattoggle");
});
on('change:repeating_hpstat remove:repeating_hpstat sheet:opened', function() {
repeatingSum("hpstatsum","hpstat","hpstatmod","hpstattoggle");
});
on('change:repeating_stastat remove:repeating_stastat sheet:opened', function() {
repeatingSum("stastatsum","stastat","stastatmod","stastattoggle");
});
on('change:repeating_resolvestat remove:repeating_resolvestat sheet:opened', function() {
repeatingSum("resolvestatsum","resolvestat","resolvestatmod","resolvestattoggle");
});
on('change:repeating_focusstat remove:repeating_focusstat sheet:opened', function() {
repeatingSum("focusstatsum","focusstat","focusstatmod","focusstattoggle");
});
on('change:repeating_awareness remove:repeating_awareness sheet:opened', function() {
repeatingSum("awarenesssum","awareness","awarenessmod","awarenesstoggle");
});
on('change:repeating_business remove:repeating_business sheet:opened', function() {
repeatingSum("businesssum","business","businessmod","businesstoggle");
});
on('change:repeating_deduction remove:repeating_deduction sheet:opened', function() {
repeatingSum("deductionsum","deduction","deductionmod","deductiontoggle");
});
on('change:repeating_education remove:repeating_education sheet:opened', function() {
repeatingSum("educationsum","education","educationmod","educationtoggle");
});
on('change:repeating_nordling remove:repeating_nordling sheet:opened', function() {
repeatingSum("nordlingsum","nordling","nordlingmod","nordlingtoggle");
});
on('change:repeating_elderspeech remove:repeating_elderspeech sheet:opened', function() {
repeatingSum("elderspeechsum","elderspeech","elderspeechmod","elderspeechtoggle");
});
on('change:repeating_dwarven remove:repeating_dwarven sheet:opened', function() {
repeatingSum("dwarvensum","dwarven","dwarvenmod","dwarventoggle");
});
on('change:repeating_monsterlore remove:repeating_monsterlore sheet:opened', function() {
repeatingSum("monsterloresum","monsterlore","monsterloremod","monsterloretoggle");
});
on('change:repeating_socialetiquette remove:repeating_socialetiquette sheet:opened', function() {
repeatingSum("socialetiquettesum","socialetiquette","socialetiquettemod","socialetiquettetoggle");
});
on('change:repeating_streetwise remove:repeating_streetwise sheet:opened', function() {
repeatingSum("streetwisesum","streetwise","streetwisemod","streetwisetoggle");
});
on('change:repeating_tactics remove:repeating_tactics sheet:opened', function() {
repeatingSum("tacticssum","tactics","tacticsmod","tacticstoggle");
});
on('change:repeating_teaching remove:repeating_teaching sheet:opened', function() {
repeatingSum("teachingsum","teaching","teachingmod","teachingtoggle");
});
on('change:repeating_wildernesssurvival remove:repeating_wildernesssurvival sheet:opened', function() {
repeatingSum("wildernesssurvivalsum","wildernesssurvival","wildernesssurvivalmod","wildernesssurvivaltoggle");
});
on('change:repeating_brawling remove:repeating_brawling sheet:opened', function() {
repeatingSum("brawlingsum","brawling","brawlingmod","brawlingtoggle");
});
on('change:repeating_dodgeescape remove:repeating_dodgeescape sheet:opened', function() {
repeatingSum("dodgeescapesum","dodgeescape","dodgeescapemod","dodgeescapetoggle");
});
on('change:repeating_melee remove:repeating_melee sheet:opened', function() {
repeatingSum("meleesum","melee","meleemod","meleetoggle");
});
on('change:repeating_riding remove:repeating_riding sheet:opened', function() {
repeatingSum("ridingsum","riding","ridingmod","ridingtoggle");
});
on('change:repeating_sailing remove:repeating_sailing sheet:opened', function() {
repeatingSum("sailingsum","sailing","sailingmod","sailingtoggle");
});
on('change:repeating_smallblades remove:repeating_smallblades sheet:opened', function() {
repeatingSum("smallbladessum","smallblades","smallbladesmod","smallbladestoggle");
});
on('change:repeating_staffspear remove:repeating_staffspear sheet:opened', function() {
repeatingSum("staffspearsum","staffspear","staffspearmod","staffspeartoggle");
});
on('change:repeating_swordsmanship remove:repeating_swordsmanship sheet:opened', function() {
repeatingSum("swordsmanshipsum","swordsmanship","swordsmanshipmod","swordsmanshiptoggle");
});
on('change:repeating_archery remove:repeating_archery sheet:opened', function() {
repeatingSum("archerysum","archery","archerymod","archerytoggle");
});
on('change:repeating_athletics remove:repeating_athletics sheet:opened', function() {
repeatingSum("athleticssum","athletics","athleticsmod","athleticstoggle");
});
on('change:repeating_crossbow remove:repeating_crossbow sheet:opened', function() {
repeatingSum("crossbowsum","crossbow","crossbowmod","crossbowtoggle");
});
on('change:repeating_sleightofhand remove:repeating_sleightofhand sheet:opened', function() {
repeatingSum("sleightofhandsum","sleightofhand","sleightofhandmod","sleightofhandtoggle");
});
on('change:repeating_stealth remove:repeating_stealth sheet:opened', function() {
repeatingSum("stealthsum","stealth","stealthmod","stealthtoggle");
});
on('change:repeating_physique remove:repeating_physique sheet:opened', function() {
repeatingSum("physiquesum","physique","physiquemod","physiquetoggle");
});
on('change:repeating_endurance remove:repeating_endurance sheet:opened', function() {
repeatingSum("endurancesum","endurance","endurancemod","endurancetoggle");
});
on('change:repeating_charisma remove:repeating_charisma sheet:opened', function() {
repeatingSum("charismasum","charisma","charismamod","charismatoggle");
});
on('change:repeating_deceit remove:repeating_deceit sheet:opened', function() {
repeatingSum("deceitsum","deceit","deceitmod","deceittoggle");
});
on('change:repeating_gambling remove:repeating_gambling sheet:opened', function() {
repeatingSum("gamblingsum","gambling","gamblingmod","gamblingtoggle");
});
on('change:repeating_groomingandstyle remove:repeating_groomingandstyle sheet:opened', function() {
repeatingSum("groomingandstylesum","groomingandstyle","groomingandstylemod","groomingandstyletoggle");
});
on('change:repeating_humanperception remove:repeating_humanperception sheet:opened', function() {
repeatingSum("humanperceptionsum","humanperception","humanperceptionmod","humanperceptiontoggle");
});
on('change:repeating_leadership remove:repeating_leadership sheet:opened', function() {
repeatingSum("leadershipsum","leadership","leadershipmod","leadershiptoggle");
});
on('change:repeating_persuasion remove:repeating_persuasion sheet:opened', function() {
repeatingSum("persuasionsum","persuasion","persuasionmod","persuasiontoggle");
});
on('change:repeating_seduction remove:repeating_seduction sheet:opened', function() {
repeatingSum("seductionsum","seduction","seductionmod","seductiontoggle");
});
on('change:repeating_alchemy remove:repeating_alchemy sheet:opened', function() {
repeatingSum("alchemysum","alchemy","alchemymod","alchemytoggle");
});
on('change:repeating_crafting remove:repeating_crafting sheet:opened', function() {
repeatingSum("craftingsum","crafting","craftingmod","craftingtoggle");
});
on('change:repeating_disguise remove:repeating_disguise sheet:opened', function() {
repeatingSum("disguisesum","disguise","disguisemod","disguisetoggle");
});
on('change:repeating_firstaid remove:repeating_firstaid sheet:opened', function() {
repeatingSum("firstaidsum","firstaid","firstaidmod","firstaidtoggle");
});
on('change:repeating_forgery remove:repeating_forgery sheet:opened', function() {
repeatingSum("forgerysum","forgery","forgerymod","forgerytoggle");
});
on('change:repeating_picklock remove:repeating_picklock sheet:opened', function() {
repeatingSum("picklocksum","picklock","picklockmod","picklocktoggle");
});
on('change:repeating_trapcrafting remove:repeating_trapcrafting sheet:opened', function() {
repeatingSum("trapcraftingsum","trapcrafting","trapcraftingmod","trapcraftingtoggle");
});
on('change:repeating_courage remove:repeating_courage sheet:opened', function() {
repeatingSum("couragesum","courage","couragemod","couragetoggle");
});
on('change:repeating_hexweaving remove:repeating_hexweaving sheet:opened', function() {
repeatingSum("hexweavingsum","hexweaving","hexweavingmod","hexweavingtoggle");
});
on('change:repeating_intimidation remove:repeating_intimidation sheet:opened', function() {
repeatingSum("intimidationsum","intimidation","intimidationmod","intimidationtoggle");
});
on('change:repeating_spellcasting remove:repeating_spellcasting sheet:opened', function() {
repeatingSum("spellcastingsum","spellcasting","spellcastingmod","spellcastingtoggle");
});
on('change:repeating_resistmagic remove:repeating_resistmagic sheet:opened', function() {
repeatingSum("resistmagicsum","resistmagic","resistmagicmod","resistmagictoggle");
});
on('change:repeating_resistcoercion remove:repeating_resistcoercion sheet:opened', function() {
repeatingSum("resistcoercionsum","resistcoercion","resistcoercionmod","resistcoerciontoggle");
});
on('change:repeating_ritualcrafting remove:repeating_ritualcrafting sheet:opened', function() {
repeatingSum("ritualcraftingsum","ritualcrafting","ritualcraftingmod","ritualcraftingtoggle");
});
on('change:repeating_currency remove:repeating_currency sheet:opened', function() {
repeatingSum("weight_currency","currency","currencyoptions","currencyquantity");
});
on('change:repeating_gear remove:repeating_gear sheet:opened', function() {
repeatingSum("weight_gear","gear","gearweight","gearquantity");
});
on('change:repeating_tools remove:repeating_tools sheet:opened', function() {
repeatingSum("weight_tools","tools","gearweight","gearquantity");
});
on('change:repeating_consumables remove:repeating_consumables sheet:opened', function() {
repeatingSum("weight_consumables","consumables","gearweight","gearquantity");
});
on('change:repeating_noncarried-items1 remove:repeating_noncarried-items1 sheet:opened', function() {
repeatingSum("containerweight1","noncarried-items1","gearweight","gearquantity");
});
on('change:repeating_noncarried-items2 remove:repeating_noncarried-items2 sheet:opened', function() {
repeatingSum("containerweight2","noncarried-items2","gearweight","gearquantity");
});
on('change:repeating_noncarried-items3 remove:repeating_noncarried-items3 sheet:opened', function() {
repeatingSum("containerweight3","noncarried-items3","gearweight","gearquantity");
});
on('change:repeating_comp remove:repeating_comp sheet:opened', function() {
repeatingSum("weight_comp","comp","compweight","compquantity");
});
on('change:repeating_vitriol remove:repeating_vitriol sheet:opened', function() {
repeatingSum("weight_vitriol","vitriol","vitriolweight","vitriolquantity");
});
on('change:repeating_vitriol remove:repeating_vitriol sheet:opened', function() {
repeatingSum("quantity_vitriol","vitriol","vitriolquantity");
});
on('change:repeating_rebis remove:repeating_rebis sheet:opened', function() {
repeatingSum("weight_rebis","rebis","rebisweight","rebisquantity");
});
on('change:repeating_rebis remove:repeating_rebis sheet:opened', function() {
repeatingSum("quantity_rebis","rebis","rebisquantity");
});
on('change:repeating_aether remove:repeating_aether sheet:opened', function() {
repeatingSum("weight_aether","aether","aetherweight","aetherquantity");
});
on('change:repeating_aether remove:repeating_aether sheet:opened', function() {
repeatingSum("quantity_aether","aether","aetherquantity");
});
on('change:repeating_quebrith remove:repeating_quebrith sheet:opened', function() {
repeatingSum("weight_quebrith","quebrith","quebrithweight","quebrithquantity");
});
on('change:repeating_quebrith remove:repeating_quebrith sheet:opened', function() {
repeatingSum("quantity_quebrith","quebrith","quebrithquantity");
});
on('change:repeating_hydragenum remove:repeating_hydragenum sheet:opened', function() {
repeatingSum("weight_hydragenum","hydragenum","hydragenumweight","hydragenumquantity");
});
on('change:repeating_hydragenum remove:repeating_hydragenum sheet:opened', function() {
repeatingSum("quantity_hydragenum","hydragenum","hydragenumquantity");
});
on('change:repeating_vermilion remove:repeating_vermilion sheet:opened', function() {
repeatingSum("weight_vermilion","vermilion","vermilionweight","vermilionquantity");
});
on('change:repeating_vermilion remove:repeating_vermilion sheet:opened', function() {
repeatingSum("quantity_vermilion","vermilion","vermilionquantity");
});
on('change:repeating_sol remove:repeating_sol sheet:opened', function() {
repeatingSum("weight_sol","sol","solweight","solquantity");
});
on('change:repeating_sol remove:repeating_sol sheet:opened', function() {
repeatingSum("quantity_sol","sol","solquantity");
});
on('change:repeating_caelum remove:repeating_caelum sheet:opened', function() {
repeatingSum("weight_caelum","caelum","caelumweight","caelumquantity");
});
on('change:repeating_caelum remove:repeating_caelum sheet:opened', function() {
repeatingSum("quantity_caelum","caelum","caelumquantity");
});
on('change:repeating_fulgur remove:repeating_fulgur sheet:opened', function() {
repeatingSum("weight_fulgur","fulgur","fulgurweight","fulgurquantity");
});
on('change:repeating_fulgur remove:repeating_fulgur sheet:opened', function() {
repeatingSum("quantity_fulgur","fulgur","fulgurquantity");
});
// INVENTORY FUNCTION //
function repeatingSum (destination, section, fieldsum, fieldmult, totalmult){
// destination = the name of the attribute that stores the total weight
// section = name for/of repeating fieldset, without the repeating_
// fieldsum = the name of the "weight" field to be summed
// fieldmult = the name of quantity field, that multiplies weight.
// Leave as "false" if ignored. If using a checkbox rather than a number input, set its value to 1.
// totalmult = a multiplier to ever item in the fieldset. For instance, coinage might be 0.02 each, so multiple the final total by 0.02
// you can leave fieldmult and totalmult off.
var repSection = "repeating_"+section;
let multiplier = true;
if (fieldmult === undefined || fieldmult === false || fieldmult === 'false') multiplier = false;
if (totalmult === undefined) totalmult = 1;
getSectionIDs(repSection, function(idArray) {
//Construct Array of fields to get attributes for...
var sumFields = [];
var multFields = [];
for (var a=0; a< idArray.length; a++) {
sumFields[sumFields.length] = repSection + "_" + idArray[a] + "_" + fieldsum;
if(multiplier) multFields[multFields.length] = repSection + "_" + idArray[a] + "_" + fieldmult;
}
getAttrs(sumFields.concat(multFields), function(v) {
console.log("%%% values of v: "+ JSON.stringify(v) +" %%%");
let sumTotal = 0;
let tempSum = 0;
for(a=0; a<idArray.length; a++){
tempSum = parseFloat(v[sumFields[a]],10) || 0;
if(multiplier) {
tempSum = tempSum * parseFloat(v[multFields[a]],10) || 0;
}
sumTotal += tempSum;
console.log("$$$ sumTotal: " + sumTotal + " $$$");
}
var setSumValue = {};
setSumValue[destination]=sumTotal * totalmult;
setAttrs(setSumValue);
});
});
}
on('clicked:roll', async (event) => {
let rollBase = event.htmlAttributes.value + "{{fumble=[[1d10!]]}}{{fumble2=[[1d10!]]}}{{rolllocation=[[0]]}}";
let rollResult = await startRoll(rollBase);
let computedValues = await resolveChecks(
checkFumble(rollResult),
checkLocation(rollResult)
);
finishRoll(
rollResult.rollId,
computedValues
);
});
on('clicked:repeating_finearts:roll clicked:repeating_performance:roll clicked:repeating_npcskill:roll', async (event) => {
// prefix gets an empty string for normal attributes, and repeating_section_ID_ for repeating attributes
var trigger = event.triggerName.slice(8); // this always starts with 'clicked:'
var prefix = trigger.split('_').slice(0,3).join('_') + '_'
let rollBase = event.htmlAttributes.value.replaceAll('prefix-', `${prefix}`) + "{{fumble=[[1d10!]]}}{{fumble2=[[1d10!]]}}";
let rollResult = await startRoll(rollBase);
let computedValues = await resolveChecks(
checkFumble(rollResult)
);
finishRoll(
rollResult.rollId,
computedValues
);
});
on('clicked:repeating_reputation:roll', async (event) => {
// prefix gets an empty string for normal attributes, and repeating_section_ID_ for repeating attributes
var trigger = event.triggerName.slice(8); // this always starts with 'clicked:'
var prefix = trigger.split('_').slice(0,3).join('_') + '_'
let rollBase = event.htmlAttributes.value.replaceAll('prefix-', `${prefix}`)+ "{{fumble=[[1d10!]]}}";
let rollResult = await startRoll(rollBase);
let computedValues = await resolveChecks(
checkFumble(rollResult)
);
finishRoll(
rollResult.rollId,
computedValues
);
});
on('clicked:roll_spellcasting_detailed', async (event) => {
let rollBase = "@{whisper}&{template:singleroll} {{title=SPELL CASTING}} {{name=@{character_name}}} {{roll=[[1d10!+@{will}[STAT]+@{spell_casting_total}[SKILL]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]?{TARGET LOCATION |None/Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}{{fumble=[[1d10!]]}}{{fumble2=[[1d10!]]}}{{rolllocation=[[0]]}}";
let rollResult = await startRoll(rollBase);
let computedValues = await resolveChecks(
checkFumble(rollResult),
checkLocation(rollResult)
);
finishRoll(
rollResult.rollId,
computedValues
);
});
/////////////////////////
// Defense Base Rolls //
/////////////////////////
on('clicked:dodge_base clicked:reposition_base clicked:block_base', async (event) => {
let rollBase = event.htmlAttributes.value + "{{fumble=[[1d10!]]}}";
let rollResult = await startRoll(rollBase);
let computedValues = await resolveChecks(
checkFumble(rollResult),
);
finishRoll(
rollResult.rollId,
computedValues
);
});
on('clicked:reactdodge', async (ev) => {
let passin = rollEscape.unescape(ev.originalRollId);
let rollBase = "@{whisper}&{template:npcdefense} {{title=DODGE}} {{name=@{character_name}}} {{roll=[[1d10!+@{dodge_base}[SKILL BASE]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}";
doDefense(passin, rollBase);
});
on('clicked:reactreposition', async (ev) => {
let passin = rollEscape.unescape(ev.originalRollId);
let rollBase = "@{whisper}&{template:npcdefense} {{title=REPOSITION}} {{name=@{character_name}}} {{roll=[[1d10!+@{reposition_base}[SKILL BASE]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}";
doDefense(passin, rollBase);
});
on('clicked:reactblock', async (ev) => {
let passin = rollEscape.unescape(ev.originalRollId);
let rollBase = "@{whisper}&{template:npcdefense} {{title=BLOCK}} {{name=@{character_name}}} {{roll=[[1d10!+@{block_base}[SKILL BASE]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}";
doDefense(passin, rollBase);
});
const doDefense = async (passin, rollBase) => {
let rollResult = await startRoll(rollBase+`{{fumble=[[1d10!]]}}{{rolllocation=[[0]]}}{{attackerRoll=[[0]]}}{{hit=[[0]]}}{{attackmultiplier=[[0]]}}{{weapondmg=[[0]]}}{{afterArmor=[[0]]}}{{locationmultiplier=[[0]]}}{{armor=[[0]]}}{{damage=[[0]]}}{{critdmg=[[0]]}}{{weapon_effect=${passin.weapon_effect}}}{{passthrough=[[0]]}}`);
let computedValues = await resolveChecks(
checkFumble(rollResult),
);
computedValues.rolllocation = passin.rolllocation;
computedValues.weaponname = passin.weapon_name;
computedValues.attackerRoll = passin.roll;
let defense = computedValues.roll;
let hit = parseInt(passin.roll) - parseInt(defense);
computedValues.hit = hit;
let damageObject = await calculateDamage(passin, hit);
if(!!damageObject) {
damageObject.weapon_effect = passin.weapon_effect;
}
computedValues = Object.assign(computedValues, damageObject);
computedValues.passthrough = rollEscape.escape(damageObject);
console.log(computedValues);
finishRoll(
rollResult.rollId,
computedValues
);
}
const calculateDamage = async (passin, hit) => {
if(hit < 0) {
return undefined
}
let attrs = await asw.getAttrs(['npc_armor']);
let attackmultiplier = passin.attackmultiplier;
let locationmultiplier = passin.locationmultiplier;
let weapondmg = passin.weapon_dmg;
let armor = attrs['npc_armor'];
let critdmg = 0;
//crit dmg
if(hit >= 15) {
critdmg = 10;
}
else if(hit >= 13) {
critdmg = 8;
}
else if(hit >= 10) {
critdmg = 5;
}
else if(hit >= 7) {
critdmg = 3;
}
//(attack multiplicator x rolled dmg - SP) * location * resistance + bonus crit damage
let afterArmor = Math.max((attackmultiplier * weapondmg - armor), 0);
let damage = afterArmor * locationmultiplier + critdmg;
return {
attackmultiplier: attackmultiplier,
locationmultiplier: locationmultiplier,
weapondmg: weapondmg,
critdmg: critdmg,
armor: armor,
afterArmor: afterArmor,
damage: damage
}
}
on('clicked:monsterlocation', async (ev) => {
let passin = rollEscape.unescape(ev.originalRollId);
console.log(passin);
let rollBase = `@{whisper}&{template:monsterlocation} {{title=TARGET LOCATION}} {{name=@{character_name}}} {{roll=[[1d10]]}}{{attackmultiplier=[[0]]}}{{weapondmg=[[0]]}}{{afterArmor=[[0]]}}{{locationmultiplier=[[0]]}}{{armor=[[0]]}}{{damage=[[0]]}}{{critdmg=[[0]]}}{{weapon_effect=${passin.weapon_effect}}}`
let rollResult = await startRoll(rollBase);
console.log(rollResult);
var location = rollResult.results.roll.result;
let locationmultiplier = 1;
if(location === 1) {
locationmultiplier = 3;
}
else if(location > 1 && location < 6) {
locationmultiplier = 1;
}
else if(location > 5) {
locationmultiplier = 0.5;
}
//(attack multiplicator x rolled dmg - SP) * location * resistance + bonus crit damage
let damage = passin.afterArmor * locationmultiplier + passin.critdmg;
finishRoll(
rollResult.rollId,
{
attackmultiplier: passin.attackmultiplier,
locationmultiplier: locationmultiplier,
weapondmg: passin.weapondmg,
critdmg: passin.critdmg,
armor: passin.armor,
afterArmor: passin.afterArmor,
damage: damage
}
);
});
on('clicked:humanlocation', async (ev) => {
let passin = rollEscape.unescape(ev.originalRollId);
console.log(passin);
let rollBase = `@{whisper}&{template:humanlocation} {{title=TARGET LOCATION}} {{name=@{character_name}}} {{roll=[[1d10]]}}{{attackmultiplier=[[0]]}}{{weapondmg=[[0]]}}{{afterArmor=[[0]]}}{{locationmultiplier=[[0]]}}{{armor=[[0]]}}{{damage=[[0]]}}{{critdmg=[[0]]}}{{weapon_effect=${passin.weapon_effect}}}`
let rollResult = await startRoll(rollBase);
console.log(rollResult);
var location = rollResult.results.roll.result;
let locationmultiplier = 1;
if(location === 1) {
locationmultiplier = 3;
}
else if(location > 1 && location < 5) {
locationmultiplier = 1;
}
else if(location > 4) {
locationmultiplier = 0.5;
}
//(attack multiplicator x rolled dmg - SP) * location * resistance + bonus crit damage
let damage = passin.afterArmor * locationmultiplier + passin.critdmg;
finishRoll(
rollResult.rollId,
{
attackmultiplier: passin.attackmultiplier,
locationmultiplier: locationmultiplier,
weapondmg: passin.weapondmg,
critdmg: passin.critdmg,
armor: passin.armor,
afterArmor: passin.afterArmor,
damage: damage
}
);
});
//////////////////////////////
// Weapon Template Attacks //
//////////////////////////////
on('clicked:primaryweapon clicked:secondaryweapon clicked:thirdweapon clicked:fourthweapon clicked:fifthweapon clicked:sixthweapon clicked:shield clicked:punch clicked:kick', async (event) => {
let rollBase = event.htmlAttributes.value + "{{singlestrike=[[0]]}}{{faststrike=[[0]]}}{{strongstrike=[[0]]}}{{jointmeleeattack=[[0]]}}{{jointrangedattack=[[0]]}}{{passthrough=[[0]]}}";
let rollResult = await startRoll(rollBase);
let computedValues = await resolveChecks(
calculateTemplateButtons(rollBase)
);
// Storing all the passthrough data required for the next roll in an Object helps for larger rolls
computedValues.passthrough = rollEscape.escape({
skill: rollBase.substring(rollBase.indexOf("skill="), rollBase.indexOf("weapon_skill")+13).replace("skill=@{", "").replace("}",""),
weapon_name: rollBase.substring(rollBase.indexOf("weapon-name="), rollBase.indexOf("weapon_name")+12).replace("weapon-name=@{", "").replace("}",""),
weapon_wa: rollBase.substring(rollBase.indexOf("accuracy="), rollBase.indexOf("wa")+2).replace("accuracy=@{", "").replace("}",""),
weapon_dmg: rollResult.results.damage.result,
weapon_dmg2: rollBase.substring(rollBase.indexOf("damage="), rollBase.indexOf("weapon_bonus}")+13).replace("damage=[[", ""),
weapon_effect: rollBase.substring(rollBase.indexOf("effect="), rollBase.indexOf("weapon_effect")+13).replace("effect=@{", "").replace("}","")
})
finishRoll(
rollResult.rollId,
computedValues
);
});
const calculateTemplateButtons = async (rollBase) => {
if(!rollBase.includes("skill=")){
return {}
}
var weaponskill = rollBase.substring(rollBase.indexOf("skill="), rollBase.indexOf("weapon_skill")+13).replace("skill=@{", "").replace("}","");
let attrs = await asw.getAttrs([weaponskill, 'showSingleStrike', 'showFastAttacks', 'showStrongAttacks', 'showJointAttacks']);
let skill = attrs[weaponskill];
var singlestrike = 0;
var faststrike = 0;
var strongstrike = 0;
var jointmeleeattack = 0;
var jointrangedattack = 0;
if(
(skill.includes("archery") ||
skill.includes("crossbow") ||
skill.includes("athletics"))
&& attrs['showSingleStrike'] != 0
) {
singlestrike = 1
}
if(
skill.includes("crossbow") && attrs['showJointAttacks'] != 0
) {
jointrangedattack = 1
}
if(
(skill.includes("brawling") ||
skill.includes("melee") ||
skill.includes("small_blades") ||
skill.includes("staff_spear") ||
skill.includes("swordsmanship"))
&& attrs['showFastAttacks'] != 0
) {
faststrike = 1
}
if(
(skill.includes("brawling") ||
skill.includes("melee") ||
skill.includes("small_blades") ||
skill.includes("staff_spear") ||
skill.includes("swordsmanship") ||
skill.includes("archery"))
&& attrs['showStrongAttacks'] != 0
) {
strongstrike = 1
}
if(
(skill.includes("brawling") ||
skill.includes("melee") ||
skill.includes("small_blades") ||
skill.includes("swordsmanship"))
&& attrs['showJointAttacks'] != 0
) {
jointmeleeattack = 1
}
let results = {
singlestrike: singlestrike,
faststrike: faststrike,
strongstrike: strongstrike,
jointmeleeattack: jointmeleeattack,
jointrangedattack: jointrangedattack
};
return results;
}
on('clicked:templatesinglestrike', async (ev) => {
// The data we passed into the button will be stored in the originalRollId key
let passin = rollEscape.unescape(ev.originalRollId);
let skill_attribute = passin.skill;
let weaponname = passin.weapon_name;
let weaponwa = passin.weapon_wa;
let skill = (await asw.getAttrs([skill_attribute]))[skill_attribute];
let attrs = await asw.getAttrs([weaponname, weaponwa, skill]);
let rollBase = `@{whisper}&{template:weaponattack} {{title=${attrs[weaponname]}}} {{name=@{character_name}}} {{roll=[[1d10!+${attrs[skill]}[SKILLBASE]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[SINGLE STRIKE]+${attrs[weaponwa]}[WEAP. ACC]?{FIRING RANGE|Point Blank (Touch Range),+5|Close (1/4 Listed Range),+0|Medium (1/2 Listed Range),-2|Long (Listed Range),-4|Extreme (2x Listed Range),-6}[RANGE]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}{{fumble=[[1d10!]]}}`
doTemplateAttack(passin, rollBase);
});
on('clicked:templatefastattack', async (ev) => {
// The data we passed into the button will be stored in the originalRollId key
let passin = rollEscape.unescape(ev.originalRollId);
let skill_attribute = passin.skill;
let weaponname = passin.weapon_name;
let weaponwa = passin.weapon_wa;
console.log(passin);
let skill = (await asw.getAttrs([skill_attribute]))[skill_attribute];
let attrs = await asw.getAttrs([weaponname, weaponwa, skill]);
console.log(attrs);
let rollBase = `@{whisper}&{template:weaponattack} {{title=${attrs[weaponname]}}} {{name=@{character_name}}} {{roll=[[1d10!+${attrs[skill]}[SKILLBASE]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[FAST STRIKES]+${attrs[weaponwa]}[WEAP. ACC]?{1ST ATTACK LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{1ST ATTACK MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}} {{roll2=[[1d10!+${attrs[skill]}[SKILLBASE]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]+0[FAST STRIKES]+${attrs[weaponwa]}[WEAP. ACC]?{2ND ATTACK LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{2ND ATTACK MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}{{fumble=[[1d10!]]}}{{fumble2=[[1d10!]]}}{{damage2=[[${passin.weapon_dmg2}]]}}`
doTemplateAttack(passin, rollBase);
});
on('clicked:templatestrongattack', async (ev) => {
// The data we passed into the button will be stored in the originalRollId key
let passin = rollEscape.unescape(ev.originalRollId);
let skill_attribute = passin.skill;
let weaponname = passin.weapon_name;
let weaponwa = passin.weapon_wa;
let skill = (await asw.getAttrs([skill_attribute]))[skill_attribute];
let attrs = await asw.getAttrs([weaponname, weaponwa, skill]);
passin.attackmultiplier = 2;
let rollBase = `@{whisper}&{template:weaponattack} {{title=${attrs[weaponname]}}} {{name=@{character_name}}} {{roll=[[1d10!+${attrs[skill]}[SKILLBASE]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[STRONG STRIKE]+${attrs[weaponwa]}[WEAP. ACC]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}{{fumble=[[1d10!]]}}`
doTemplateAttack(passin, rollBase);
});
on('clicked:templatejointmeleeattack', async (ev) => {
// The data we passed into the button will be stored in the originalRollId key
let passin = rollEscape.unescape(ev.originalRollId);
let skill_attribute = passin.skill;
let weaponname = passin.weapon_name;
let weaponwa = passin.weapon_wa;
let skill = (await asw.getAttrs([skill_attribute]))[skill_attribute];
let attrs = await asw.getAttrs([weaponname, weaponwa, skill]);
let rollBase = `@{whisper}&{template:weaponattack} {{title=${attrs[weaponname]}}} {{name=@{character_name}}} {{roll=[[1d10!+${attrs[skill]}[SKILLBASE]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[JOINT]+${attrs[weaponwa]}[WEAP. ACC]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}} {{roll2=[[1d10!+${attrs[skill]}[SKILLBASE]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[JOINT]+?{SECOND WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{SECOND TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{SECOND ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}{{rolllocation=[[0]]}}`
let rollResult = await startRoll(rollBase);
let computedValues = await resolveChecks(
checkFumble(rollResult),
checkLocation(rollResult)
);
finishRoll(
rollResult.rollId,
computedValues
);
});
on('clicked:templatejointrangedattack', async (ev) => {
// The data we passed into the button will be stored in the originalRollId key
let passin = rollEscape.unescape(ev.originalRollId);
let skill_attribute = passin.skill;
let weaponname = passin.weapon_name;
let weaponwa = passin.weapon_wa;
let skill = (await asw.getAttrs([skill_attribute]))[skill_attribute];
let attrs = await asw.getAttrs([weaponname, weaponwa, skill]);
let rollBase = `@{whisper}&{template:weaponattack} {{title=${attrs[weaponname]}}} {{name=@{character_name}}} {{roll=[[1d10!+${attrs[skill]}[SKILLBASE]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[JOINT]+${attrs[weaponwa]}[WEAP. ACC]?{FIRING RANGE|Point Blank (Touch Range),+5|Close (1/4 Listed Range),+0|Medium (1/2 Listed Range),-2|Long (Listed Range),-4|Extreme (2x Listed Range),-6}[RANGE]?{TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}} {{roll2=[[1d10!+${attrs[skill]}[SKILLBASE]?{EXTRA ACTION|No,+0|Yes,-3}[EXTRA ACTION]-3[JOINT]+?{SECOND WEAPON SELECTION|@{primary_weapon_name},@{primary_wa}|@{secondary_weapon_name},@{secondary_wa}|@{third_weapon_name},@{third_wa}|@{fourth_weapon_name},@{fourth_wa}|@{fifth_weapon_name},@{fifth_wa}|@{sixth_weapon_name},@{sixth_wa}}[WEAP. ACC]?{FIRING RANGE|Point Blank (Touch Range),+5|Close (1/4 Listed Range),+0|Medium (1/2 Listed Range),-2|Long (Listed Range),-4|Extreme (2x Listed Range),-6}[RANGE]?{SECOND TARGET LOCATION|Random,+0|Head,-6|Torso,-1|Arm/Limb,-3|Leg/Tail/Wing,-2}[LOCATION]+?{SECOND ADDITIONAL MODS? (Bright Light, No Vision, Terrain etc)|0}[MOD]]]}}{{rolllocation=[[0]]}}`
let rollResult = await startRoll(rollBase);
let computedValues = await resolveChecks(
checkFumble(rollResult),
checkLocation(rollResult)
);
finishRoll(
rollResult.rollId,
computedValues
);
});
const doTemplateAttack = async (passin, rollBase) => {
let attrs = await asw.getAttrs([passin.weapon_name, passin.weapon_effect, "useAttackDefenseChain"]);
let rollResult = await startRoll(rollBase+'{{rolllocation=[[0]]}}{{passthrough=[[0]]}}{{passthrough2=[[0]]}}{{useAttackDefenseChain=[[0]]}}');
let computedValues = await resolveChecks(
checkFumble(rollResult),
checkLocation(rollResult)
);
computedValues.useAttackDefenseChain = attrs["useAttackDefenseChain"];
// Storing all the passthrough data required for the next roll in an Object helps for larger rolls
computedValues.passthrough = rollEscape.escape({
weapon_name: attrs[passin.weapon_name],
roll: computedValues.roll,
weapon_dmg: passin.weapon_dmg,
weapon_effect: attrs[passin.weapon_effect],
attackmultiplier: !!passin.attackmultiplier ? passin.attackmultiplier : 1,
rolllocation: computedValues.rolllocation,
locationmultiplier: computedValues.locationmultiplier
})
computedValues.passthrough2 = rollEscape.escape({
weapon_name: attrs[passin.weapon_name],
roll: computedValues.roll2,
weapon_dmg: rollResult.results.damage2?.result,
weapon_effect: attrs[passin.weapon_effect],
attackmultiplier: !!passin.attackmultiplier ? passin.attackmultiplier : 1,
rolllocation: computedValues.rolllocation2,
locationmultiplier: computedValues.locationmultiplier2
})
finishRoll(
rollResult.rollId,
computedValues
);
}
//////////////////////////////
// Helper Functions //
//////////////////////////////
const checkFumble = async (rollResult) => {
var rollComputed = rollResult.results.roll.result;
var roll2Computed = undefined;
if(rollResult.results.roll.dice[0] == 1) // We check if the first die is a fumble.
{
rollComputed = rollResult.results.roll.result - rollResult.results.fumble.result-1;
}
if(rollResult.results.roll2 != null) {
roll2Computed = rollResult.results.roll2.result;
if( rollResult.results.roll2.dice[0] == 1) // We check if the first die is a fumble.
{
roll2Computed = rollResult.results.roll2.result - rollResult.results.fumble2.result-1;
}
}
let results = {
roll: rollComputed,
roll2: roll2Computed,
};
return results;
}
const checkLocation = async (rollResult) => {
var firstRollExpression = rollResult.results.roll.expression;
var rolllocation = 0;
var locationmultiplier = undefined;
//RANDOM
if(firstRollExpression.includes("0[LOCATION]")) {
rolllocation = 1;
}
//HEAD
if(firstRollExpression.includes("6[LOCATION]")) {
rolllocation = 0;
locationmultiplier = 3;
}
//TORSO
if(firstRollExpression.includes("1[LOCATION]")) {
rolllocation = 0;
locationmultiplier = 1;
}
//ARM+LIMB || LEG + TAIL + WING
if(
firstRollExpression.includes("3[LOCATION]") ||
firstRollExpression.includes("2[LOCATION]")
) {
rolllocation = 0;
locationmultiplier = 0.5;
}
var secondRollExpression = rollResult.results.roll2?.expression;
var rolllocation2 = undefined;
var locationmultiplier2 = undefined;
//RANDOM
if(secondRollExpression?.includes("0[LOCATION]")) {
rolllocation2 = 1;
}
//HEAD
if(secondRollExpression?.includes("6[LOCATION]")) {
rolllocation2 = 0;
locationmultiplier2 = 3;
}
//TORSO
if(secondRollExpression?.includes("1[LOCATION]")) {
rolllocation2 = 0;
locationmultiplier2 = 1;
}
//ARM+LIMB || LEG + TAIL + WING
if(
secondRollExpression?.includes("3[LOCATION]") ||
secondRollExpression?.includes("2[LOCATION]")
) {
rolllocation2 = 0;
locationmultiplier2 = 0.5;
}
let results = {
rolllocation: rolllocation,
locationmultiplier: locationmultiplier,
rolllocation2: rolllocation2,
locationmultiplier2: locationmultiplier2
};
return results;
}
const resolveChecks = async (...checks) => {
let results = await Promise.all(checks);
return results.reduce((r, o) => Object.assign(r, o), {});
}
const rollEscape = {
chars: {
'"': '%quot;',
',': '%comma;',
':': '%colon;',
'}': '%rcub;',
'{': '%lcub;',
')': '%rbrac;',
'(': '%lbrac;',
},
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);
}
}
const asw = (() => {
const setActiveCharacterId = function(charId){
let oldAcid=getActiveCharacterId();
let ev = new CustomEvent("message");
ev.data={"id":"0", "type":"setActiveCharacter", "data":charId};
self.dispatchEvent(ev);
return oldAcid;
};
const promisifyWorker = (worker, parameters) => {
let acid=getActiveCharacterId();
let prevAcid=null;
return new Promise((res,rej)=>{
prevAcid=setActiveCharacterId(acid);
try {if (worker===0) getAttrs(parameters[0]||[],(v)=>res(v));
else if (worker===1) setAttrs(parameters[0]||{}, parameters[1]||{},(v)=>res(v));
else if (worker===2) getSectionIDs(parameters[0]||'',(v)=>res(v));
} catch(err) {rej(console.error(err))}
}).finally(()=>setActiveCharacterId(prevAcid));
}
return {
getAttrs(attrArray) {return promisifyWorker(0, [attrArray])},
setAttrs(attrObj, options) {return promisifyWorker(1, [attrObj, options])},
getSectionIDs(section) {return promisifyWorker(2, [section])},
setActiveCharacterId,
}
})();
</script>
<!-- ---Stat/Skill Templates--- -->
<rolltemplate class="sheet-rolltemplate-saveroll">
<table>
<tr><th style='text-transform: uppercase;'>{{title}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">DESCRIPTION: </strong> {{description}}</td></tr>
<tr><td><strong class="template-title">SAVE ROLL: </strong> {{roll}}</td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-singleroll">
<table>
<tr><th style='text-transform: uppercase;'>{{title}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
<tr><td><strong class="template-title">SKILL ROLL: </strong> {{computed::roll}}</td></tr>
{{#rollWasFumble() roll}}
{{#^rollWasCrit() roll}}
<tr style='text-align: justify; font-size: 12px;'>
<td>
<strong class="template-title">FUMBLED BY:</strong> {{fumble}}
</td>
</tr>
{{/^rollWasCrit() roll}}
{{/rollWasFumble() roll}}
</table>
{{#^rollTotal() computed::rolllocation 0}}
<div class="sheet-rolltemplate-button-row">
<div class="sheet-rolltemplate-button">
[Location](~{{name}}|location)
</div>
</div>
{{/^rollTotal() computed::rolllocation 0}}
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-doubleroll">
<table>
<tr><th style='text-transform: uppercase;'>{{title}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
<tr><td><strong class="template-title">1ST ATTACK: </strong> {{computed::roll}}</td></tr>
{{#rollWasFumble() roll}}
{{#^rollWasCrit() roll}}
<tr style='text-align: justify; font-size: 12px;'>
<td>
<strong class="template-title">FUMBLED BY:</strong> {{fumble}}
</td>
</tr>
{{/^rollWasCrit() roll}}
{{/rollWasFumble() roll}}
<tr><td><strong class="template-title">2ND ATTACK: </strong> {{computed::roll2}}</td></tr>
{{#rollWasFumble() roll2}}
{{#^rollWasCrit() roll2}}
<tr style='text-align: justify; font-size: 12px;'>
<td>
<strong class="template-title">FUMBLED BY:</strong> {{fumble2}}
</td>
</tr>
{{/^rollWasCrit() roll2}}
{{/rollWasFumble() roll2}}
</table>
{{#^rollTotal() computed::rolllocation 0}}
<div class="sheet-rolltemplate-button-row">
<div class="sheet-rolltemplate-button">
[Location](~{{name}}|location)
</div>
</div>
{{/^rollTotal() computed::rolllocation 0}}
</rolltemplate>
<!-- ---- Top Button Templates ---- -->
<rolltemplate class="sheet-rolltemplate-initiative">
<table>
<tr><th>{{title}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
<tr><td><strong class="template-title">INITIATIVE ROLL: </strong> {{roll}}</td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-save">
<table>
<tr><th>{{title}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">DESCRIPTION: </strong> {{stun}}</td></tr>
{{#rollTotal() hp 0}}
<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">DESCRIPTION: </strong> {{death}}</td></tr>
{{/rollTotal() hp 0}}
<tr><td><strong class="template-title">SAVE ROLL: </strong> {{roll}}</td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-fumble">
<table>
<tr>
<th>{{title}}</th>
</tr>
<tr>
<td><strong class="template-title">NAME: </strong> {{name}}</td>
</tr>
<tr>
<td><strong class="template-title">FUMBLE ROLL: </strong> {{roll}}</td>
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-target">
<table>
<tr>
<th>{{title}}</th>
</tr>
<tr>
<td><strong class="template-title">NAME: </strong> {{name}}</td>
</tr>
{{#rollTotal() roll 1}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">HEAD:</strong> If successful, your attack will deal x3 damage.</td></tr>{{/rollTotal() roll 1}}
{{#rollBetween() roll 2 4}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">TORSO (HUMANOID):</strong> If successful, your attack will deal standard damage.</td></tr>{{/rollBetween() roll 2 4}}
{{#rollTotal() roll 5}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">RIGHT ARM (HUMANOID):</strong> If successful, your attack will deal half damage.</td></tr>{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">LEFT ARM (HUMANOID):</strong> If successful, your attack will deal half damage.</td></tr>{{/rollTotal() roll 6}}
{{#rollBetween() roll 7 8}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">RIGHT LEG (HUMANOID):</strong> If successful, your attack will deal half damage.</td></tr>{{/rollBetween() roll 7 8}}
{{#rollBetween() roll 9 10}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">LEFT LEG (HUMANOID):</strong> If successful, your attack will deal half damage.</td></tr>{{/rollBetween() roll 9 10}}
{{#rollBetween() roll 2 5}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">TORSO (MONSTER):</strong> If successful, your attack will deal standard damage.</td></tr>{{/rollBetween() roll 2 5}}
{{#rollBetween() roll 6 7}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">RIGHT LIMB (MONSTER):</strong> If successful, your attack will deal half damage.</td></tr>{{/rollBetween() roll 6 7}}
{{#rollBetween() roll 8 9}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">LEFT LIMB (MONSTER):</strong> If successful, your attack will deal half damage.</td></tr>{{/rollBetween() roll 8 9}}
{{#rollTotal() roll 10}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">WING/TAIL (MONSTER):</strong> If successful, your attack will deal half damage.</td></tr>{{/rollTotal() roll 10}}
<tr>
<td><strong class="template-title">TARGET LOCATION: </strong> {{roll}}</td>
</tr>
</table>
</rolltemplate>
<!-- ---- Profession Templates ---- -->
<rolltemplate class="sheet-rolltemplate-mainskill">
<table>
<tr><th style='text-transform: uppercase;'>{{title}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
<tr><td style='text-align: justify; font-size: 12px;'><strong class="template-title">DESCRIPTION: </strong>{{description}}</td></tr>
<tr><td><strong class="template-title">SKILL ROLL: </strong> {{computed::roll}}</td></tr>
{{#rollWasFumble() roll}}
{{#^rollWasCrit() roll}}
<tr><td>
<strong class="template-title">FUMBLED BY:</strong> {{fumble}}
</td></tr>
{{/^rollWasCrit() roll}}
{{/rollWasFumble() roll}}
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-blueskill">
<table>
<tr><th style='text-transform: uppercase;'>{{title}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
{{#description}}
<tr><td style='text-align: justify; font-size: 12px;'><strong class="template-title">DESCRIPTION: </strong> {{description}}</td></tr>
{{/description}}
<tr><td><strong class="template-title">SKILL ROLL: </strong> {{computed::roll}}</td></tr>
{{#rollWasFumble() roll}}
{{#^rollWasCrit() roll}}
<tr style='text-align: justify; font-size: 12px;'>
<td>
<strong class="template-title">FUMBLED BY:</strong> {{fumble}}
</td>
</tr>
{{/^rollWasCrit() roll}}
{{/rollWasFumble() roll}}
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-greenskill">
<table>
<tr><th style='text-transform: uppercase;'>{{title}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
{{#description}}
<tr><td style='text-align: justify; font-size: 12px;'><strong class="template-title">DESCRIPTION: </strong> {{description}}</td></tr>
{{/description}}
<tr><td><strong class="template-title">SKILL ROLL: </strong> {{computed::roll}}</td></tr>
{{#rollWasFumble() roll}}
{{#^rollWasCrit() roll}}
<tr style='text-align: justify; font-size: 12px;'>
<td>
<strong class="template-title">FUMBLED BY:</strong> {{fumble}}
</td>
</tr>
{{/^rollWasCrit() roll}}
{{/rollWasFumble() roll}}
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-redskill">
<table>
<tr><th style='text-transform: uppercase;'>{{title}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
{{#description}}
<tr><td style='text-align: justify; font-size: 12px;'><strong class="template-title">DESCRIPTION: </strong> {{description}}</td></tr>
{{/description}}
<tr><td><strong class="template-title">SKILL ROLL: </strong> {{computed::roll}}</td></tr>
{{#rollWasFumble() roll}}
{{#^rollWasCrit() roll}}
<tr style='text-align: justify; font-size: 12px;'>
<td>
<strong class="template-title">FUMBLED BY:</strong> {{fumble}}
</td>
</tr>
{{/^rollWasCrit() roll}}
{{/rollWasFumble() roll}}
</table>
</rolltemplate>
<!-- ---- Weapon Templates ---- -->
<rolltemplate class="sheet-rolltemplate-weapon">
<table>
<tr><th style='text-transform: uppercase;'>{{weapon-name}}</th></tr>
{{#name}}
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
{{/name}}
{{#type1}}<tr><td style='text-align: justify; font-size: 12px;'><strong class="template-title">HELD: </strong> {{type1}}{{/type1}} {{#type2}}<br /><strong class="template-title">TYPE: </strong> {{type2}}</td></tr>{{/type2}}
<tr><td style='text-align: justify; font-size: 12px;'><strong class="template-title">MAX RANGE: </strong> {{range}} &#160;| <strong class="template-title"> ACCURACY: </strong> {{accuracy}}</td></tr>
<tr><td><strong class="template-title">DMG: </strong> {{damage}} &#160;| <strong class="template-title"> RELIABILITY: </strong> {{reliability}}</td></tr>
{{#effect}}
<tr><td style='font-size: 12px;'><strong class="template-title">EFFECT: </strong> {{effect}}</td></tr>
{{/effect}}
{{#enhancement}}
<tr><td style='font-size: 12px;'><strong class="template-title">ENH: </strong> {{enhancement}}</td></tr>
{{/enhancement}}
</table>
{{#skill}}
<div class="sheet-rolltemplate-button-row">
{{#rollTotal() computed::singlestrike 1}}
<div class="sheet-rolltemplate-button">
[Single Strike](~{{name}}|templatesinglestrike||{{computed::passthrough}})
</div>
{{/rollTotal() computed::singlestrike 1}}
{{#rollTotal() computed::faststrike 1}}
<div class="sheet-rolltemplate-button">
[Fast Strike](~{{name}}|templatefastattack||{{computed::passthrough}})
</div>
{{/rollTotal() computed::faststrike 1}}
{{#rollTotal() computed::strongstrike 1}}
<div class="sheet-rolltemplate-button">
[Strong Strike](~{{name}}|templatestrongattack||{{computed::passthrough}})
</div>
{{/rollTotal() computed::strongstrike 1}}
{{#rollTotal() computed::jointmeleeattack 1}}
<div class="sheet-rolltemplate-button">
[Joint Attack](~{{name}}|templatejointmeleeattack||{{computed::passthrough}})
</div>
{{/rollTotal() computed::jointmeleeattack 1}}
{{#rollTotal() computed::jointrangedattack 1}}
<div class="sheet-rolltemplate-button">
[Joint Attack](~{{name}}|templatejointrangedattack||{{computed::passthrough}})
</div>
{{/rollTotal() computed::jointrangedattack 1}}
</div>
{{/skill}}
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-weaponattack">
<table>
<tr><th style='text-transform: uppercase;'>{{title}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
<tr><td><strong class="template-title">1ST ATTACK: </strong> {{computed::roll}}</td></tr>
{{#rollWasFumble() roll}}
{{#^rollWasCrit() roll}}
<tr style='text-align: justify; font-size: 12px;'>
<td>
<strong class="template-title">FUMBLED BY:</strong> {{fumble}}
</td>
</tr>
{{/^rollWasCrit() roll}}
{{/rollWasFumble() roll}}
</table>
{{#rollTotal() computed::useAttackDefenseChain 0}}
{{#^rollTotal() computed::rolllocation 0}}
<div class="sheet-rolltemplate-button-row">
<div class="sheet-rolltemplate-button">
[Location](~{{name}}|location)
</div>
</div>
{{/^rollTotal() computed::rolllocation 0}}
{{/rollTotal() computed::useAttackDefenseChain 0}}
{{#^rollTotal() computed::useAttackDefenseChain 0}}
<div class="sheet-rolltemplate-button-row">
<div class="sheet-rolltemplate-button">
[Dodge](~selected|reactdodge||{{computed::passthrough}})
</div>
<div class="sheet-rolltemplate-button">
[Reposition](~selected|reactreposition||{{computed::passthrough}})
</div>
<div class="sheet-rolltemplate-button">
[Block](~selected|reactblock||{{computed::passthrough}})
</div>
</div>
{{/^rollTotal() computed::useAttackDefenseChain 0}}
{{#computed::roll2}}
<table>
<tr><th style='text-transform: uppercase;'>{{title}}</th></tr>
<tr><td><strong class="template-title">2ND ATTACK: </strong> {{computed::roll2}}</td></tr>
{{#rollWasFumble() roll2}}
{{#^rollWasCrit() roll2}}
<tr style='text-align: justify; font-size: 12px;'>
<td>
<strong class="template-title">FUMBLED BY:</strong> {{fumble2}}
</td>
</tr>
{{/^rollWasCrit() roll2}}
{{/rollWasFumble() roll2}}
</table>
{{#rollTotal() computed::useAttackDefenseChain 0}}
{{#^rollTotal() computed::rolllocation 0}}
<div class="sheet-rolltemplate-button-row">
<div class="sheet-rolltemplate-button">
[Location](~{{name}}|location)
</div>
</div>
{{/^rollTotal() computed::rolllocation 0}}
{{/rollTotal() computed::useAttackDefenseChain 0}}
{{#^rollTotal() computed::useAttackDefenseChain 0}}
<div class="sheet-rolltemplate-button-row">
<div class="sheet-rolltemplate-button">
[Dodge](~selected|reactdodge||{{computed::passthrough2}})
</div>
<div class="sheet-rolltemplate-button">
[Reposition](~selected|reactreposition||{{computed::passthrough2}})
</div>
<div class="sheet-rolltemplate-button">
[Block](~selected|reactblock||{{computed::passthrough2}})
</div>
</div>
{{/^rollTotal() computed::useAttackDefenseChain 0}}
{{/computed::roll2}}
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-shield">
<table>
<tr><th style='text-transform: uppercase;'>{{shield-name}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
<tr><td><strong class="template-title">DMG: </strong> {{damage}} &#160;| <strong class="template-title"> RELIABILITY: </strong> {{reliability}}</td></tr>
{{#effect}}
<tr><td style='font-size: 12px;'><strong class="template-title">EFFECT: </strong> {{effect}}</td></tr>
{{/effect}}
{{#enhancement}}
<tr><td style='font-size: 12px;'><strong class="template-title">ENH: </strong> {{enhancement}}</td></tr>
{{/enhancement}}
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-punchkick">
<table>
<tr><th>{{title}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
<tr><td><strong class="template-title">DAMAGE ROLL: </strong> {{roll}}</td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-npcweapon">
<table>
<tr><th style='text-transform: uppercase;'>{{weapon-name}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
{{#effect}}
<tr><td style='text-align: justify; font-size: 12px;'><strong class="template-title">EFFECT: </strong> {{effect}}</td></tr>
{{/effect}}
<tr><td><strong class="template-title">DAMAGE: </strong> {{damage}}</td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-npcdefense">
<table>
<tr><th style='text-transform: uppercase;'>{{title}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
<tr><td><strong class="template-title">SKILL ROLL: </strong> {{computed::roll}}</td></tr>
{{#rollWasFumble() roll}}
{{#^rollWasCrit() roll}}
<tr style='text-align: justify; font-size: 12px;'>
<td>
<strong class="template-title">FUMBLED BY:</strong> {{fumble}}
</td>
</tr>
{{/^rollWasCrit() roll}}
{{/rollWasFumble() roll}}
{{#hit}}
<tr class="sheet-rolltemplate-calculation" style='text-align: justify; font-size: 12px;'>
<td>
<strong class="template-title">RESULT:</strong> {{computed::attackerRoll}} - {{computed::roll}} = {{computed::hit}}
</td>
</tr>
{{/hit}}
{{#rollGreater() computed::hit 0}}
{{#rollTotal() computed::rolllocation 0}}
<tr class="sheet-rolltemplate-calculation">
<td>
<strong class="template-title">DAMAGE:</strong> ({{#^rollTotal() computed::attackmultiplier 1}}{{computed::attackmultiplier}} x {{/^rollTotal() computed::attackmultiplier 1}}{{computed::weapondmg}} - {{computed::armor}}) = {{computed::afterArmor}} x {{computed::locationmultiplier}} + {{computed::critdmg}} ={{computed::damage}}
</td>
</tr>
{{/rollTotal() computed::rolllocation 0}}
{{#weapon_effect}}
<tr class="sheet-rolltemplate-calculation">
<td>
<strong class="template-title">EFFECT:</strong> {{weapon_effect}}
</td>
</tr>
{{/weapon_effect}}
{{/rollGreater() computed::hit 0}}
</table>
{{#rollGreater() computed::hit 0}}
<div class="sheet-rolltemplate-button-row">
{{#^rollTotal() computed::rolllocation 0}}
<div class="sheet-rolltemplate-button">
[Location(Monster)](~{{name}}|monsterlocation||{{computed::passthrough}})
</div>
<div class="sheet-rolltemplate-button">
[Location(Humanoid)](~{{name}}|humanlocation||{{computed::passthrough}})
</div>
{{/^rollTotal() computed::rolllocation 0}}
</div>
{{/rollGreater() computed::hit 0}}
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-monsterlocation">
<table>
<tr>
<th>{{title}}</th>
</tr>
<tr>
<td><strong class="template-title">NAME: </strong> {{name}}</td>
</tr>
{{#rollTotal() roll 1}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">HEAD:</strong> If successful, your attack will deal x3 damage.</td></tr>{{/rollTotal() roll 1}}
{{#rollBetween() roll 2 5}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">TORSO (MONSTER):</strong> If successful, your attack will deal standard damage.</td></tr>{{/rollBetween() roll 2 5}}
{{#rollBetween() roll 6 7}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">RIGHT LIMB (MONSTER):</strong> If successful, your attack will deal half damage.</td></tr>{{/rollBetween() roll 6 7}}
{{#rollBetween() roll 8 9}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">LEFT LIMB (MONSTER):</strong> If successful, your attack will deal half damage.</td></tr>{{/rollBetween() roll 8 9}}
{{#rollTotal() roll 10}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">WING/TAIL (MONSTER):</strong> If successful, your attack will deal half damage.</td></tr>{{/rollTotal() roll 10}}
<tr>
<td><strong class="template-title">TARGET LOCATION: </strong> {{roll}}</td>
</tr>
{{#computed::damage}}
<tr class="sheet-rolltemplate-calculation">
<td>
<strong class="template-title">DAMAGE:</strong> ({{#^rollTotal() computed::attackmultiplier 1}}{{computed::attackmultiplier}} x {{/^rollTotal() computed::attackmultiplier 1}}{{computed::weapondmg}} - {{computed::armor}}) = {{computed::afterArmor}} x {{computed::locationmultiplier}} + {{computed::critdmg}} ={{computed::damage}}
</td>
</tr>
{{/computed::damage}}
{{#weapon_effect}}
<tr class="sheet-rolltemplate-calculation">
<td>
<strong class="template-title">EFFECT:</strong> {{weapon_effect}}
</td>
</tr>
{{/weapon_effect}}
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-humanlocation">
<table>
<tr>
<th>{{title}}</th>
</tr>
<tr>
<td><strong class="template-title">NAME: </strong> {{name}}</td>
</tr>
{{#rollTotal() roll 1}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">HEAD:</strong> If successful, your attack will deal x3 damage.</td></tr>{{/rollTotal() roll 1}}
{{#rollBetween() roll 2 4}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">TORSO (HUMANOID):</strong> If successful, your attack will deal standard damage.</td></tr>{{/rollBetween() roll 2 4}}
{{#rollTotal() roll 5}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">RIGHT ARM (HUMANOID):</strong> If successful, your attack will deal half damage.</td></tr>{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">LEFT ARM (HUMANOID):</strong> If successful, your attack will deal half damage.</td></tr>{{/rollTotal() roll 6}}
{{#rollBetween() roll 7 8}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">RIGHT LEG (HUMANOID):</strong> If successful, your attack will deal half damage.</td></tr>{{/rollBetween() roll 7 8}}
{{#rollBetween() roll 9 10}}<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">LEFT LEG (HUMANOID):</strong> If successful, your attack will deal half damage.</td></tr>{{/rollBetween() roll 9 10}}
<tr>
<td><strong class="template-title">TARGET LOCATION: </strong> {{roll}}</td>
</tr>
{{#computed::damage}}
<tr class="sheet-rolltemplate-calculation">
<td>
<strong class="template-title">DAMAGE:</strong> ({{#^rollTotal() computed::attackmultiplier 1}}{{computed::attackmultiplier}} x {{/^rollTotal() computed::attackmultiplier 1}}{{computed::weapondmg}} - {{computed::armor}}) = {{computed::afterArmor}} x {{computed::locationmultiplier}} + {{computed::critdmg}} ={{computed::damage}}
</td>
</tr>
{{/computed::damage}}
{{#weapon_effect}}
<tr class="sheet-rolltemplate-calculation">
<td>
<strong class="template-title">EFFECT:</strong> {{weapon_effect}}
</td>
</tr>
{{/weapon_effect}}
</table>
</rolltemplate>
<!-- ---- Casting Templates ---- -->
<rolltemplate class="sheet-rolltemplate-spell">
<table>
<tr><th style='text-transform: uppercase;'>{{spell-name}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
<tr><td style='text-align: justify; font-size: 12px;'><strong class="template-title">TYPE: </strong> {{type}} <br /><strong class="template-title">STA COST: </strong> {{cost}}</td></tr>
{{#description}}
<tr><td style='text-align: justify; font-size: 12px;'><strong class="template-title">DESCRIPTION:</strong> {{description}}</td></tr>
{{/description}}
{{#duration}}
<tr><td style='font-size: 12px;'><strong class="template-title">DURATION: </strong> {{duration}}</td></tr>
{{/duration}}
<tr><td><strong class="template-title">DMG: </strong> {{damage}} {{#range}}&#160;| <strong class="template-title" style='text-align: justify; font-size: 12px;'> RANGE: </strong> {{range}}</td></tr>{{/range}}
{{#defense}}
<tr><td style='font-size: 12px;'><strong class="template-title">DEFENSE: </strong> {{defense}}</td></tr>
{{/defense}}
</table>
<div class="sheet-rolltemplate-button-row">
<div class="sheet-rolltemplate-button">
[Spellcasting](~{{name}}|roll_spellcasting_detailed)
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-ritual">
<table>
<tr><th style='text-transform: uppercase;'>{{ritual-name}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
<tr><td style='text-align: justify; font-size: 12px;'><strong class="template-title">PREP. TIME: </strong> {{prep}} <br /><strong class="template-title"> STA COST: </strong> {{cost}}</td></tr>
<tr><td style='text-align: justify; font-size: 12px;'><strong class="template-title">DESCRIPTION: </strong> {{description}}</td></tr>
<tr><td style='text-align: justify; font-size: 12px;'><strong class="template-title">DC: </strong> {{DC}} &#160;| <strong class="template-title"> DURATION: </strong> {{duration}}</td></tr>
<tr><td style='text-align: justify; font-size: 12px;'><strong class="template-title">COMPONENTS: </strong> {{comp}}</td></tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-hex">
<table>
<tr><th style='text-transform: uppercase;'>{{hex-name}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
<tr><td style='text-align: justify; font-size: 12px;'><strong class="template-title">DANGER: </strong> {{danger}} <br /><strong class="template-title"> STA COST: </strong> {{cost}}</td></tr>
<tr><td style='text-align: justify; font-size: 12px;'><strong class="template-title">DESCRIPTION: </strong> {{description}}</td></tr>
<tr><td style='text-align: justify; font-size: 12px;'><strong class="template-title">REQ. TO LIFT: </strong> {{lift}}</td></tr>
</table>
</rolltemplate>
<!-- ---- Rep Template ---- -->
<rolltemplate class="sheet-rolltemplate-reputation">
<table>
<tr><th>{{title}}</th></tr>
<tr><td><strong class="template-title">NAME: </strong> {{name}}</td></tr>
<tr style='text-align: justify; font-size: 12px;'><td><strong class="template-title">REPUTATION: </strong> {{reputation}}</td></tr>
<tr>
<td><strong class="template-title">REP ROLL: </strong> {{computed::roll}}</td>
</tr>
{{#rollWasFumble() roll}}
{{#^rollWasCrit() roll}}
<tr style='text-align: justify; font-size: 12px;'>
<td>
<strong class="template-title">FUMBLED BY:</strong> {{fumble}}
</td>
</tr>
{{/^rollWasCrit() roll}}
{{/rollWasFumble() roll}}
</table>
</rolltemplate>