Files
roll20-character-sheets/PokemonTabletopAdventures_v3/PTA3.html
T
Ian Merryweather a851e9c3ab feature: Refactors skill talents
- Changes the header of the talent checkboxes to Talent to make it easier for users to identify their purpose
- Sets value of each checkbox to 2 to eliminate the need to select talent in a particular order
- Updates the skill total sheet workers to add the extra +1 if both checkboxes are on
- Updates the skill total sheet workers to encapsulate some repeated code into a function to make the scripts section neater
- Updates skill total *(and other)* sheet workers to react to attribute mods, which ensures attribute changes have time to propagate to the mod before being used
- Updates the README

feature: Calculates stat modifiers using temporary bonuses

- Adds labelling to the sheet workers
- Removes superfluous comments
2020-11-29 15:21:42 +00:00

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<!-- Background coloring strategy inspired by the GURPS sheet -->
<input type="checkbox" name="attr_style-bug" class="hidden-setting color-setting-bug"></input>
<input type="checkbox" name="attr_style-dark" class="hidden-setting color-setting-dark"></input>
<input type="checkbox" name="attr_style-dragon" class="hidden-setting color-setting-dragon"></input>
<input type="checkbox" name="attr_style-electric" class="hidden-setting color-setting-electric"></input>
<input type="checkbox" name="attr_style-fairy" class="hidden-setting color-setting-fairy"></input>
<input type="checkbox" name="attr_style-fighting" class="hidden-setting color-setting-fighting"></input>
<input type="checkbox" name="attr_style-fire" class="hidden-setting color-setting-fire"></input>
<input type="checkbox" name="attr_style-flying" class="hidden-setting color-setting-flying"></input>
<input type="checkbox" name="attr_style-ghost" class="hidden-setting color-setting-ghost"></input>
<input type="checkbox" name="attr_style-grass" class="hidden-setting color-setting-grass"></input>
<input type="checkbox" name="attr_style-ground" class="hidden-setting color-setting-ground"></input>
<input type="checkbox" name="attr_style-ice" class="hidden-setting color-setting-ice"></input>
<input type="checkbox" name="attr_style-normal" class="hidden-setting color-setting-normal"></input>
<input type="checkbox" name="attr_style-poison" class="hidden-setting color-setting-poison"></input>
<input type="checkbox" name="attr_style-psychic" class="hidden-setting color-setting-psychic"></input>
<input type="checkbox" name="attr_style-rock" class="hidden-setting color-setting-rock"></input>
<input type="checkbox" name="attr_style-steel" class="hidden-setting color-setting-steel"></input>
<input type="checkbox" name="attr_style-water" class="hidden-setting color-setting-water"></input>
<div class="wrapper color-background">
<input type="radio" name="attr_tab" class="tab select-trainer" value="1" title="Trainer" checked="checked" />
<span class="tab select-trainer">Trainer</span>
<input type="radio" name="attr_tab" class="tab select-pokemon" value="2" title="Pokemon" />
<span class="tab select-pokemon">Pokémon</span>
<input type="radio" name="attr_tab" class="tab select-hybrid" value="3" title="Hybrid" />
<span class="tab select-hybrid">Hybrid</span>
<p class="logo">
<img
src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/PokemonTabletopAdventures_v3/images/PTA3SmallLogo.png" />
</p>
<div class="tab-trainer">
<div class="2col-centered">
<div class="character-name-grid">
<b>Name</b><input type="text" spellcheck="false" name="attr_character_name" class="top-information" />
<b>Origin</b><input type="text" spellcheck="false" name="attr_origin" class="top-information" />
<b>Honors</b><input type="number" name="attr_honor_count" class="top-information" />
<b>Credits</b><input type="number" name="attr_credits" class="top-information long-number" />
</div>
<div class="character-class-grid">
<b>Class</b><input type="text" spellcheck="false" name="attr_class1" class="top-information" />
<b>Level</b><input type="number" name="attr_level1" class="top-information" />
<b>Class</b><input type="text" spellcheck="false" name="attr_class2" class="top-information" />
<b>Level</b><input type="number" name="attr_level2" class="top-information" />
<b>Class</b><input type="text" spellcheck="false" name="attr_class3" class="top-information" />
<b>Level</b><input type="number" name="attr_level3" class="top-information" />
<b>Class</b><input type="text" spellcheck="false" name="attr_class4" class="top-information" />
<b>Level</b><input type="number" name="attr_level4" class="top-information" />
</div>
</div>
</div>
<div class="tab-pokemon">
<div class="2col-centered">
<div class="character-name-grid">
<b>Name</b><input type="text" spellcheck="false" name="attr_character_name" class="top-information" />
<b>Species</b><input type="text" spellcheck="false" name="attr_species" class="top-information" />
<b>Type</b>
<!-- Formatting note: These inputs should have no whitespace between them -->
<span><select name="attr_type1" class="half-text top-information">
<option value="bug">Bug</option>
<option value="dark">Dark</option>
<option value="dragon">Dragon</option>
<option value="electric">Electric</option>
<option value="fairy">Fairy</option>
<option value="fighting">Fighting</option>
<option value="fire">Fire</option>
<option value="flying">Flying</option>
<option value="ghost">Ghost</option>
<option value="grass">Grass</option>
<option value="ground">Ground</option>
<option value="ice">Ice</option>
<option value="normal" selected>Normal</option>
<option value="poison">Poison</option>
<option value="psychic">Psychic</option>
<option value="rock">Rock</option>
<option value="steel">Steel</option>
<option value="water">Water</option>
</select><select name="attr_type2" class="half-text top-information">
<option value=""></option>
<option value="bug">Bug</option>
<option value="dark">Dark</option>
<option value="dragon">Dragon</option>
<option value="electric">Electric</option>
<option value="fairy">Fairy</option>
<option value="fighting">Fighting</option>
<option value="fire">Fire</option>
<option value="flying">Flying</option>
<option value="ghost">Ghost</option>
<option value="grass">Grass</option>
<option value="ground">Ground</option>
<option value="ice">Ice</option>
<option value="normal">Normal</option>
<option value="poison">Poison</option>
<option value="psychic">Psychic</option>
<option value="rock">Rock</option>
<option value="steel">Steel</option>
<option value="water">Water</option>
</select></span>
<b>Nature</b><select name="attr_nature" class="top-information top-select">
<option value=""></option>
<option value="lonely">Lonely (+Atk, -Def)</option>
<option value="brave">Brave (+Atk, -Spd)</option>
<option value="adamant">Adamant (+Atk, -SpAtk)</option>
<option value="naughty">Naughty (+Atk, -SpDef)</option>
<option value="bold">Bold (+Def, -Atk)</option>
<option value="relaxed">Relaxed (+Def, -Spd)</option>
<option value="impish">Impish (+Def, -SpAtk)</option>
<option value="lax">Lax (+Def, -SpDef)</option>
<option value="timid">Timid (+Spd, -Atk)</option>
<option value="hasty">Hasty (+Spd, -Def)</option>
<option value="jolly">Jolly (+Spd, -SpAtk)</option>
<option value="naive">Naive (+Spd, -SpDef)</option>
<option value="modest">Modest (+SpAtk, -Atk)</option>
<option value="mild">Mild (+SpAtk, -Def)</option>
<option value="quiet">Quiet (+SpAtk, -Spd)</option>
<option value="rash">Rash (+SpAtk, -SpDef)</option>
<option value="calm">Calm (+SpDef, -Atk)</option>
<option value="gentle">Gentle (+SpDef, -Def)</option>
<option value="sassy">Sassy (+SpDef, -Spd)</option>
<option value="careful">Careful (+SpDef, -SpAtk)</option>
<option value="hardy">Hardy</option>
<option value="docile">Docile</option>
<option value="serious">Serious</option>
<option value="bashful">Bashful</option>
<option value="quirky">Quirky</option>
<option value="other">Other</option>
</select>
<b>Held Item</b><input type="text" spellcheck="false" name="attr_item" class="top-information" />
</div>
<div class="character-name-grid">
<b>Size</b><input type="text" spellcheck="false" name="attr_size" class="top-information" />
<b>Weight</b><input type="text" spellcheck="false" name="attr_weight" class="top-information" />
<b>Sex</b><input type="text" spellcheck="false" name="attr_pokemon_sex" class="top-information" />
<b>Egg Group</b><input type="text" spellcheck="false" name="attr_egg_group" class="top-information" />
<b>Diet</b><input type="text" spellcheck="false" name="attr_diet" class="top-information" />
</div>
</div>
</div>
<div class="tab-hybrid">
<div class="2col-centered">
<div class="character-name-grid">
<b>Name</b><input type="text" spellcheck="false" name="attr_character_name" class="top-information" />
<b>Species</b><input type="text" spellcheck="false" name="attr_species" class="top-information" />
<b>Nature</b><input type="text" spellcheck="false" name="attr_nature" class="top-information" />
<b>Origin</b><input type="text" spellcheck="false" name="attr_origin" class="top-information" />
<b>Honors</b><input type="number" name="attr_honor_count" class="top-information" />
<b>Credits</b><input type="number" name="attr_credits" class="top-information long-number" />
</div>
<div class="character-name-grid">
<b>Type</b>
<!-- Formatting note: These inputs should have no whitespace between them -->
<span><select name="attr_type1" class="half-text top-information">
<option value="bug">Bug</option>
<option value="dark">Dark</option>
<option value="dragon">Dragon</option>
<option value="electric">Electric</option>
<option value="fairy">Fairy</option>
<option value="fighting">Fighting</option>
<option value="fire">Fire</option>
<option value="flying">Flying</option>
<option value="ghost">Ghost</option>
<option value="grass">Grass</option>
<option value="ground">Ground</option>
<option value="ice">Ice</option>
<option value="normal" selected>Normal</option>
<option value="poison">Poison</option>
<option value="psychic">Psychic</option>
<option value="rock">Rock</option>
<option value="steel">Steel</option>
<option value="water">Water</option>
</select><select name="attr_type2" class="half-text top-information">
<option value=""></option>
<option value="bug">Bug</option>
<option value="dark">Dark</option>
<option value="dragon">Dragon</option>
<option value="electric">Electric</option>
<option value="fairy">Fairy</option>
<option value="fighting">Fighting</option>
<option value="fire">Fire</option>
<option value="flying">Flying</option>
<option value="ghost">Ghost</option>
<option value="grass">Grass</option>
<option value="ground">Ground</option>
<option value="ice">Ice</option>
<option value="normal">Normal</option>
<option value="poison">Poison</option>
<option value="psychic">Psychic</option>
<option value="rock">Rock</option>
<option value="steel">Steel</option>
<option value="water">Water</option>
</select></span>
<b>Size / Weight</b>
<!-- Formatting note: These inputs should have no whitespace between them -->
<span><input type="text" spellcheck="false" name="attr_size" class="half-text top-information" /><input
type="text" spellcheck="false" name="attr_weight" class="half-text top-information" /></span>
<b>Sex</b><input type="text" spellcheck="false" name="attr_pokemon_sex" class="top-information" />
<b>Egg Group</b><input type="text" spellcheck="false" name="attr_egg_group" class="top-information" />
<b>Diet</b><input type="text" spellcheck="false" name="attr_diet" class="top-information" />
<b>Held Item</b><input type="text" spellcheck="false" name="attr_item" class="top-information" />
</div>
</div>
</div>
<br />
<div class="tab-trainer tab-hybrid">
<div class="character-stat-grid">
<div class="ball hp-ball">
<b>Current HP</b><br />
<input type="number" name="attr_HP" class="stat-ball-color" /><br />
<input type="number" name="attr_HP_max" class="stat-ball-color" /><br />
<p>Max HP</p>
</div>
<div class="ball atk-ball">
<b>Attack</b><br />
<input type="number" name="attr_ATK" class="stat-ball-color" /><br />
<input type="number" name="attr_ATKMOD" readonly class="stat-read-ball-color" /><br />
<p>ATK mod</p>
</div>
<div class="ball def-ball">
<b>Defense</b><br />
<input type="number" name="attr_DEF" class="stat-ball-color" /><br />
<input type="number" name="attr_DEFMOD" readonly
class="stat-read-ball-color tab-pokemon tab-hybrid" /><br />
<p>DEF mod</p>
</div>
<div class="ball spatk-ball">
<b>Special Attack</b><br />
<input type="number" name="attr_SPATK" class="stat-ball-color" /><br />
<input type="number" name="attr_SPATKMOD" readonly class="stat-read-ball-color" /><br />
<p>SPATK mod</p>
</div>
<div class="ball spdef-ball">
<b>Special Defense</b><br />
<input type="number" name="attr_SPDEF" class="stat-ball-color" /><br />
<input type="number" name="attr_SPDEFMOD" readonly class="stat-read-ball-color" /><br />
<p>SPDEF mod</p>
</div>
<div class="ball spd-ball">
<b>Speed</b><br />
<input type="number" name="attr_SPD" class="stat-ball-color" /><br />
<input type="number" name="attr_SPDMOD" readonly class="stat-read-ball-color" /><br />
<p>SPD mod</p>
</div>
</div>
</div>
<div class="tab-pokemon">
<div class="character-stat-grid">
<div class="ball hp-ball">
<b>Current HP</b><br />
<input type="number" name="attr_HP" class="stat-ball-color" /><br />
<input type="number" name="attr_HP_max" class="stat-ball-color" /><br />
<p>Max HP</p>
</div>
<div class="ball atk-ball">
<b>Attack</b><br />
<input type="number" name="attr_ATK" class="stat-ball-color" /><br />
<input type="number" name="attr_ATKMOD" readonly class="stat-read-ball-color" /><br />
<p>ATK mod</p>
</div>
<div class="ball def-ball">
<b>Defense</b><br />
<input type="number" name="attr_DEF" class="stat-ball-color" /><br />
</div>
<div class="ball spatk-ball">
<b>Special Attack</b><br />
<input type="number" name="attr_SPATK" class="stat-ball-color" /><br />
<input type="number" name="attr_SPATKMOD" readonly class="stat-read-ball-color" /><br />
<p>SPATK mod</p>
</div>
<div class="ball spdef-ball">
<b>Special Defense</b><br />
<input type="number" name="attr_SPDEF" class="stat-ball-color" />
</div>
<div class="ball spd-ball">
<b>Speed</b><br />
<input type="number" name="attr_SPD" class="stat-ball-color" /><br />
<input type="number" name="attr_SPDMOD" readonly class="stat-read-ball-color" /><br />
<p>SPD mod</p>
</div>
</div>
</div>
<div class="tab-pokemon tab-hybrid">
<div class="pokemon-extra-stats-grid">
<p></p>
<p></p>
<p></p>
<p></p>
<b>Movement</b>
<span>
<input type="number" name="attr_movement" readonly class="speed-read-color" />
<b>ft</b>
</span>
<b>Temporary Bonuses</b>
<b>Attack</b>
<b>Defense</b>
<b>Special Attack</b>
<b>Special Defense</b>
<b>Speed</b>
<b></b>
<input type="number" name="attr_atkbonus" class="attack-color" />
<input type="number" name="attr_defbonus" class="defense-color" />
<input type="number" name="attr_spatkbonus" class="spatk-color" />
<input type="number" name="attr_spdefbonus" class="spdef-color" />
<input type="number" name="attr_spdbonus" class="speed-color" />
<b>Contest Stats</b>
<b>Cool</b>
<b>Tough</b>
<b>Beauty</b>
<b>Clever</b>
<b>Cute</b>
<b></b>
<input type="number" name="attr_cool" class="attack-color" />
<input type="number" name="attr_tough" class="defense-color" />
<input type="number" name="attr_beauty" class="spatk-color" />
<input type="number" name="attr_clever" class="spdef-color" />
<input type="number" name="attr_cute" class="speed-color" />
</div>
</div>
<div class="tab-trainer tab-hybrid">
<br />
<div class="character-skill-labels">
<b>Total</b>
<b>Skill Name</b>
<b>Talent</b>
<b>Bonus</b>
<b>Inventory</b>
</div>
<div class="2col-centered">
<div class="character-skills">
<input type="number" readonly name="attr_acrobatics_total" class="speed-read-color" />
<button type='roll' name='roll_acrobaticscheck' class='skill-roller spd-skill'
value='&{template:skill-roll} {{base-attribute=spd}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Acrobatics}} {{skill-roll=[[ 1d20!kh2 + [[ @{acrobatics_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Acrobatics (SPD)
</button>
<input type="checkbox" name="attr_acrobaticstalent1" value="2" />
<input type="checkbox" name="attr_acrobaticstalent2" value="2" />
<input type="number" name="attr_acrobatics" value="0" />
<input type="number" readonly name="attr_athletics_total" class="attack-read-color" />
<button type='roll' name='roll_athleticscheck' class='skill-roller atk-skill'
value='&{template:skill-roll} {{base-attribute=atk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Athletics}} {{skill-roll=[[ 1d20!kh2 + [[ @{athletics_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Athletics (ATK)
</button>
<input type="checkbox" name="attr_athleticstalent1" value="2" />
<input type="checkbox" name="attr_athleticstalent2" value="2" />
<input type="number" name="attr_athletics" value="0" />
<input type="number" readonly name="attr_bluff_total" class="spdef-read-color" />
<button type='roll' name='roll_bluffcheck' class='skill-roller spdef-skill'
value='&{template:skill-roll} {{base-attribute=spdef}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Bluff/Deception}} {{skill-roll=[[ 1d20!kh2 + [[ @{bluff_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Bluff/Deception (SPDEF)
</button>
<input type="checkbox" name="attr_blufftalent1" value="2" />
<input type="checkbox" name="attr_blufftalent2" value="2" />
<input type="number" name="attr_bluff" value="0" />
<input type="number" readonly name="attr_concentration_total" class="defense-read-color" />
<button type='roll' name='roll_concentrationcheck' class='skill-roller def-skill'
value='&{template:skill-roll} {{base-attribute=def}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Concentration}} {{skill-roll=[[ 1d20!kh2 + [[ @{concentration_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Concentration (DEF)
</button>
<input type="checkbox" name="attr_concentrationtalent1" value="2" />
<input type="checkbox" name="attr_concentrationtalent2" value="2" />
<input type="number" name="attr_concentration" value="0" />
<input type="number" readonly name="attr_constitution_total" class="defense-read-color" />
<button type='roll' name='roll_constitutioncheck' class='skill-roller def-skill'
value='&{template:skill-roll} {{base-attribute=def}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Constitution}} {{skill-roll=[[ 1d20!kh2 + [[ @{constitution_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Constitution (DEF)
</button>
<input type="checkbox" name="attr_constitutiontalent1" value="2" />
<input type="checkbox" name="attr_constitutiontalent2" value="2" />
<input type="number" name="attr_constitution" value="0" />
<input type="number" readonly name="attr_diplomacy_total" class="spdef-read-color" />
<button type='roll' name='roll_diplomacycheck' class='skill-roller spdef-skill'
value='&{template:skill-roll} {{base-attribute=spdef}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Diplomacy/Persuasion}} {{skill-roll=[[ 1d20!kh2 + [[ @{diplomacy_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Diplomacy/Persuasion (SPDEF)
</button>
<input type="checkbox" name="attr_diplomacytalent1" value="2" />
<input type="checkbox" name="attr_diplomacytalent2" value="2" />
<input type="number" name="attr_diplomacy" value="0" />
<input type="number" readonly name="attr_engineering_total" class="spatk-read-color" />
<button type='roll' name='roll_engineeringcheck' class='skill-roller spatk-skill'
value='&{template:skill-roll} {{base-attribute=spatk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Engineering/Operation}} {{skill-roll=[[ 1d20!kh2 + [[ @{engineering_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Engineering/Operation (SPATK)
</button>
<input type="checkbox" name="attr_engineeringtalent1" value="2" />
<input type="checkbox" name="attr_engineeringtalent2" value="2" />
<input type="number" name="attr_engineering" value="0" />
<input type="number" readonly name="attr_history_total" class="spatk-read-color" />
<button type='roll' name='roll_historycheck' class='skill-roller spatk-skill'
value='&{template:skill-roll} {{base-attribute=spatk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=History}} {{skill-roll=[[ 1d20!kh2 + [[ @{history_total} + ?{Temporary Bonus|0} ]] ]]}}'>
History (SPATK)
</button>
<input type="checkbox" name="attr_historytalent1" value="2" />
<input type="checkbox" name="attr_historytalent2" value="2" />
<input type="number" name="attr_history" value="0" />
<input type="number" readonly name="attr_insight_total" class="spdef-read-color" />
<button type='roll' name='roll_insightcheck' class='skill-roller spdef-skill'
value='&{template:skill-roll} {{base-attribute=spdef}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Insight}} {{skill-roll=[[ 1d20!kh2 + [[ @{insight_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Insight (SPDEF)
</button>
<input type="checkbox" name="attr_insighttalent1" value="2" />
<input type="checkbox" name="attr_insighttalent2" value="2" />
<input type="number" name="attr_insight" value="0" />
<input type="number" readonly name="attr_investigate_total" class="spatk-read-color" />
<button type='roll' name='roll_investigatecheck' class='skill-roller spatk-skill'
value='&{template:skill-roll} {{base-attribute=spatk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Investigate}} {{skill-roll=[[ 1d20!kh2 + [[ @{investigate_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Investigate (SPATK)
</button>
<input type="checkbox" name="attr_investigatetalent1" value="2" />
<input type="checkbox" name="attr_investigatetalent2" value="2" />
<input type="number" name="attr_investigate" value="0" />
<input type="number" readonly name="attr_medicine_total" class="spatk-read-color" />
<button type='roll' name='roll_medicinecheck' class='skill-roller spatk-skill'
value='&{template:skill-roll} {{base-attribute=spatk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Medicine}} {{skill-roll=[[ 1d20!kh2 + [[ @{medicine_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Medicine (SPATK)
</button>
<input type="checkbox" name="attr_medicinetalent1" value="2" />
<input type="checkbox" name="attr_medicinetalent2" value="2" />
<input type="number" name="attr_medicine" value="0" />
<input type="number" readonly name="attr_nature_total" class="spatk-read-color" />
<button type='roll' name='roll_naturecheck' class='skill-roller spatk-skill'
value='&{template:skill-roll} {{base-attribute=spatk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Nature}} {{skill-roll=[[ 1d20!kh2 + [[ @{nature_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Nature (SPATK)
</button>
<input type="checkbox" name="attr_naturetalent1" value="2" />
<input type="checkbox" name="attr_naturetalent2" value="2" />
<input type="number" name="attr_nature" value="0" />
<input type="number" readonly name="attr_perception_total" class="spdef-read-color" />
<button type='roll' name='roll_perceptioncheck' class='skill-roller spdef-skill'
value='&{template:skill-roll} {{base-attribute=spdef}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Perception}} {{skill-roll=[[ 1d20!kh2 + [[ @{perception_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Perception (SPDEF)
</button>
<input type="checkbox" name="attr_perceptiontalent1" value="2" />
<input type="checkbox" name="attr_perceptiontalent2" value="2" />
<input type="number" name="attr_perception" value="0" />
<input type="number" readonly name="attr_perform_total" class="spdef-read-color" />
<button type='roll' name='roll_performcheck' class='skill-roller spdef-skill'
value='&{template:skill-roll} {{base-attribute=spdef}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Perform}} {{skill-roll=[[ 1d20!kh2 + [[ @{perform_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Perform (SPDEF)
</button>
<input type="checkbox" name="attr_performtalent1" value="2" />
<input type="checkbox" name="attr_performtalent2" value="2" />
<input type="number" name="attr_perform" value="0" />
<input type="number" readonly name="attr_handling_total" class="spdef-read-color" />
<button type='roll' name='roll_handlingcheck' class='skill-roller spdef-skill'
value='&{template:skill-roll} {{base-attribute=spdef}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Pokemon Handling}} {{skill-roll=[[ 1d20!kh2 + [[ @{handling_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Pokémon Handling (SPDEF)
</button>
<input type="checkbox" name="attr_handlingtalent1" value="2" />
<input type="checkbox" name="attr_handlingtalent2" value="2" />
<input type="number" name="attr_handling" value="0" />
<input type="number" readonly name="attr_programming_total" class="spatk-read-color" />
<button type='roll' name='roll_programmingcheck' class='skill-roller spatk-skill'
value='&{template:skill-roll} {{base-attribute=spatk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Programming}} {{skill-roll=[[ 1d20!kh2 + [[ @{programming_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Programming (SPATK)
</button>
<input type="checkbox" name="attr_programmingtalent1" value="2" />
<input type="checkbox" name="attr_programmingtalent2" value="2" />
<input type="number" name="attr_programming" value="0" />
<input type="number" readonly name="attr_sleightofhand_total" class="speed-read-color" />
<button type='roll' name='roll_sleightofhandcheck' class='skill-roller spd-skill'
value='&{template:skill-roll} {{base-attribute=spd}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Sleight of Hand}} {{skill-roll=[[ 1d20!kh2 + [[ @{sleightofhand_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Sleight of Hand (SPD)
</button>
<input type="checkbox" name="attr_sleightofhandtalent1" value="2" />
<input type="checkbox" name="attr_sleightofhandtalent2" value="2" />
<input type="number" name="attr_sleightofhand" value="0" />
<input type="number" readonly name="attr_stealth_total" class="speed-read-color" />
<button type='roll' name='roll_stealthcheck' class='skill-roller spd-skill'
value='&{template:skill-roll} {{base-attribute=spd}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Stealth}} {{skill-roll=[[ 1d20!kh2 + [[ @{stealth_total} + ?{Temporary Bonus|0} ]] ]]}}'>
Stealth (SPD)
</button>
<input type="checkbox" name="attr_stealthtalent1" value="2" />
<input type="checkbox" name="attr_stealthtalent2" value="2" />
<input type="number" name="attr_stealth" value="0" />
</div>
<textarea spellcheck="false" name="attr_inventory" class="inventory"
placeholder="Pokéballs, Berries, Medicine, Accessories, etc."></textarea>
</div>
<br />
<b>Origin Feature</b>
<div>
<div class="pokemon-move-info-header">
<input type="text" spellcheck="false" name="attr_originfeaturename" placeholder="Feature Name" />
<span><b>Feature Usage</b>
<input type="number" name="attr_origin_usage" value="0" />
<button name="act_incrementoriginusage" type="action">+</button>
<button name="act_resetoriginusage" type="action">Reset</button>
</span>
</div>
<textarea spellcheck="false" name="attr_originfeaturedesc" class="3row-textarea"
placeholder="Feature Description"></textarea>
</div>
<b>Class Features</b>
<fieldset class="repeating_features">
<div class="pokemon-move-info-header">
<input type="text" spellcheck="false" name="attr_classfeaturename" placeholder="Feature Name" />
<span><b>Feature Usage</b>
<input type="number" name="attr_feature_usage" value="0" />
<button name="act_incrementfeatureusage" type="action">+</button>
<button name="act_resetfeatureusage" type="action">Reset</button>
</span>
</div>
<textarea spellcheck="false" name="attr_classfeaturedesc" class="3row-textarea"
placeholder="Feature Description"></textarea>
</fieldset>
<b>Honors</b>
<textarea spellcheck="false" name="attr_honors"
placeholder="Gym Badges, Contest Ribbons, Recognitions, etc."></textarea>
</div>
<div class="tab-trainer">
<b>Owned Pokémon</b>
<textarea spellcheck="false" name="attr_ownedpokemon"
placeholder="All Pokémon owned by this Trainer"></textarea>
</div>
<div class="tab-pokemon tab-hybrid">
<b>Skills</b>
<textarea spellcheck="false" name="attr_pokemonskills" class="3row-textarea"
placeholder="Capabilities to be used both in and out of battle, such as Firestarter, Invisibility, and Telekinetic"></textarea>
<b>Stat Passives</b>
<textarea spellcheck="false" name="attr_statpassives" class="3row-textarea"
placeholder="Passives that affect Pokémon stats, such as Nasty Plot and Play Nice"></textarea>
<b>Other Passives</b>
<textarea spellcheck="false" name="attr_otherpassives" class="4row-textarea"
placeholder="Passives that do not affect stats, such as Cute Charm and Static"></textarea>
</div>
<b>Moves</b>
<fieldset class="repeating_moves">
<input type="hidden" name="attr_move_category_defense" />
<input type="checkbox" name="attr_style-bug-move" class="hidden-setting color-setting-bug-move" />
<input type="checkbox" name="attr_style-dark-move" class="hidden-setting color-setting-dark-move" />
<input type="checkbox" name="attr_style-dragon-move" class="hidden-setting color-setting-dragon-move" />
<input type="checkbox" name="attr_style-electric-move" class="hidden-setting color-setting-electric-move" />
<input type="checkbox" name="attr_style-fairy-move" class="hidden-setting color-setting-fairy-move" />
<input type="checkbox" name="attr_style-fighting-move" class="hidden-setting color-setting-fighting-move" />
<input type="checkbox" name="attr_style-fire-move" class="hidden-setting color-setting-fire-move" />
<input type="checkbox" name="attr_style-flying-move" class="hidden-setting color-setting-flying-move" />
<input type="checkbox" name="attr_style-ghost-move" class="hidden-setting color-setting-ghost-move" />
<input type="checkbox" name="attr_style-grass-move" class="hidden-setting color-setting-grass-move" />
<input type="checkbox" name="attr_style-ground-move" class="hidden-setting color-setting-ground-move" />
<input type="checkbox" name="attr_style-ice-move" class="hidden-setting color-setting-ice-move" />
<input type="checkbox" name="attr_style-normal-move" class="hidden-setting color-setting-normal-move" checked />
<input type="checkbox" name="attr_style-poison-move" class="hidden-setting color-setting-poison-move" />
<input type="checkbox" name="attr_style-psychic-move" class="hidden-setting color-setting-psychic-move" />
<input type="checkbox" name="attr_style-rock-move" class="hidden-setting color-setting-rock-move" />
<input type="checkbox" name="attr_style-steel-move" class="hidden-setting color-setting-steel-move" />
<input type="checkbox" name="attr_style-water-move" class="hidden-setting color-setting-water-move" />
<div class="pokemon-move">
<div class="pokemon-move-info-header">
<input type="text" spellcheck="false" name="attr_move_name" placeholder="Move" />
<span>
<b>Move Usage</b>
<input type="number" name="attr_move_usage" value="0" />
<button name="act_incrementmoveusage" type="action">+</button>
<button name="act_resetmoveusage" type="action">Reset</button>
</span>
</div>
<div class="pokemon-move-info-grid-1">
<input type="text" spellcheck="false" name="attr_move_range" placeholder="Range"
class="move-text" />
<select name="attr_move_type" class="move-text">
<option value="bug">Bug</option>
<option value="dark">Dark</option>
<option value="dragon">Dragon</option>
<option value="electric">Electric</option>
<option value="fairy">Fairy</option>
<option value="fighting">Fighting</option>
<option value="fire">Fire</option>
<option value="flying">Flying</option>
<option value="ghost">Ghost</option>
<option value="grass">Grass</option>
<option value="ground">Ground</option>
<option value="ice">Ice</option>
<option value="normal" selected>Normal</option>
<option value="poison">Poison</option>
<option value="psychic">Psychic</option>
<option value="rock">Rock</option>
<option value="steel">Steel</option>
<option value="water">Water</option>
</select>
<select name="attr_move_category" class="move-text">
<option value="0">Category</option>
<option value="1">Attack</option>
<option value="2">Special Attack</option>
<option value="3">Effect</option>
</select>
<select name="attr_move_frequency" class="move-text">
<option value="">Frequency</option>
<option value="atwill">At-Will</option>
<!-- 1day and 3day are switched, I know, but if we fix it we mess up existing sheets -->
<option value="1day">3/day</option>
<option value="3day">1/day</option>
<option value="1combat">1/combat</option>
</select>
<span>
<b>Damage</b>
<input type="number" name="attr_move_dicenumber" class="top-information damage-dice-count" value="0" />
<select name="attr_damage_dice" class="damage-dice">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="20">d20</option>
</select>
</span>
</div>
<div class="pokemon-move-info-grid-2">
<span>
<b>Accuracy Modifier</b>
<input type="number" name="attr_move_acmod" class="top-information thin-number" value="0" />
</span>
<span>
<b>Critical Threshold</b>
<input type="number" name="attr_move_critthreshold" class="top-information thin-number" value="20" min="1" max="20"/>
<b class="info-tooltip" title="Modify to change critical hits based on the dice roll, as per Focus Energy and Super Luck. For moves like Slash, see Effect Threshold"></b>
</span>
<span>
<b>STAB</b><input type="number" name="attr_move_stabbonus" class="top-information thin-number" value="0" />
</span>
<span>
<b>Extra Damage</b><input type="number" name="attr_move_damagebonus" class="top-information thin-number" value="0" />
</span>
<span class="readonly-field">
<b>Damage Roll:</b>
<input type="hidden" name="attr_move_totaldamage" />
<input type="text" name="attr_move_totaldamage_display" readonly class="top-information total-display" value="" />
</span>
<span>
<b>Effect Threshold</b>
<input type="number" name="attr_move_effect1_threshold" class="top-information thin-number" value="0" min="0" max="20"/>
<b class="info-tooltip" title="Enter the value shown in the move notes for effects like Burned, Poisoned, and Stunned"></b>
</span>
<span>
<select name="attr_move_effect1" class="move-text">
<option value="98" selected>None</option>
<option value="99">Critical Hit</option>
<option value="1">Asleep</option>
<option value="2">Burned</option>
<option value="3">Confused</option>
<option value="4">Cursed</option>
<option value="5">Frozen</option>
<option value="6">Infatuated</option>
<option value="7">Paralyzed</option>
<option value="8">Poisoned</option>
<option value="9">Toxified</option>
<option value="10">Stunned</option>
<option value="11">Other</option>
</select>
<input type="hidden" name="attr_move_effect1_name" />
<b class="info-tooltip" title="Choose Critical Hit for moves where a high accuracy check scores a critical hit, like Slash and Karate Chop"></b>
</span>
<span>
<b>Effect Threshold</b>
<input type="number" name="attr_move_effect2_threshold" class="top-information thin-number" value="0" min="0" max="20"/>
</span>
<span>
<input type="hidden" name="attr_move_effect2_name" />
<select name="attr_move_effect2" class="move-text">
<option value="98" selected>None</option>
<option value="1">Asleep</option>
<option value="2">Burned</option>
<option value="3">Confused</option>
<option value="4">Cursed</option>
<option value="5">Frozen</option>
<option value="6">Infatuated</option>
<option value="7">Paralyzed</option>
<option value="8">Poisoned</option>
<option value="9">Toxified</option>
<option value="10">Stunned</option>
<option value="11">Other</option>
</select>
</span>
<span class="readonly-field">
<b>Accuracy Roll:</b>
<input type="hidden" name="attr_move_totalaccuracy"/>
<input type="text" name="attr_move_totalaccuracy_display" readonly class="top-information total-display" value="" />
</span>
</div>
<div class="move-notes-roller">
<textarea spellcheck="false" name="attr_move_effect" placeholder="Additional Effect Notes" class="3row-textarea"></textarea>
<button type='roll' value='&{template:move-roll} {{move-type=@{move_type}}} {{character-name=@{character_name}}} {{character-id=@{character_id}}} {{move-name=@{move_name}}} {{accuracy=[[ d20cf0cs>@{move_critthreshold} + [[ @{move_totalaccuracy} + ?{Temp Accuracy Bonus|0} ]] ]]}} {{target=@{move_category_defense}}} {{effectiveness=?{Effectiveness|Neutral, 0|Super Effective, 1|Extremely Effective, 2|Resisted, -1|Shielded, -2}}} {{effectiveness-roll=[[ 1d1 + 1 + ?{Effectiveness} ]]}} {{critical-damage=[[ ([[ @{move_dicenumber} + ?{Effectiveness} ]]) * @{damage_dice} + [[ @{move_totaldamage} + ?{Temp Damage Bonus|0} ]] ]]}} {{damage=[[ ([[@{move_dicenumber} + ?{Effectiveness}]])d@{damage_dice} + [[ @{move_totaldamage} + ?{Temp Damage Bonus}]] ]]}} {{effect1=@{move_effect1}}} {{effect1_roll=[[ 0 + @{move_effect1} ]]}} {{effect1_name=@{move_effect1_name}}} {{effect1_threshold=[[ 0 + @{move_effect1_threshold} ]]}} {{effect2=@{move_effect2}}} {{effect2_roll=[[ 0 + @{move_effect2} ]]}} {{effect2_name=@{move_effect2_name}}} {{effect2_threshold=[[ 0 + @{move_effect2_threshold} ]]}} {{notes=@{move_effect}}}'
name='roll-movetemplate' class='move-roller'>T</button>
</div>
</div>
</fieldset>
<b>Notes</b>
<textarea spellcheck="false" name="attr_notes"></textarea>
</div>
<!-- ROLL TEMPLATES -->
<div class="rolltemplates">
<rolltemplate class="sheet-rolltemplate-move-roll">
<div class="container sheet-rolltemplate-color-setting-{{move-type}}-move">
<table class="move-template">
<tr>
<th colspan="2">{{move-name}}</th>
</tr>
<tr>
<td colspan="2" class="subhead">[{{character-name}}](https://journal.roll20.net/character/{{character-id}}" name="name-link")</td>
</tr>
<!-- Accuracy Check -->
<tr>
<td class="label"><span>Accuracy Check:</span></td>
<td class="accuracy-roll">
{{accuracy}}
{{#target}}
<span class="targeted-defense">vs {{target}}</span>
{{/target}}
</td>
</tr>
<!-- Effectiveness -->
{{#^rollTotal() effectiveness-roll 2}}
<tr>
<!--<td class="label"><span>Effect:</span></td>-->
<td class="effectiveness-text" colspan="2">
<span>
<!-- Shielded -->
{{#rollTotal() effectiveness-roll 0}}
It was *really* ineffective...
{{/rollTotal() effectiveness-roll 0}}
<!-- Resisted -->
{{#rollTotal() effectiveness-roll 1}}
It wasn't very effective...
{{/rollTotal() effectiveness-roll 1}}
<!-- Super -->
{{#rollTotal() effectiveness-roll 3}}
It was super effective!
{{/rollTotal() effectiveness-roll 3}}
<!-- Extreme -->
{{#rollTotal() effectiveness-roll 4}}
It was extremely effective!
{{/rollTotal() effectiveness-roll 4}}
</span>
</td>
</tr>
{{/^rollTotal() effectiveness-roll 2}}
<!-- Damage Roll -->
<!-- Dice-Based Critical Hit -->
{{#rollWasCrit() accuracy}}
{{#rollGreater() critical-damage 0}}
<tr>
<td class="label"><span>{{move-type}} Damage:</span></td>
<td>
<span class="damage-roll {{effectiveness}}-effectiveness-color">
{{critical-damage}}
<span class="crit-damage-text {{effectiveness}}-effectiveness-text-color">
Critical Hit!
</span>
</span>
</td>
</tr>
{{/rollGreater() critical-damage 0}}
{{/rollWasCrit() accuracy}}
<!-- Effect-Based Critical Hit -->
{{#^rollWasCrit() accuracy}}
{{#rollGreater() critical-damage 0}}
{{#rollTotal() effect1_roll 99}}
{{#^rollLess() accuracy effect1_threshold}}
<tr>
<td class="label"><span>{{move-type}} Damage:</span></td>
<td>
<span class="damage-roll {{effectiveness}}-effectiveness-color">
{{critical-damage}}
<span class="crit-damage-text {{effectiveness}}-effectiveness-text-color">
Critical Hit!
</span>
</span>
</td>
</tr>
{{/^rollLess() accuracy effect1_threshold}}
<!-- Effect-Based Critical Hit Miss -->
{{#rollLess() accuracy effect1_threshold}}
<tr>
<td class="label"><span>{{move-type}} Damage:</span></td>
<td>
<span class="damage-roll {{effectiveness}}-effectiveness-color">
{{damage}}
</span>
</td>
</tr>
{{/rollLess() accuracy effect1_threshold}}
{{/rollTotal() effect1_roll 99}}
{{/rollGreater() critical-damage 0}}
{{/^rollWasCrit() accuracy}}
<!-- Regular Hit -->
{{#^rollWasCrit() accuracy}}
{{#rollGreater() damage 0}}
{{#rollLess() effect1_roll 99}}
<tr>
<td class="label"><span>{{move-type}} Damage:</span></td>
<td>
<span class="damage-roll {{effectiveness}}-effectiveness-color">
{{damage}}
</span>
</td>
</tr>
{{/rollLess() effect1_roll 99}}
{{/rollGreater() damage 0}}
{{/^rollWasCrit() accuracy}}
<!-- Effect Resoluton -->
{{#rollBetween() effect1_roll 1 10}}
{{#^rollLess() accuracy effect1_threshold}}
<tr>
<td class="effectiveness-text" colspan="2">
<span>The opponent was {{effect1_name}}</span>
</td>
</tr>
{{/^rollLess() accuracy effect1_threshold}}
{{/rollBetween() effect1_roll 1 10}}
{{#rollBetween() effect2_roll 1 10}}
{{#^rollLess() accuracy effect2_threshold}}
<tr>
<td class="effectiveness-text" colspan="2">
<span>The opponent was {{effect2_name}}</span>
</td>
</tr>
{{/^rollLess() accuracy effect2_threshold}}
{{/rollBetween() effect2_roll 1 10}}
<!-- Additional Notes - if there are any -->
{{#notes}}
<tr>
<td class="notes-text" colspan="2"><span>{{notes}}</span></td>
</tr>
{{/notes}}
</table>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-skill-roll">
<div class="container sheet-rolltemplate-color-setting-{{base-attribute}}-skill">
<table class="skill-template">
<tr>
<th colspan="2">{{skill-name}}</th>
</tr>
<tr>
<td colspan="2" class="subhead">[{{character-name}}](https://journal.roll20.net/character/{{character-id}}" name="name-link")</td>
</tr>
<!-- Skill Check -->
<tr>
<td class="label"><span>Skill Check:</span></td>
<td class="skill-roll">{{skill-roll}}</td>
</tr>
</table>
</div>
</rolltemplate>
</div>
<!-- SCRIPTS -->
<script type="text/worker">
// Handling Stat Changes
on("change:ATK change:atkbonus sheet:opened", function () {
getAttrs(["ATK", "atkbonus"], function (values) {
let atk = parseInt(values.ATK) || 0;
let bonus = parseInt(values.atkbonus) || 0;
calcModFor("ATK", atk, bonus);
});
});
on("change:DEF change:defbonus sheet:opened", function () {
getAttrs(["DEF", "defbonus"], function (values) {
let def = parseInt(values.DEF) || 0;
let bonus = parseInt(values.defbonus) || 0;
calcModFor("DEF", def, bonus);
});
});
on("change:SPATK change:spatkbonus sheet:opened", function () {
getAttrs(["SPATK", "spatkbonus"], function (values) {
let spatk = parseInt(values.SPATK) || 0;
let bonus = parseInt(values.spatkbonus) || 0;
calcModFor("SPATK", spatk, bonus);
});
});
on("change:SPDEF change:spdefbonus sheet:opened", function () {
getAttrs(["SPDEF", "spdefbonus"], function (values) {
let spdef = parseInt(values.SPDEF) || 0;
let bonus = parseInt(values.spdefbonus) || 0;
calcModFor("SPDEF", spdef, bonus);
});
});
on("change:SPD change:spdbonus sheet:opened", function () {
getAttrs(["SPD", "spdbonus"], function (values) {
let spd = parseInt(values.SPD) || 0;
let bonus = parseInt(values.spdbonus) || 0;
calcModFor("SPD", spd, bonus);
});
});
function calcModFor(ability, stat, bonus) {
const combined = stat + bonus;
const modifier = Math.floor(combined / 2);
const name = `${ability}MOD`;
const attrs = { [name]: modifier}
if (ability == "SPD") attrs["movement"] = combined * 5;
setAttrs(attrs);
}
// Handling Colour Changes
types = ["bug", "dark", "dragon", "electric", "fairy", "fighting", "fire", "flying", "ghost", "grass", "ground", "ice", "normal", "poison", "psychic", "rock", "steel", "water"]
on("change:type1 sheet:opened", function (event) {
getAttrs(["type1"], function (values) {
var typeAttrs = {};
var selectedType = values.type1;
types.forEach((type) => {
if (type == selectedType) {
typeAttrs["style-" + type] = "on";
} else {
typeAttrs["style-" + type] = "off";
}
})
setAttrs(typeAttrs);
});
});
on("change:repeating_moves:move_type", function (event) {
getAttrs(["repeating_moves_move_type"], function (values) {
var typeAttrs = {};
var selectedType = values.repeating_moves_move_type;
types.forEach((type) => {
if (type == selectedType) {
typeAttrs["repeating_moves_style-" + type + "-move"] = "on";
} else {
typeAttrs["repeating_moves_style-" + type + "-move"] = "off";
}
})
setAttrs(typeAttrs);
});
});
// Handling Targeted Defense Changes
defenses = ["", "Defense", "Special Defense", "Speed"];
on("sheet:opened", function (eventInfo) {
getSectionIDs("repeating_moves", function (idArray) {
const categories = idArray.map(id => `repeating_moves_${id}_move_category`);
getAttrs([...categories], function (values) {
const rows = categories.reduce((obj, rowName) => {
const cat = parseInt(values[rowName]) || 0;
const defense = defenses[cat];
obj[rowName + '_defense'] = defense;
return obj;
}, {});
if (rows) setAttrs(rows);
});
});
});
on("change:repeating_moves:move_category", function (event) {
getAttrs(["repeating_moves_move_name", "repeating_moves_move_category"], function (values) {
var attrs = {};
let cat = parseInt(values.repeating_moves_move_category) || 0;
attrs["repeating_moves_move_category_defense"] = defenses[cat];
setAttrs(attrs);
});
});
// Handling Move and Feature Usage
on("clicked:repeating_moves:incrementmoveusage", function () {
getAttrs(["repeating_moves_move_usage"], function (values) {
const currentusage = +values.repeating_moves_move_usage || 0;
const newusage = currentusage + 1;
setAttrs({
repeating_moves_move_usage: newusage
});
});
});
on("clicked:repeating_moves:resetmoveusage", function () {
getAttrs(["repeating_moves_move_usage"], function (values) {
setAttrs({
repeating_moves_move_usage: 0
});
});
});
on("clicked:incrementoriginusage", function () {
getAttrs(["origin_usage"], function (values) {
const currentusage = +values.origin_usage || 0;
const newusage = currentusage + 1;
setAttrs({
origin_usage: newusage
});
});
});
on("clicked:resetoriginusage", function () {
getAttrs(["origin_usage"], function (values) {
setAttrs({
origin_usage: 0
});
});
});
on("clicked:repeating_features:incrementfeatureusage", function () {
getAttrs(["repeating_features_feature_usage"], function (values) {
const currentusage = +values.repeating_features_feature_usage || 0;
const newusage = currentusage + 1;
setAttrs({
repeating_features_feature_usage: newusage
});
});
});
on("clicked:repeating_features:resetfeatureusage", function () {
getAttrs(["repeating_features_feature_usage"], function (values) {
setAttrs({
repeating_features_feature_usage: 0
});
});
});
// Handling Move Effects
effects = ["Critical Hit", "put to Sleep", "Burned", "Confused", "Cursed", "Frozen", "Infatuated", "Paralyzed", "Poisoned", "Toxified", "Stunned", "Other"];
on("sheet:opened", function (eventInfo) {
getSectionIDs("repeating_moves", function (idArray) {
const rowNames = idArray.map(id => `repeating_moves_${id}`);
const effect1s = idArray.map(id => `repeating_moves_${id}_move_effect1`);
const effect2s = idArray.map(id => `repeating_moves_${id}_move_effect2`);
getAttrs([...effect1s, ...effect2s], function (values) {
const rows = rowNames.reduce((obj, rowName) => {
const index1 = parseInt(values[rowName + '_move_effect1']) || 99;
const index2 = parseInt(values[rowName + '_move_effect2']) || 99;
var name = "";
if (index1 < effects.length) {
name = effects[index1];
}
obj[rowName + '_move_effect1_name'] = name;
name = "";
if (index2 < effects.length) {
name = effects[index2];
}
obj[rowName + '_move_effect2_name'] = name;
return obj;
}, {});
if (rows) setAttrs(rows);
});
});
});
on("change:repeating_moves:move_effect1 change:repeating_moves:move_effect2", function (eventInfo) {
getAttrs(["repeating_moves_move_effect1", "repeating_moves_move_effect2"], function (values) {
let index1 = parseInt(values.repeating_moves_move_effect1) || 99;
let index2 = parseInt(values.repeating_moves_move_effect2) || 99;
var effectNames = {};
var name = "";
if (index1 < effects.length) {
name = effects[index1];
}
effectNames["repeating_moves_move_effect1_name"] = name;
name = "";
if (index2 < effects.length) {
name = effects[index2];
}
effectNames["repeating_moves_move_effect2_name"] = name;
if (effectNames) setAttrs(effectNames);
});
});
// Handling Move Damage Bonuses
categoryDamageModifiers = ["", "ATKMOD", "SPATKMOD", ""];
on("change:ATKMOD change:SPATKMOD sheet:opened", function (eventInfo) {
getSectionIDs("repeating_moves", function (idArray) {
const rowNames = idArray.map(id => `repeating_moves_${id}`);
const categories = idArray.map(id => `repeating_moves_${id}_move_category`);
const extraBonuses = idArray.map(id => `repeating_moves_${id}_move_damagebonus`);
const stabBonuses = idArray.map(id => `repeating_moves_${id}_move_stabbonus`);
const diceNumbers = idArray.map(id => `repeating_moves_${id}_move_dicenumber`);
const damageDice = idArray.map(id => `repeating_moves_${id}_damage_dice`);
getAttrs([`ATKMOD`, `SPATKMOD`, ...categories, ...extraBonuses, ...stabBonuses, ...diceNumbers, ...damageDice], function (values) {
const rows = rowNames.reduce((obj, rowName) => {
const category = parseInt(values[rowName + `_move_category`]) || 0;
const extra = parseInt(values[rowName + '_move_damagebonus']) || 0;
const stab = parseInt(values[rowName + '_move_stabbonus']) || 0;
const dice = parseInt(values[rowName + '_move_dicenumber']) || 0;
const points = parseInt(values[rowName + '_damage_dice']) || 0;
const categoryModifier = parseInt(values[`${categoryDamageModifiers[category]}`]) || 0;
const total = categoryModifier + extra + stab;
var display = `${total}`;
if (dice > 0) display = `${dice}d${points} ${total < 0 ? "" : "+ "}${total}`;
obj[rowName + '_move_totaldamage'] = total;
obj[rowName + '_move_totaldamage_display'] = display;
return obj;
}, {});
if (rows) setAttrs(rows);
});
});
});
on("change:repeating_moves:move_category change:repeating_moves:move_damagebonus change:repeating_moves:move_stabbonus change:repeating_moves:move_dicenumber change:repeating_moves:damage_dice", function (eventInfo) {
getAttrs(["ATKMOD", "SPATKMOD", "repeating_moves_move_category", "repeating_moves_move_damagebonus", "repeating_moves_move_stabbonus", "repeating_moves_move_dicenumber", "repeating_moves_damage_dice"], function (values) {
const category = parseInt(values.repeating_moves_move_category) || 0;
const extra = parseInt(values.repeating_moves_move_damagebonus) || 0;
const stab = parseInt(values.repeating_moves_move_stabbonus) || 0;
const dice = parseInt(values.repeating_moves_move_dicenumber) || 0;
const points = parseInt(values.repeating_moves_damage_dice) || 0;
const categoryModifier = parseInt(values[`${categoryDamageModifiers[category]}`]) || 0;
const total = categoryModifier + extra + stab;
var display = `${total}`;
if (dice > 0) display = `${dice}d${points} ${total < 0 ? "" : "+ "}${total}`;
setAttrs({
'repeating_moves_move_totaldamage': total,
'repeating_moves_move_totaldamage_display': display
});
});
});
// Handling Move Accuracy Bonuses
categoryAccuracyModifiers = ["", "ATKMOD", "SPATKMOD", "SPDMOD"];
on("change:ATKMOD change:SPATKMOD change:SPDMOD sheet:opened", function (eventInfo) {
getSectionIDs("repeating_moves", function (idArray) {
const rowNames = idArray.map(id => `repeating_moves_${id}`);
const categories = idArray.map(id => `repeating_moves_${id}_move_category`);
const accuracyMods = idArray.map(id => `repeating_moves_${id}_move_acmod`);
getAttrs([`ATKMOD`, `SPATKMOD`, `SPDMOD`, ...categories, ...accuracyMods], function (values) {
const rows = rowNames.reduce((obj, rowName) => {
const category = parseInt(values[rowName + `_move_category`]) || 0;
const accuracy = parseInt(values[rowName + `_move_acmod`]) || 0;
const categoryModifier = parseInt(values[`${categoryAccuracyModifiers[category]}`]) || 0;
const total = categoryModifier + accuracy;
const roll = `d20 ${total < 0 ? "" : "+ "}${total}`;
obj[rowName + '_move_totalaccuracy'] = total;
obj[rowName + '_move_totalaccuracy_display'] = roll;
return obj;
}, {});
if (rows) setAttrs(rows);
});
});
});
on("change:repeating_moves:move_category change:repeating_moves:move_acmod", function (eventInfo) {
getAttrs([`ATKMOD`, `SPATKMOD`, `SPDMOD`, `repeating_moves_move_category`, `repeating_moves_move_acmod`], function (values) {
const category = parseInt(values.repeating_moves_move_category) || 0;
const accuracy = parseInt(values.repeating_moves_move_acmod) || 0;
const categoryModifier = parseInt(values[`${categoryAccuracyModifiers[category]}`]) || 0;
const total = categoryModifier + accuracy;
const roll = `d20 ${total < 0 ? "" : "+ "}${total}`
setAttrs({
'repeating_moves_move_totalaccuracy': total,
'repeating_moves_move_totalaccuracy_display': roll
});
});
});
// Skills Sheet Workers
// Acrobatics
on("change:SPDMOD change:acrobaticstalent1 change:acrobaticstalent2 change:acrobatics sheet:opened", function (eventInfo) {
getAttrs([`SPDMOD`, `acrobaticstalent1`, `acrobaticstalent2`, `acrobatics`, `acrobatics_total`], function (values) {
const stat = parseInt(values.SPDMOD) || 0;
const talent1 = parseInt(values.acrobaticstalent1) || 0;
const talent2 = parseInt(values.acrobaticstalent2) || 0;
const total = parseInt(values.acrobatics_total) || -1;
const userBonus = parseInt(values.acrobatics) || 0;
assignSkillTotal('acrobatics_total', stat, talent1, talent2, total, userBonus);
});
});
// Athletics
on("change:ATKMOD change:athleticstalent1 change:athleticstalent2 change:athletics sheet:opened", function (eventInfo) {
getAttrs([`ATKMOD`, `athleticstalent1`, `athleticstalent2`, `athletics`, `athletics_total`], function (values) {
const stat = parseInt(values.ATKMOD) || 0;
const talent1 = parseInt(values.athleticstalent1) || 0;
const talent2 = parseInt(values.athleticstalent2) || 0;
const total = parseInt(values.athletics_total) || -1;
const userBonus = parseInt(values.athletics) || 0;
assignSkillTotal('athletics_total', stat, talent1, talent2, total, userBonus);
});
});
// Bluff/Deception
on("change:SPDEFMOD change:blufftalent1 change:blufftalent2 change:bluff sheet:opened", function (eventInfo) {
getAttrs([`SPDEFMOD`, `blufftalent1`, `blufftalent2`, `bluff`, `bluff_total`], function (values) {
const stat = parseInt(values.SPDEFMOD) || 0;
const talent1 = parseInt(values.blufftalent1) || 0;
const talent2 = parseInt(values.blufftalent2) || 0;
const total = parseInt(values.bluff_total) || -1;
const userBonus = parseInt(values.bluff) || 0;
assignSkillTotal('bluff_total', stat, talent1, talent2, total, userBonus);
});
});
// Concentration
on("change:DEFMOD change:concentrationtalent1 change:concentrationtalent2 change:concentration sheet:opened", function (eventInfo) {
getAttrs([`DEFMOD`, `concentrationtalent1`, `concentrationtalent2`, `concentration`, `concentration_total`], function (values) {
const stat = parseInt(values.DEFMOD) || 0;
const talent1 = parseInt(values.concentrationtalent1) || 0;
const talent2 = parseInt(values.concentrationtalent2) || 0;
const total = parseInt(values.concentration_total) || -1;
const userBonus = parseInt(values.concentration) || 0;
assignSkillTotal('concentration_total', stat, talent1, talent2, total, userBonus);
});
});
// Constitution
on("change:DEFMOD change:constitutiontalent1 change:constitutiontalent2 change:constitution sheet:opened", function (eventInfo) {
getAttrs([`DEFMOD`, `constitutiontalent1`, `constitutiontalent2`, `constitution`, `constitution_total`], function (values) {
const stat = parseInt(values.DEFMOD) || 0;
const talent1 = parseInt(values.constitutiontalent1) || 0;
const talent2 = parseInt(values.constitutiontalent2) || 0;
const total = parseInt(values.constitution_total) || -1;
const userBonus = parseInt(values.constitution) || 0;
assignSkillTotal('constitution_total', stat, talent1, talent2, total, userBonus);
});
});
// Diplomacy/Persuasion
on("change:SPDEFMOD change:diplomacytalent1 change:diplomacytalent2 change:diplomacy sheet:opened", function (eventInfo) {
getAttrs([`SPDEFMOD`, `diplomacytalent1`, `diplomacytalent2`, `diplomacy`, `diplomacy_total`], function (values) {
const stat = parseInt(values.SPDEFMOD) || 0;
const talent1 = parseInt(values.diplomacytalent1) || 0;
const talent2 = parseInt(values.diplomacytalent2) || 0;
const total = parseInt(values.diplomacy_total) || -1;
const userBonus = parseInt(values.diplomacy) || 0;
assignSkillTotal('diplomacy_total', stat, talent1, talent2, total, userBonus);
});
});
// Engineering/Operation
on("change:SPATKMOD change:engineeringtalent1 change:engineeringtalent2 change:engineering sheet:opened", function (eventInfo) {
getAttrs([`SPATKMOD`, `engineeringtalent1`, `engineeringtalent2`, `engineering`, `engineering_total`], function (values) {
const stat = parseInt(values.SPATKMOD) || 0;
const talent1 = parseInt(values.engineeringtalent1) || 0;
const talent2 = parseInt(values.engineeringtalent2) || 0;
const total = parseInt(values.engineering_total) || -1;
const userBonus = parseInt(values.engineering) || 0;
assignSkillTotal('engineering_total', stat, talent1, talent2, total, userBonus);
});
});
// History
on("change:SPATKMOD change:historytalent1 change:historytalent2 change:history sheet:opened", function (eventInfo) {
getAttrs([`SPATKMOD`, `historytalent1`, `historytalent2`, `history`, `history_total`], function (values) {
const stat = parseInt(values.SPATKMOD) || 0;
const talent1 = parseInt(values.historytalent1) || 0;
const talent2 = parseInt(values.historytalent2) || 0;
const total = parseInt(values.history_total) || -1;
const userBonus = parseInt(values.history) || 0;
assignSkillTotal('history_total', stat, talent1, talent2, total, userBonus);
});
});
// Insight
on("change:SPDEFMOD change:insighttalent1 change:insighttalent2 change:insight sheet:opened", function (eventInfo) {
getAttrs([`SPDEFMOD`, `insighttalent1`, `insighttalent2`, `insight`, `insight_total`], function (values) {
const stat = parseInt(values.SPDEFMOD) || 0;
const talent1 = parseInt(values.insighttalent1) || 0;
const talent2 = parseInt(values.insighttalent2) || 0;
const total = parseInt(values.insight_total) || -1;
const userBonus = parseInt(values.insight) || 0;
assignSkillTotal('insight_total', stat, talent1, talent2, total, userBonus);
});
});
// Investigate
on("change:SPATKMOD change:investigatetalent1 change:investigatetalent2 change:investigate sheet:opened", function (eventInfo) {
getAttrs([`SPATKMOD`, `investigatetalent1`, `investigatetalent2`, `investigate`, `investigate_total`], function (values) {
const stat = parseInt(values.SPATKMOD) || 0;
const talent1 = parseInt(values.investigatetalent1) || 0;
const talent2 = parseInt(values.investigatetalent2) || 0;
const total = parseInt(values.investigate_total) || -1;
const userBonus = parseInt(values.investigate) || 0;
assignSkillTotal('investigate_total', stat, talent1, talent2, total, userBonus);
});
});
// Medicine
on("change:SPATKMOD change:medicinetalent1 change:medicinetalent2 change:medicine sheet:opened", function (eventInfo) {
getAttrs([`SPATKMOD`, `medicinetalent1`, `medicinetalent2`, `medicine`, `medicine_total`], function (values) {
const stat = parseInt(values.SPATKMOD) || 0;
const talent1 = parseInt(values.medicinetalent1) || 0;
const talent2 = parseInt(values.medicinetalent2) || 0;
const total = parseInt(values.medicine_total) || -1;
const userBonus = parseInt(values.medicine) || 0;
assignSkillTotal('medicine_total', stat, talent1, talent2, total, userBonus);
});
});
// Nature
on("change:SPATKMOD change:naturetalent1 change:naturetalent2 change:nature sheet:opened", function (eventInfo) {
getAttrs([`SPATKMOD`, `naturetalent1`, `naturetalent2`, `nature`, `nature_total`], function (values) {
const stat = parseInt(values.SPATKMOD) || 0;
const talent1 = parseInt(values.naturetalent1) || 0;
const talent2 = parseInt(values.naturetalent2) || 0;
const total = parseInt(values.nature_total) || -1;
const userBonus = parseInt(values.nature) || 0;
assignSkillTotal('nature_total', stat, talent1, talent2, total, userBonus);
});
});
// Perception
on("change:SPDEFMOD change:perceptiontalent1 change:perceptiontalent2 change:perception sheet:opened", function (eventInfo) {
getAttrs([`SPDEFMOD`, `perceptiontalent1`, `perceptiontalent2`, `perception`, `perception_total`], function (values) {
const stat = parseInt(values.SPDEFMOD) || 0;
const talent1 = parseInt(values.perceptiontalent1) || 0;
const talent2 = parseInt(values.perceptiontalent2) || 0;
const total = parseInt(values.perception_total) || -1;
const userBonus = parseInt(values.perception) || 0;
assignSkillTotal('perception_total', stat, talent1, talent2, total, userBonus);
});
});
// Perform
on("change:SPDEFMOD change:performtalent1 change:performtalent2 change:perform sheet:opened", function (eventInfo) {
getAttrs([`SPDEFMOD`, `performtalent1`, `performtalent2`, `perform`, `perform_total`], function (values) {
const stat = parseInt(values.SPDEFMOD) || 0;
const talent1 = parseInt(values.performtalent1) || 0;
const talent2 = parseInt(values.performtalent2) || 0;
const total = parseInt(values.perform_total) || -1;
const userBonus = parseInt(values.perform) || 0;
assignSkillTotal('perform_total', stat, talent1, talent2, total, userBonus);
});
});
// Pokémon Handling
on("change:SPDEFMOD change:handlingtalent1 change:handlingtalent2 change:handling sheet:opened", function (eventInfo) {
getAttrs([`SPDEFMOD`, `handlingtalent1`, `handlingtalent2`, `handling`, `handling_total`], function (values) {
const stat = parseInt(values.SPDEFMOD) || 0;
const talent1 = parseInt(values.handlingtalent1) || 0;
const talent2 = parseInt(values.handlingtalent2) || 0;
const total = parseInt(values.handling_total) || -1;
const userBonus = parseInt(values.handling) || 0;
assignSkillTotal('handling_total', stat, talent1, talent2, total, userBonus);
});
});
// Programming
on("change:SPATKMOD change:programmingtalent1 change:programmingtalent2 change:programming sheet:opened", function (eventInfo) {
getAttrs([`SPATKMOD`, `programmingtalent1`, `programmingtalent2`, `programming`, `programming_total`], function (values) {
const stat = parseInt(values.SPATKMOD) || 0;
const talent1 = parseInt(values.programmingtalent1) || 0;
const talent2 = parseInt(values.programmingtalent2) || 0;
const total = parseInt(values.programming_total) || -1;
const userBonus = parseInt(values.programming) || 0;
assignSkillTotal('programming_total', stat, talent1, talent2, total, userBonus);
});
});
// Sleight of Hand
on("change:SPDMOD change:sleightofhandtalent1 change:sleightofhandtalent2 change:sleightofhand sheet:opened", function (eventInfo) {
getAttrs([`SPDMOD`, `sleightofhandtalent1`, `sleightofhandtalent2`, `sleightofhand`, `sleightofhand_total`], function (values) {
const stat = parseInt(values.SPDMOD) || 0;
const talent1 = parseInt(values.sleightofhandtalent1) || 0;
const talent2 = parseInt(values.sleightofhandtalent2) || 0;
const total = parseInt(values.sleightofhand_total) || -1;
const userBonus = parseInt(values.sleightofhand) || 0;
assignSkillTotal('sleightofhand_total', stat, talent1, talent2, total, userBonus);
});
});
// Stealth
on("change:SPDMOD change:stealthtalent1 change:stealthtalent2 change:stealth sheet:opened", function (eventInfo) {
getAttrs([`SPDMOD`, `stealthtalent1`, `stealthtalent2`, `stealth`, `stealth_total`], function (values) {
const stat = parseInt(values.SPDMOD) || 0;
const talent1 = parseInt(values.stealthtalent1) || 0;
const talent2 = parseInt(values.stealthtalent2) || 0;
const total = parseInt(values.stealth_total) || -1;
const userBonus = parseInt(values.stealth) || 0;
assignSkillTotal('stealth_total', stat, talent1, talent2, total, userBonus);
});
});
function assignSkillTotal(skillName, stat, leftTalent, rightTalent, oldTotal, userBonus) {
const talentAccumulator = leftTalent + rightTalent == 4 ? 1 : 0;
const talent = leftTalent + rightTalent + talentAccumulator;
const newBonus = stat + talent + userBonus;
const attrs = { [skillName]: newBonus };
if (newBonus != oldTotal) setAttrs(attrs);
}
</script>