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roll20-character-sheets/HeroSystem6eHeroic/HeroSystem6eHeroic.html
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2024-10-17 14:36:33 -06:00

20527 lines
884 KiB
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<div class="tab">
<button type="action" name="act_characteristics" >Characteristics</button>
<button type="action" name="act_gear" >Gear</button>
<button type="action" name="act_skills" >Skills</button>
<button type="action" name="act_powers" >Powers</button>
<button type="action" name="act_complications" >Talents & Complications</button>
<button type="action" name="act_options" >Options</button>
</div>
<input type="hidden" class="sheet-tabstoggle" name="attr_sheetTab" value="characteristics"/>
<input type="hidden" class="sheet-tallytoggle" name="attr_sheetTally" value="true"/>
<!-- --------------------------------------------------------------------------------- -->
<!-- Bio, primary statistics, and combat statistics tab -->
<!-- --------------------------------------------------------------------------------- -->
<div class="sheet-characteristics">
<div class="grid-container-tab-characteristics">
<div class="grid-container-characteristics-leftGrid">
<div class="item-characteristics-bio">
<div class="item-name">
<input type="text" placeholder="Name" name="attr_character_name" title="@{character_name}" maxlength="18" tabindex="1"/>
</div>
<div class="item-title">
<input type="text" placeholder="Title" name="attr_character_title" title="@{character_title}" maxlength="36" tabindex="2"/>
</div>
<textarea placeholder="Background" name="attr_backgroundText" title="@{backgroundText}" cols="39" rows="2" maxlength="118" tabindex="3"/></textarea>
</div>
<div class="item-characteristics-attributes">
<div class="item-earnings">
<h1>Experience</h1>
<input type="number" min="0" max="9999" value="0" name="attr_experience" title="@{experience}" tabindex="4"/>
<input type="text" value="Money" name="attr_moneyLabel" maxlength="15" tabindex="-1">
<input type="number" min="-999999" max="999999" value="0" name="attr_money" title="@{money}" step="1" tabindex="5"/>
</div>
<div class="item-characteristics-primary-attributes">
<input type="hidden" value="11" name="attr_strengthChance"/>
<input type="hidden" value="11" name="attr_dexterityChance"/>
<input type="hidden" value="11" name="attr_constitutionChance"/>
<input type="hidden" value="11" name="attr_intelligenceChance"/>
<input type="hidden" value="11" name="attr_egoChance"/>
<input type="hidden" value="11" name="attr_presenceChance"/>
<div class="item-characteristics-primary-attributes-heading">
<h2>Characteristics</h2>
<h2>&#8205;</h2> <!-- Invisible character -->
<h2>Value</h2>
<h2>Mod</h2>
<h2>Roll</h2>
<h2>CP</h2>
</div>
<div class="item-characteristics-primary-attributes-row">
<input type="text" value="10" name="attr_strengthNet" readonly title="@{strengthNet}" tabindex="-1"/>
<h2>Strength</h2>
<input type="number" value="10" name="attr_strength" title="@{strength}" min="1" tabindex="6"/>
<input type="number" value="0" name="attr_strengthMod" title="@{strengthMod}" tabindex="7"/>
<button type="action" class="button buttonRoll" tabindex="-1" name="act_strength" title="%{strength}" ><span name="attr_strengthChance"></span></button>
<input type="text" value="0" name="attr_strengthCP" readonly tabindex="-1" title="@{strengthCP}"/>
</div>
<div class="item-characteristics-primary-attributes-row">
<input type="text" value="10" name="attr_dexterityNet" readonly title="@{dexterityNet}" tabindex="-1"/>
<h2>Dexterity</h2>
<input type="number" value="10" name="attr_dexterity" title="@{dexterity}" min="1" tabindex="8"/>
<input type="number" value="0" name="attr_dexterityMod" title="@{dexterityMod}" tabindex="9"/>
<button type="action" class="button buttonRoll" tabindex="-1" name="act_dexterity" title="%{dexterity}" ><span name="attr_dexterityChance"></span></button>
<input type="text" value="0" name="attr_dexterityCP" readonly tabindex="-1" title="@{dexterityCP}"/>
</div>
<div class="item-characteristics-primary-attributes-row">
<input type="text" value="10" name="attr_constitutionNet" readonly title="@{constitutionNet}" tabindex="-1"/>
<h2>Constitution</h2>
<input type="number" value="10" name="attr_constitution" title="@{constitution}" min="1" tabindex="10"/>
<input type="number" value="0" name="attr_constitutionMod" title="@{constitutionMod}" tabindex="11"/>
<button type="action" class="button buttonRoll" tabindex="-1" name="act_constitution" title="%{constitution}" ><span name="attr_constitutionChance"></span></button>
<input type="text" value="0" name="attr_constitutionCP" readonly tabindex="-1" title="@{constitutionCP}"/>
</div>
<div class="item-characteristics-primary-attributes-row">
<input type="text" value="10" name="attr_intelligenceNet" readonly title="@{intelligenceNet}" tabindex="-1"/>
<h2>Intelligence</h2>
<input type="number" value="10" name="attr_intelligence" title="@{intelligence}" min="1" tabindex="12"/>
<input type="number" value="0" name="attr_intelligenceMod" title="@{intelligenceMod}" tabindex="13"/>
<button type="action" class="button buttonRoll" tabindex="-1" name="act_intelligence" title="%{intelligence}" ><span name="attr_intelligenceChance"></span></button>
<input type="text" value="0" name="attr_intelligenceCP" readonly tabindex="-1" title="@{intelligenceCP}"/>
</div>
<div class="item-characteristics-primary-attributes-row">
<input type="text" value="10" name="attr_egoNet" readonly title="@{egoNet}" tabindex="-1"/>
<h2>Ego</h2>
<input type="number" value="10" name="attr_ego" title="@{ego}" min="1" tabindex="14"/>
<input type="number" value="0" name="attr_egoMod" title="@{egoMod}" tabindex="15"/>
<button type="action" class="button buttonRoll" tabindex="-1" name="act_ego" title="%{ego}" ><span name="attr_egoChance"></span></button>
<input type="text" value="0" name="attr_egoCP" readonly tabindex="-1" title="@{egoCP}"/>
</div>
<div class="item-characteristics-primary-attributes-row">
<input type="text" value="10" name="attr_presenceNet" readonly title="@{presenceNet}" tabindex="-1"/>
<h2>Presence</h2>
<input type="number" value="10" name="attr_presence" title="@{presence}" min="1" tabindex="16"/>
<input type="number" value="0" name="attr_presenceMod" title="@{presenceMod}" tabindex="17"/>
<button type="action" class="button buttonRoll" tabindex="-1" name="act_presence" title="%{presence}" ><span name="attr_presenceChance"></span></button>
<input type="text" value="0" name="attr_presenceCP" readonly tabindex="-1" title="@{presenceCP}"/>
</div>
</div>
<div class="item-characteristics-combat-attributes">
<div class="item-characteristics-combat-attributes-heading">
<h2>Combat Abilities</h2>
<h2>&#8205;</h2> <!-- Invisible character -->
<h2>Value</h2>
<h2>Mod</h2>
<h2>&#8205;</h2> <!-- Invisible character -->
<h2>CP</h2>
</div>
<div class="item-characteristics-combat-attributes-row">
<input type="text" value="3" name="attr_ocvNet" readonly tabindex="-1" title="@{ocvNet}"/>
<h2>OCV</h2>
<input type="number" value="3" name="attr_ocv" min="0" tabindex="18" title="@{ocv}"/>
<input type="number" value="0" name="attr_ocvMod" tabindex="19" title="@{ocvMod}"/>
<h2>&#8205;</h2> <!-- Invisible character -->
<input type="text" value="0" name="attr_ocvCP" readonly tabindex="-1" title="@{ocvCP}"/>
</div>
<div class="item-characteristics-combat-attributes-row">
<input type="text" value="3" name="attr_dcvNet" readonly tabindex="-1" title="@{dcvNet}"/>
<h2>DCV</h2>
<input type="number" value="3" name="attr_dcv" min="0" tabindex="20" title="@{dcv}"/>
<input type="number" value="0" name="attr_dcvMod" tabindex="21" title="@{dcvMod}"/>
<h2>&#8205;</h2> <!-- Invisible character -->
<input type="text" value="0" name="attr_dcvCP" readonly tabindex="-1" title="@{dcvCP}"/>
</div>
<div class="item-characteristics-combat-attributes-row">
<input type="text" value="3" name="attr_omcvNet" readonly tabindex="-1" title="@{omcvNet}"/>
<h2>OMCV</h2>
<input type="number" value="3" name="attr_omcv" min="0" tabindex="22" title="@{omcv}"/>
<input type="number" value="0" name="attr_omcvMod" tabindex="23" title="@{omcvMod}"/>
<h2>&#8205;</h2> <!-- Invisible character -->
<input type="text" value="0" name="attr_omcvCP" readonly tabindex="-1" title="@{omcvCP}"/>
</div>
<div class="item-characteristics-combat-attributes-row">
<input type="text" value="3" name="attr_dmcvNet" readonly tabindex="-1" title="@{dmcvNet}"/>
<h2>DMCV</h2>
<input type="number" value="3" name="attr_dmcv" min="0" tabindex="24" title="@{dmcv}"/>
<input type="number" value="0" name="attr_dmcvMod" tabindex="25" title="@{dmcvMod}"/>
<h2>&#8205;</h2> <!-- Invisible character -->
<input type="text" value="0" name="attr_dmcvCP" readonly tabindex="-1" title="@{dmcvCP}"/>
</div>
<div class="item-characteristics-combat-attributes-row">
<input type="text" value="2" name="attr_speedNet" readonly tabindex="-1" title="@{speedNet}"/>
<h2>Speed</h2>
<input type="number" value="2" name="attr_speed" min="1" max="12" tabindex="26" title="@{speed}"/>
<input type="number" value="0" name="attr_speedMod" tabindex="27" title="@{speedMod}"/>
<h2>&#8205;</h2> <!-- Invisible character -->
<input type="text" value="0" name="attr_speedCP" readonly tabindex="-1" title="@{speedCP}"/>
</div>
<div class="item-characteristics-combat-attributes-row">
<input type="text" value="2" name="attr_pdNet" readonly tabindex="-1" title="@{pdNet}"/>
<h2>PD</h2>
<input type="number" value="2" name="attr_pd" min="0" tabindex="28" title="@{pd}"/>
<input type="number" value="0" name="attr_pdMod" tabindex="29" title="@{pdMod}"/>
<h2>&#8205;</h2> <!-- Invisible character -->
<input type="text" value="0" name="attr_pdCP" readonly tabindex="-1" title="@{pdCP}"/>
</div>
<div class="item-characteristics-combat-attributes-row">
<input type="text" value="2" name="attr_edNet"readonly tabindex="-1" title = "@{edNet}"/>
<h2>ED</h2>
<input type="number" value="2" name="attr_ed" min="0" tabindex="30" title = "@{ed}"/>
<input type="number" value="0" name="attr_edMod" tabindex="31" title = "@{edMod}"/>
<h2>&#8205;</h2> <!-- Invisible character -->
<input type="text" value="0" name="attr_edCP" readonly tabindex="-1" title="@{edCP}"/>
</div>
<div class="item-characteristics-combat-attributes-row">
<input type="text" value="10" name="attr_bodyNet" readonly tabindex="-1" title="@{bodyNet}"/>
<h2>Body</h2>
<input type="number" value="10" name="attr_body" min ="1" tabindex="32" title="@{body}"/>
<input type="number" value="0" name="attr_bodyMod" tabindex="33" title="@{bodyMod}"/>
<h2>&#8205;</h2> <!-- Invisible character -->
<input type="text" value="0" name="attr_bodyCP" readonly tabindex="-1" title="@{bodyCP}"/>
</div>
<div class="item-characteristics-combat-attributes-row">
<input type="text" value="20" name="attr_stunNet" readonly tabindex="-1" title="@{stunNet}"/>
<h2>Stun</h2>
<input type="number" value="20" name="attr_stun" min="0" step="2" tabindex="34" title="@{stun}"/>
<input type="number" value="0" name="attr_stunMod"step="1" tabindex="35" title="@{stunMod}"/>
<h2>&#8205;</h2> <!-- Invisible character -->
<input type="text" value="0" name="attr_stunCP" readonly tabindex="-1" title="@{stunCP}"/>
</div>
<div class="item-characteristics-combat-attributes-row">
<input type="text" value="20" name="attr_enduranceNet" readonly tabindex="-1" title="@{enduranceNet}"/>
<h2>Endurance</h2>
<input type="number" value="20" name="attr_endurance" min="0" step="5" tabindex="36" title="@{endurance}"/>
<input type="number" value="0" name="attr_enduranceMod" step="1" tabindex="37" title="@{enduranceMod}"/>
<h2>&#8205;</h2> <!-- Invisible character -->
<input type="text" value="0" name="attr_enduranceCP" readonly tabindex="-1" title="@{enduranceCP}"/>
</div>
<div class="item-characteristics-combat-attributes-row">
<input type="text" value="4" name="attr_recoveryNet" readonly tabindex="-1" title="@{recoveryNet}"/>
<h2>Recovery</h2>
<input type="number" value="4" name="attr_recovery" min="0" tabindex="38" title="@{recovery}"/>
<input type="number" value="0" name="attr_recoveryMod" tabindex="39" title="@{recoveryMod}"/>
<h2>&#8205;</h2> <!-- Invisible character -->
<input type="text" value="0" name="attr_recoveryCP" readonly tabindex="-1" title="@{recoveryCP}"/>
</div>
</div>
<div class="item-characteristics-movement-abilities">
<div class="item-characteristics-movement-abilities-heading">
<h2>Movement</h2>
<h2>&#8205;</h2> <!-- Invisible character -->
<h2>Value</h2>
<h2>Mod</h2>
<h2>Enc</h2>
<h2>CP</h2>
</div>
<div class="item-characteristics-movement-abilities-row">
<input type="text" value="12" name="attr_runningNet" readonly tabindex="-1" title="@{runningNet}"/>
<h2>Running</h2>
<input type="number" value="12" name="attr_running" min="0" step="1" tabindex="40" title="@{running}"/>
<input type="number" value="0" name="attr_runningMod" step="1" tabindex="41" title="@{runningMod}"/>
<input type="text" value="0" name="attr_runningPenalty" readonly tabindex="-1" title="@{runningPenalty}"/>
<input type="text" value="0" name="attr_runningCP" readonly tabindex="-1" title="@{runningCP}"/>
</div>
<div class="item-characteristics-movement-abilities-row">
<input type="text" value="4" name="attr_leapingNet" readonly tabindex="-1" title="@{leapingNet}"/>
<h2>Leaping</h2>
<input type="number" value="4" name="attr_leaping" min="0" step="2" tabindex="42" title="@{leaping}"/>
<input type="number" value="0" name="attr_leapingMod" step="1" tabindex="43" title="@{leapingMod}"/>
<input type="text" value="0" name="attr_leapingPenalty" readonly tabindex="-1" title="@{leapingPenalty}"/>
<input type="text" value="0" name="attr_leapingCP" readonly tabindex="-1" title="@{leapingCP}"/>
</div>
<div class="item-characteristics-movement-abilities-row">
<input type="text" value="4" name="attr_swimmingNet" readonly tabindex="-1" title="@{swimmingNet}"/>
<h2>Swimming</h2>
<input type="number" value="4" name="attr_swimming" min="0" step="2" tabindex="44" title="@{swimming}"/>
<input type="number" value="0" name="attr_swimmingMod" step="1" tabindex="45" title="@{swimmingMod}"/>
<input type="text" value="0" name="attr_swimmingPenalty" readonly tabindex="-1" title="@{swimmingPenalty}"/>
<input type="text" value="0" name="attr_swimmingCP" readonly tabindex="-1" title="@{swimmingCP"/>
</div>
<!-- Placeholder flight movement -->
<input type="hidden" value="0" name="attr_flightNet" readonly tabindex="-1" title="@{flightNet}"/>
<input type="hidden" value="0" name="attr_flight" min="0" step="1" tabindex="46" title="@{flight}"/>
<input type="hidden" value="0" name="attr_flightMod" step="1" tabindex="47" title="@{flightMod}"/>
</div>
</div>
</div>
<div class="grid-container-characteristics-rightGrid">
<div class="item-characteristics-portrait">
<!-- Hidden variables for the portrait display slideshow -->
<input type="hidden" class="item-portrait-slideshow" name="attr_portraitSelection" value="0" min="0" step="1" max="2"/>
<input type="hidden" name="attr_totalNumberOfPortraits" value="2"/>
<!-- A set of portrait images or rule cards with the visible image selected by the user. -->
<!-- There are three cards: -->
<!-- (1) A welcome card that could be changed to something else. Increasing attr_totalNumberOfPortraits's maximum value (and updates to the CSS) would allow for more cards. -->
<!-- (2) The character's Avatar Portrait. -->
<!-- (3) A sticky note for more player notes. -->
<!-- The rule card: -->
<div class="item-portrait-00">
<h1>Welcome!</h1>
<div class="item-portrait-flex-container">
<div class="item-portrait-rule-description">
<h1>Starting Character Points</h1>
<p>Heroic characters are typically built on a base of 125 CP plus up to 50 CP that are offset with Complications. Use the Bonus CP input at the bottom of this sheet to account for free abilities.</p>
</div>
<div class="item-portrait-rule-description">
<h1>Portrait</h1>
<p>You may change this frame to your avatar or to space for more notes with the hidden side arrow buttons.</p>
</div>
</div>
</div>
<!-- Avatar Portrait Image -->
<div class="item-portrait-01">
<img alt="Avatar Image" name="attr_theSheetAvatar" title="Sheet Avatar" style="width:250px;height:250px;">
</div>
<!-- Sticky Note -->
<div class="item-portrait-02">
<textarea placeholder="Sticky Note" name="attr_portraitStickyNote" maxlength="403"></textarea>
</div>
<!-- Portrait frame select buttons -->
<button type="action" name="act_left-arrow-button" tabindex="-1" class="button button-left-arrow">&#10094;</button>
<button type="action" name="act_right-arrow-button" tabindex="-1" class="button button-right-arrow">&#10095;</button>
</div>
<div class="item-characteristics-health">
<h2>BODY</h2>
<div class="item-health-stat">
<input type="text" name="attr_CurrentBODY" title="@{CurrentBODY}" value="10" maxlength="3" pattern="[0-9]+" tabindex="50"/>
<div class="item-health-stat-plus-minus-enclosure">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_bodyPlus">
<span>&#10095;</span>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_bodyMinus">
<span>&#10094;</span>
</button>
</div>
</div>
<h2>STUN</h2>
<div class="item-health-stat">
<input type="text" name="attr_CurrentSTUN" title="@{CurrentSTUN}" value="20" maxlength="3" pattern="[0-9]+" tabindex="51"/>
<div class="item-health-stat-plus-minus-enclosure">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_stunPlus">
<span>&#10095;</span>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_stunMinus">
<span>&#10094;</span>
</button>
</div>
</div>
<h2>END</h2>
<div class="item-health-stat">
<input type="text" name="attr_CurrentEND" title="@{CurrentEND}" value="20" maxlength="3" pattern="[0-9]+" tabindex="52"/>
<div class="item-health-stat-plus-minus-enclosure">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_endurancePlus">
<span>&#10095;</span>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_enduranceMinus">
<span>&#10094;</span>
</button>
</div>
</div>
<button type="action" class="button buttonRecover" tabindex="-1" name="act_recoverHealth" title="%{recoverHealth}">Recover</button>
<button type="action" class="button buttonReset" tabindex="-1" name="act_resetHealth" title="%{resetHealth}">Reset</button>
</div>
<div class="grid-container-container-turn-segments">
<label class="container-speed-indicator" >
<input type="checkbox" name="attr_speedIndicator01">
<span class="checkmark01" ></span>
</label>
<label class="container-speed-indicator">
<input type="checkbox" name="attr_speedIndicator02">
<span class="checkmark02"></span>
</label>
<label class="container-speed-indicator">
<input type="checkbox" name="attr_speedIndicator03">
<span class="checkmark03"></span>
</label>
<label class="container-speed-indicator">
<input type="checkbox" name="attr_speedIndicator04">
<span class="checkmark04"></span>
</label>
<label class="container-speed-indicator">
<input type="checkbox" name="attr_speedIndicator05">
<span class="checkmark05"></span>
</label>
<label class="container-speed-indicator">
<input type="checkbox" name="attr_speedIndicator06" checked="true">
<span class="checkmark06"></span>
</label>
<label class="container-speed-indicator">
<input type="checkbox" name="attr_speedIndicator07">
<span class="checkmark07"></span>
</label>
<label class="container-speed-indicator">
<input type="checkbox" name="attr_speedIndicator08">
<span class="checkmark08"></span>
</label>
<label class="container-speed-indicator">
<input type="checkbox" name="attr_speedIndicator09">
<span class="checkmark09"></span>
</label>
<label class="container-speed-indicator">
<input type="checkbox" name="attr_speedIndicator10">
<span class="checkmark10"></span>
</label>
<label class="container-speed-indicator">
<input type="checkbox" name="attr_speedIndicator11">
<span class="checkmark11"></span>
</label>
<label class="container-speed-indicator">
<input type="checkbox" name="attr_speedIndicator12" checked="true">
<span class="checkmark12"></span>
</label>
</div>
<div class="item-characteristics-turn-tracker">
<button type="roll" class="button buttonTracker" tabindex="-1" name="roll_initiative" title="%{initiative}" value="&{template:custom} {{title=@{character_name}}} {{subtitle=Joins the Initiative}} {{Dexterity=[[(@{dexterity}[Dexterity]+(?{Modifiers|0})[Modifiers]) &{tracker}]]}}">Tracker</button>
</div>
<div class="item-characteristics-history">
<textarea name="attr_historyText" title="@{historyText}" maxlength="4440" tabindex="70">Biography</textarea>
</div>
<!-- Perception Rolls -->
<div class="item-characteristics-perception">
<div class="subitem-characteristics-perception-row-container">
<div class="subitem-characteristics-perception-stat-container">
<h1>Perception</h1>
<div class="subitem-characteristics-perception-column-container-first">
<span><input type="text" name="attr_perceptionBase" title="@{perceptionBase}" value="11" readonly tabindex="-1">+<input type="number" name="attr_enhancedPerceptionModifier" title="@{enhancedPerceptionModifier}" value="0" min="-10" max="10" step="1" tabindex="60"></span>
<input type="text" name="attr_perceptionEnhanced" title="@{perceptionEnhanced}" value="11" readonly tabindex="-1">
<button type="action" class="button buttonRoll" tabindex="-1" name="act_perceptionRoll" title="%{perceptionRoll}" >Roll</button>
</div>
</div>
<div class="subitem-characteristics-perception-stat-container">
<input type="text" value="Vision" name="attr_perceptionVisionLabel" title="@{perceptionVisionLabel}" maxlength="12" tabindex="61">
<div class="subitem-characteristics-perception-column-container">
<span>+<input type="number" name="attr_perceptionModifierVision" title="@{perceptionModifierVision}" value="0" min="-10" max="10" step="1" tabindex="62"></span>
<input type="text" name="attr_perceptionVision" title="@{perceptionVision}" value="11" readonly tabindex="-1">
<button type="action" class="button buttonRoll" tabindex="-1" name="act_perceptionRollVision" title="%{roll_perceptionRollVision}" >Roll</button>
</div>
</div>
<div class="subitem-characteristics-perception-stat-container">
<input type="text" value="Hearing" name="attr_perceptionHearingLabel" title="@{perceptionHearingLabel}" maxlength="12" tabindex="63">
<div class="subitem-characteristics-perception-column-container">
<span>+<input type="number" name="attr_perceptionModifierHearing" title="@{perceptionModifierHearing}" value="0" min="-10" max="10" step="1" tabindex="64"></span>
<input type="text" name="attr_perceptionHearing" title="@{perceptionHearing}" value="11" readonly tabindex="-1">
<button type="action" class="button buttonRoll" tabindex="-1" name="act_perceptionRollHearing" title="%{roll_perceptionRollHearing}" >Roll</button>
</div>
</div>
<div class="subitem-characteristics-perception-stat-container">
<input type="text" value="Smell" name="attr_perceptionSmellLabel" title="@{perceptionSmellLabel}" maxlength="12" tabindex="65">
<div class="subitem-characteristics-perception-column-container">
<span>+<input type="number" name="attr_perceptionModifierSmell" title="@{perceptionModifierSmell}" value="0" min="-10" max="10" step="1" tabindex="66"></span>
<input type="text" name="attr_perceptionSmell" title="@{perceptionSmell}" value="11" readonly tabindex="-1">
<button type="action" class="button buttonRoll" tabindex="-1" name="act_perceptionRollSmell" title="%{roll_perceptionRollSmell}" >Roll</button>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
<!-- --------------------------------------------------------------------------------- -->
<!-- Gear, weapons, and armor tab -->
<!-- --------------------------------------------------------------------------------- -->
<div class="sheet-gear">
<div class="grid-container-tab-gear">
<div class="item-tab-gear-flex-container-encumbrance">
<div class="subitem-tab-gear-flex-container-encumbrance">
<h1>Lift</h1>
<h1>Weight</h1>
<input type="text" name="attr_liftWeightDisplay" title="@{liftWeight}" value="100" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-encumbrance">
<h1>Free</h1>
<h1>Carry</h1>
<input type="text" name="attr_freeCarryDisplay" title="@{freeCarry}" value="10" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-encumbrance">
<h1>Carried</h1>
<h1>Load</h1>
<input type="text" name="attr_carriedWeightDisplay" title="@{carriedWeight}" value="0" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-encumbrance">
<h1>END</h1>
<h1>per Turn</h1>
<input type="number" name="attr_weightEndPenalty" title="@{weightEndPenalty}" value="0" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-encumbrance">
<h1>Movement</h1>
<h1>Penalty</h1>
<input type="number" name="attr_weightMovePenalty" title="@{weightMovePenalty}" value="0" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-encumbrance">
<h1>DCV & DEX</h1>
<h1>Penalty</h1>
<input type="number" name="attr_weightDexDCVPenalty" title="@{weightDexDCVPenalty}" value="0" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-encumbrance-bonus">
<h1>DCV</h1>
<h1>Modifier</h1>
<div class="subitem-tab-gear-plus-minus-enclosure">
<input type="text" name="attr_bonusDCVmodifier" title="@{bonusDCVmodifier}" value="0" maxlength="2" pattern="[0-9]+" tabindex="-1"/>
<div class="subitem-tab-gear-flex-container-stat">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_bonusDCVmodifierPlus">
<span>&#10095;</span>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_bonusDCVmodifierMinus">
<span>&#10094;</span>
</button>
</div>
</div>
</div>
<div class="subitem-tab-gear-flex-container-cv-status">
<div class="subitem-tab-gear-flex-container-ocv-status">
<div class="cv-status-label-container">
<h1>OCV*</h1>
</div>
<input type="number" name="attr_ephemeralOCV" title="@{ephemeralOCV}" value="0" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-dcv-status">
<div class="cv-status-label-container">
<h1>DCV*</h1>
</div>
<input type="number" name="attr_ephemeralDCV" title="@{ephemeralDCV}" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class="item-tab-gear-grid-container-armor">
<div class="subitem-tab-gear-flex-container-armor">
<input type="hidden" class="armor-checks" name="attr_armorChecks" value="move"/>
<div class="subitem-tab-gear-flex-container-armor-heading">
<label class="container-checkbox-tiny">
<input type="checkbox" name="attr_checkArmored">
<span class="checkmark-tiny" title="@{checkArmored}"></span>
</label>
<label class="tiny-xbox-dummy-container">
<div class="tiny-xbox-dummy">
</div>
</label>
<h1>Armor</h1>
<div class="set-AtoB-button">
<button type="action" name="act_armorSetAtoB" tabindex="-1" class="button button-gear-set"><div>A/B</div></button>
</div>
<h1>rPD</h1>
<h1>PD</h1>
<h1>rED</h1>
<h1>ED</h1>
<h1>END/T</h1>
<h1>ACT</h1>
<h1>&#8205;</h1>
<h1>Locations</h1>
<h1>Mass</h1>
</div>
<!-- Armor Item 01 -->
<div class="subitem-tab-gear-flex-container-armor-row">
<div class="armor-mover-plus-minus-enclosure">
<div class="armor-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_armorUp01">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_armorDown01">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny">
<input type="checkbox" checked="checked" name="attr_armorCarried01">
<span class="checkmark-tiny" title="@{armorCarried01}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_armorDelete01">
<span class="checkmark" title="@{armorDelete01}"></span>
</label>
<input type="text" name="attr_armorName01" title="@{armorName01}" value="" maxlength="20" tabindex="50"/>
<input type="number" name="attr_armorPD01" title="@{armorPD01}" step="1" value="0" min="0" step="1" tabindex="51"/>
<input type="number" name="attr_totalPD01" title="@{totalPD01}" step="1" value="0" min="0" step="1" tabindex="51.5"/>
<input type="number" name="attr_armorED01" title="@{armorED01}" step="1" value="0" min="0" step="1" tabindex="52"/>
<input type="number" name="attr_totalED01" title="@{totalED01}" step="1" value="0" min="0" step="1" tabindex="52.5"/>
<div class="custom-select">
<select name="attr_armorEND01" title="@{armorEND01}" tabindex="-1">
<option value="5">5</option>
<option value="4">4</option>
<option value="3">3</option>
<option value="2">2</option>
<option value="1">1</option>
<option value="0" selected>0</option>
</select>
</div>
<div class="custom-select">
<select name="attr_armorActivation01" title="@{armorActivation01}" tabindex="-1">
<option value="15">15-</option>
<option value="14">14-</option>
<option value="13">13-</option>
<option value="12">12-</option>
<option value="11">11-</option>
<option value="10">10-</option>
<option value="9">9-</option>
<option value="8">8-</option>
<option value="18" selected>NA</option>
</select>
</div>
<button type="action" class="button buttonRollActivate" tabindex="-1" name="act_activateArmor01" title="%{activateArmor01}" >Roll</button>
<input type="text" class="armorLocationsText" name="attr_armorLocations01" title="@{armorLocations01}" maxlength="24" tabindex="54"/>
<input type="number" name="attr_armorMass01" title="@{armorMass01}" value="0" min="0" step="0.1" tabindex="55"/>
</div>
<!-- Armor Item 02 -->
<div class="subitem-tab-gear-flex-container-armor-row">
<div class="armor-mover-plus-minus-enclosure">
<div class="armor-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_armorUp02">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_armorDown02">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny">
<input type="checkbox" checked="checked" name="attr_armorCarried02">
<span class="checkmark-tiny" title="@{armorCarried02}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_armorDelete02">
<span class="checkmark" title="@{armorDelete02}"></span>
</label>
<input type="text" name="attr_armorName02" title="@{armorName02}" value="" maxlength="20" tabindex="56"/>
<input type="number" name="attr_armorPD02" title="@{armorPD02}" step="1" value="0" min="0" step="1" tabindex="57"/>
<input type="number" name="attr_totalPD02" title="@{totalPD02}" step="1" value="0" min="0" step="1" tabindex="57.5"/>
<input type="number" name="attr_armorED02" title="@{armorED02}" step="1" value="0" min="0" step="1" tabindex="58"/>
<input type="number" name="attr_totalED02" title="@{totalED02}" step="1" value="0" min="0" step="1" tabindex="58.5"/>
<div class="custom-select">
<select name="attr_armorEND02" title="@{armorEND02}" tabindex="-1">
<option value="5">5</option>
<option value="4">4</option>
<option value="3">3</option>
<option value="2">2</option>
<option value="1">1</option>
<option value="0" selected>0</option>
</select>
</div>
<div class="custom-select">
<select name="attr_armorActivation02" title="@{armorActivation02}" tabindex="-1">
<option value="15">15-</option>
<option value="14">14-</option>
<option value="13">13-</option>
<option value="12">12-</option>
<option value="11">11-</option>
<option value="10">10-</option>
<option value="9">9-</option>
<option value="8">8-</option>
<option value="18" selected>NA</option>
</select>
</div>
<button type="action" class="button buttonRollActivate" tabindex="-1" name="act_activateArmor02" title="%{activateArmor02}" >Roll</button>
<input type="text" class="armorLocationsText" name="attr_armorLocations02" title="@{armorLocations02}" maxlength="24" tabindex="59"/>
<input type="number" name="attr_armorMass02" title="@{armorMass02}" value="0" min="0" step="0.1" tabindex="60"/>
</div>
<!-- Armor Item 03 -->
<div class="subitem-tab-gear-flex-container-armor-row">
<div class="armor-mover-plus-minus-enclosure">
<div class="armor-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_armorUp03">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_armorDown03">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny">
<input type="checkbox" checked="checked" name="attr_armorCarried03">
<span class="checkmark-tiny" title="@{armorCarried03}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_armorDelete03">
<span class="checkmark" title="@{armorDelete03}"></span>
</label>
<input type="text" name="attr_armorName03" title="@{armorName03}" value="" maxlength="20" tabindex="61"/>
<input type="number" name="attr_armorPD03" title="@{armorPD03}" step="1" value="0" min="0" step="1" tabindex="62"/>
<input type="number" name="attr_totalPD03" title="@{totalPD03}" step="1" value="0" min="0" step="1" tabindex="62.5"/>
<input type="number" name="attr_armorED03" title="@{armorED03}" step="1" value="0" min="0" step="1" tabindex="63"/>
<input type="number" name="attr_totalED03" title="@{totalED03}" step="1" value="0" min="0" step="1" tabindex="63.5"/>
<div class="custom-select">
<select name="attr_armorEND03" title="@{armorEND03}" tabindex="-1">
<option value="5">5</option>
<option value="4">4</option>
<option value="3">3</option>
<option value="2">2</option>
<option value="1">1</option>
<option value="0" selected>0</option>
</select>
</div>
<div class="custom-select">
<select name="attr_armorActivation03" title="@{armorActivation03}" tabindex="-1">
<option value="15">15-</option>
<option value="14">14-</option>
<option value="13">13-</option>
<option value="12">12-</option>
<option value="11">11-</option>
<option value="10">10-</option>
<option value="9">9-</option>
<option value="8">8-</option>
<option value="18" selected>NA</option>
</select>
</div>
<button type="action" class="button buttonRollActivate" tabindex="-1" name="act_activateArmor03" title="%{activateArmor03}" >Roll</button>
<input type="text" class="armorLocationsText" name="attr_armorLocations03" title="@{armorLocations03}" maxlength="24" tabindex="64"/>
<input type="number" name="attr_armorMass03" title="@{armorMass03}" value="0" min="0" step="0.1" tabindex="65"/>
</div>
<!-- Armor Item 04 -->
<div class="subitem-tab-gear-flex-container-armor-row">
<div class="armor-mover-plus-minus-enclosure">
<div class="armor-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_armorUp04">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_armorDown04">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny">
<input type="checkbox" checked="checked" name="attr_armorCarried04">
<span class="checkmark-tiny" title="@{armorCarried04}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_armorDelete04">
<span class="checkmark" title="@{armorDelete04}"></span>
</label>
<input type="text" name="attr_armorName04" title="@{armorName04}" value="" maxlength="20" tabindex="66"/>
<input type="number" name="attr_armorPD04" title="@{armorPD04}" step="1" value="0" min="0" step="1" tabindex="67"/>
<input type="number" name="attr_totalPD04" title="@{totalPD04}" step="1" value="0" min="0" step="1" tabindex="67.5"/>
<input type="number" name="attr_armorED04" title="@{armorED04}" step="1" value="0" min="0" step="1" tabindex="68"/>
<input type="number" name="attr_totalED04" title="@{totalED04}" step="1" value="0" min="0" step="1" tabindex="68.5"/>
<div class="custom-select">
<select name="attr_armorEND04" title="@{armorEND04}" tabindex="-1">
<option value="5">5</option>
<option value="4">4</option>
<option value="3">3</option>
<option value="2">2</option>
<option value="1">1</option>
<option value="0" selected>0</option>
</select>
</div>
<div class="custom-select">
<select name="attr_armorActivation04" title="@{armorActivation04}" tabindex="-1">
<option value="15">15-</option>
<option value="14">14-</option>
<option value="13">13-</option>
<option value="12">12-</option>
<option value="11">11-</option>
<option value="10">10-</option>
<option value="9">9-</option>
<option value="8">8-</option>
<option value="18" selected>NA</option>
</select>
</div>
<button type="action" class="button buttonRollActivate" tabindex="-1" name="act_activateArmor04" title="%{activateArmor04}" >Roll</button>
<input type="text" class="armorLocationsText" name="attr_armorLocations04" title="@{armorLocations04}" maxlength="24" tabindex="69"/>
<input type="number" name="attr_armorMass04" title="@{armorMass04}" value="0" min="0" step="0.1" tabindex="70"/>
</div>
</div>
<!-- Shield -->
<div class="subitem-tab-gear-flex-container-shield">
<input type="hidden" class="shield-checks" name="attr_shieldChecks" value="carry"/>
<div class="subitem-tab-gear-flex-container-shield-checks">
<label class="tiny-xbox-dummy-container">
<div class="tiny-xbox-dummy">
</div>
</label>
<label class="tiny-xbox-empty-container">
<div class="tiny-xbox-empty">
</div>
</label>
<label class="container-checkbox-tiny">
<input type="checkbox" checked="checked" name="attr_shieldCarried">
<span class="checkmark-tiny" title="@{shieldCarried}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_weaponDelete06">
<span class="checkmark" title="@{weaponDelete06}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-shield-heading">
<h1>Shield</h1>
<input type="text" name="attr_weaponName06" title="@{weaponName06}" value="" maxlength="20" tabindex="76"/>
</div>
<div class="subitem-tab-gear-flex-container-shield-heading">
<h1>DCV</h1>
<input type="number" name="attr_shieldDCV" title="@{shieldDCV}" step="1" min="0" value="0" tabindex="77"/>
</div>
<div class="subitem-tab-gear-flex-container-shield-heading">
<h1>Damage</h1>
<button type="action" class="button buttonSetDamage" tabindex="-1" name="act_setDamage06" value="0"><span name="attr_weaponAdjustedDamage06"></span></button>
</div>
<div class="subitem-tab-gear-flex-container-shield-heading">
<h1>CSL</h1>
<input type="number" name="attr_weaponCSL06" title="@{weaponCSL06}" step="2" min="0" max="20" value="0" tabindex="79"/>
</div>
<div class="subitem-tab-gear-flex-container-shield-heading">
<input type="hidden" class="weapon-type06" name="attr_weaponType06" value="normal">
<h1>&#8205;</h1>
<button type="action" class="button buttonRollAttack" tabindex="-1" name="act_attackWeapon06" title="%{attackWeapon06}">Roll</button>
</div>
<div class="subitem-tab-gear-flex-container-shield-heading">
<h1>OCV</h1>
<input type="number" name="attr_weaponOCV06" title="@{weaponOCV06}" step="1" min="-10" value="0" tabindex="80"/>
</div>
<div class="subitem-tab-gear-flex-container-shield-heading">
<h1>STUNx</h1>
<input type="number" name="attr_weaponStunMod06" title="@{weaponStunMod06}" value="0" min="0" max="2" step="1" tabindex="81"/>
</div>
<div class="subitem-tab-gear-flex-container-shield-heading">
<h1>END</h1>
<input type="text" name="attr_weaponEndurance06" title="@{weaponEndurance06}" value="0" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-shield-heading">
<h1>BODY</h1>
<input type="number" name="attr_shieldBody" title="@{shieldBody}" step="1" min="0" value="0" tabindex="83"/>
</div>
<div class="subitem-tab-gear-flex-container-shield-heading">
<h1>DEF</h1>
<input type="number" name="attr_shieldDefense" title="@{shieldDefense}" step="1" min="0" value="0" tabindex="84"/>
</div>
<div class="subitem-tab-gear-flex-container-shield-heading">
<h1>Mass</h1>
<input type="number" name="attr_shieldMass" title="@{shieldMass}" step="0.1" min="0" value="0" tabindex="85"/>
</div>
<input type="hidden" name="attr_weaponRangeMod06" value="0" readonly/>
<input type="hidden" name="attr_weaponAreaEffect06" value="0" readonly/>
</div>
</div>
<!-- Set Weapon Damage -->
<input type="hidden" class="set-damage-toggle" name="attr_setDamageToggle" value="0">
<div class="item-tab-gear-set-damage">
<!-- Set Weapon 01 damage -->
<div class="item-tab-gear-flex-container-set-damage-01">
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<input type="text" name="attr_weaponName01" title="@{weaponName01}" value="" maxlength="20" tabindex="86"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Base DMG:</h2>
<input type="text" name="attr_weaponDamage01" title="@{weaponDamage01}" value="0" maxlength="16" tabindex="87"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Normal Damage:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponNormalDamage01">
<span class="checkmark-small" title="@{weaponNormalDamage01}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>STR Min:</h2>
<input type="number" name="attr_weaponStrengthMin01" title="@{weaponStrengthMin01}" step="1" min="1" value="1" tabindex="88"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>STR Used:</h2>
<input type="number" name="attr_weaponStrength01" title="@{weaponStrength01}" step="1" min="1" value="1" tabindex="89"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Base DC:</h2>
<input type="number" name="attr_weaponDC01" title="@{weaponDC01}" readonly value="0" tabindex="-1"/>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<h1>Adjustments</h1>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Range Based on STR:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_rangeBasedOnStr01">
<span class="checkmark-small" title="@{rangeBasedOnStr01}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>DMG Enhanced by STR:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponEnhancedByStr01">
<span class="checkmark-small" title="@{weaponEnhancedByStr01}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Advantage:</h2>
<div class="custom-select-gear">
<select name="attr_weaponAdvantage01" tabindex="91">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>CSLs Applied:</h2>
<input type="number" name="attr_weaponCSL01" title="@{weaponCSL01}" step="2" min="0" max="20" value="0" tabindex="90"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>END Mod:</h2>
<input type="number" name="attr_weaponEndMod01" title="@{weaponEndMod01}" step="1" min="-20" max="20" value="0" tabindex="91"/>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<h1>Results</h1>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Weapon DMG:</h2>
<input type="text" name="attr_weaponAdjustedDamage01" title="@{weaponAdjustedDamage01}" readonly value="0" maxlength="16" tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Adjusted DC:</h2>
<input type="number" name="attr_weaponAdjustedDC01" title="@{weaponAdjustedDC01}" readonly step="1" min="0" value="0" tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>OCV Penalty:</h2>
<input type="text" name="attr_weaponPenalty01" title="@{weaponPenalty01}" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>END:</h2>
<input type="text" name="attr_weaponEndurance01" title="@{weaponEndurance01}" value="0" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-button">
<button type="action" class="button buttonOK" tabindex="92" name="act_buttonSetOK">OK</button>
</div>
</div>
</div>
<!-- Set Weapon 02 damage -->
<div class="item-tab-gear-flex-container-set-damage-02">
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<input type="text" name="attr_weaponName02" title="@{weaponName02}" value="" maxlength="20" tabindex="86"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Base DMG:</h2>
<input type="text" name="attr_weaponDamage02" title="@{weaponDamage02}" value="0" maxlength="16" tabindex="87"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Normal Damage:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponNormalDamage02">
<span class="checkmark-small" title="@{weaponNormalDamage02}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>STR Min:</h2>
<input type="number" name="attr_weaponStrengthMin02" title="@{weaponStrengthMin02}" step="1" min="1" value="1" tabindex="88"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>STR Used:</h2>
<input type="number" name="attr_weaponStrength02" title="@{weaponStrength02}" step="1" min="1" value="1" tabindex="89"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Base DC:</h2>
<input type="number" name="attr_weaponDC02" title="@{weaponDC02}" readonly value="0" tabindex="-1"/>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<h1>Adjustments</h1>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Range Based on STR:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_rangeBasedOnStr02">
<span class="checkmark-small" title="@{rangeBasedOnStr02}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>DMG Enhanced by STR:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponEnhancedByStr02">
<span class="checkmark-small" title="@{weaponEnhancedByStr02}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Advantage:</h2>
<div class="custom-select-gear">
<select name="attr_weaponAdvantage02" tabindex="91">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>CSLs Applied:</h2>
<input type="number" name="attr_weaponCSL02" title="@{weaponCSL02}" step="2" min="0" max="20" value="0" tabindex="90"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>END Mod:</h2>
<input type="number" name="attr_weaponEndMod02" title="@{weaponEndMod02}" step="1" min="-20" max="20" value="0" tabindex="91"/>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<h1>Results</h1>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Weapon DMG:</h2>
<input type="text" name="attr_weaponAdjustedDamage02" title="@{weaponAdjustedDamage02}" readonly value="0" maxlength="16" tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Adjusted DC:</h2>
<input type="number" name="attr_weaponAdjustedDC02" title="@{weaponAdjustedDC02}" readonly step="1" min="0" value="0" tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>OCV Penalty:</h2>
<input type="text" name="attr_weaponPenalty02" title="@{weaponPenalty02}" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>END:</h2>
<input type="text" name="attr_weaponEndurance02" title="@{weaponEndurance02}" value="0" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-button">
<button type="action" class="button buttonOK" tabindex="92" name="act_buttonSetOK">OK</button>
</div>
</div>
</div>
<!-- Set Weapon 03 damage -->
<div class="item-tab-gear-flex-container-set-damage-03">
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<input type="text" name="attr_weaponName03" title="@{weaponName03}" value="" maxlength="20" tabindex="86"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Base DMG:</h2>
<input type="text" name="attr_weaponDamage03" title="@{weaponDamage03}" value="0" maxlength="16" tabindex="87"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Normal Damage:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponNormalDamage03">
<span class="checkmark-small" title="@{weaponNormalDamage03}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>STR Min:</h2>
<input type="number" name="attr_weaponStrengthMin03" title="@{weaponStrengthMin03}" step="1" min="1" value="1" tabindex="88"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>STR Used:</h2>
<input type="number" name="attr_weaponStrength03" title="@{weaponStrength03}" step="1" min="1" value="1" tabindex="89"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Base DC:</h2>
<input type="number" name="attr_weaponDC03" title="@{weaponDC03}" readonly value="0" tabindex="-1"/>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<h1>Adjustments</h1>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Range Based on STR:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_rangeBasedOnStr03">
<span class="checkmark-small" title="@{rangeBasedOnStr03}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>DMG Enhanced by STR:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponEnhancedByStr03">
<span class="checkmark-small" title="@{weaponEnhancedByStr03}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Advantage:</h2>
<div class="custom-select-gear">
<select name="attr_weaponAdvantage03" tabindex="91">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>CSLs Applied:</h2>
<input type="number" name="attr_weaponCSL03" title="@{weaponCSL03}" step="2" min="0" max="20" value="0" tabindex="90"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>END Mod:</h2>
<input type="number" name="attr_weaponEndMod03" title="@{weaponEndMod03}" step="1" min="-20" max="20" value="0" tabindex="91"/>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<h1>Results</h1>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Weapon DMG:</h2>
<input type="text" name="attr_weaponAdjustedDamage03" title="@{weaponAdjustedDamage03}" readonly value="0" maxlength="16" tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Adjusted DC:</h2>
<input type="number" name="attr_weaponAdjustedDC03" title="@{weaponAdjustedDC03}" readonly step="1" min="0" value="0" tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>OCV Penalty:</h2>
<input type="text" name="attr_weaponPenalty03" title="@{weaponPenalty03}" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>END:</h2>
<input type="text" name="attr_weaponEndurance03" title="@{weaponEndurance03}" value="0" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-button">
<button type="action" class="button buttonOK" tabindex="92" name="act_buttonSetOK">OK</button>
</div>
</div>
</div>
<!-- Set Weapon 04 damage -->
<div class="item-tab-gear-flex-container-set-damage-04">
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<input type="text" name="attr_weaponName04" title="@{weaponName04}" value="" maxlength="20" tabindex="86"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Base DMG:</h2>
<input type="text" name="attr_weaponDamage04" title="@{weaponDamage04}" value="0" maxlength="16" tabindex="87"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Normal Damage:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponNormalDamage04">
<span class="checkmark-small" title="@{weaponNormalDamage04}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>STR Min:</h2>
<input type="number" name="attr_weaponStrengthMin04" title="@{weaponStrengthMin04}" step="1" min="1" value="1" tabindex="88"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>STR Used:</h2>
<input type="number" name="attr_weaponStrength04" title="@{weaponStrength04}" step="1" min="1" value="1" tabindex="89"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Base DC:</h2>
<input type="number" name="attr_weaponDC04" title="@{weaponDC04}" readonly value="0" tabindex="-1"/>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<h1>Adjustments</h1>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Range Based on STR:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_rangeBasedOnStr04">
<span class="checkmark-small" title="@{rangeBasedOnStr04}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>DMG Enhanced by STR:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponEnhancedByStr04">
<span class="checkmark-small" title="@{weaponEnhancedByStr04}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Advantage:</h2>
<div class="custom-select-gear">
<select name="attr_weaponAdvantage04" tabindex="91">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>CSLs Applied:</h2>
<input type="number" name="attr_weaponCSL04" title="@{weaponCSL04}" step="2" min="0" max="20" value="0" tabindex="90"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>END Mod:</h2>
<input type="number" name="attr_weaponEndMod04" title="@{weaponEndMod04}" step="1" min="-20" max="20" value="0" tabindex="91"/>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<h1>Results</h1>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Weapon DMG:</h2>
<input type="text" name="attr_weaponAdjustedDamage04" title="@{weaponAdjustedDamage04}" readonly value="0" maxlength="16" tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Adjusted DC:</h2>
<input type="number" name="attr_weaponAdjustedDC04" title="@{weaponAdjustedDC04}" readonly step="1" min="0" value="0" tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>OCV Penalty:</h2>
<input type="text" name="attr_weaponPenalty04" title="@{weaponPenalty04}" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>END:</h2>
<input type="text" name="attr_weaponEndurance04" title="@{weaponEndurance04}" value="0" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-button">
<button type="action" class="button buttonOK" tabindex="92" name="act_buttonSetOK">OK</button>
</div>
</div>
</div>
<!-- Set Weapon 05 damage -->
<div class="item-tab-gear-flex-container-set-damage-05">
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<input type="text" name="attr_weaponName05" title="@{weaponName05}" value="" maxlength="20" tabindex="86"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Base DMG:</h2>
<input type="text" name="attr_weaponDamage05" title="@{weaponDamage05}" value="0" maxlength="16" tabindex="87"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Normal Damage:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponNormalDamage05">
<span class="checkmark-small" title="@{weaponNormalDamage05}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>STR Min:</h2>
<input type="number" name="attr_weaponStrengthMin05" title="@{weaponStrengthMin05}" step="1" min="1" value="1" tabindex="88"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>STR Used:</h2>
<input type="number" name="attr_weaponStrength05" title="@{weaponStrength05}" step="1" min="1" value="1" tabindex="89"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Base DC:</h2>
<input type="number" name="attr_weaponDC05" title="@{weaponDC05}" readonly value="0" tabindex="-1"/>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<h1>Adjustments</h1>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Range Based on STR:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_rangeBasedOnStr05">
<span class="checkmark-small" title="@{rangeBasedOnStr05}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>DMG Enhanced by STR:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponEnhancedByStr05">
<span class="checkmark-small" title="@{weaponEnhancedByStr05}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Advantage:</h2>
<div class="custom-select-gear">
<select name="attr_weaponAdvantage05" tabindex="91">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>CSLs Applied:</h2>
<input type="number" name="attr_weaponCSL05" title="@{weaponCSL05}" step="2" min="0" max="20" value="0" tabindex="90"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>END Mod:</h2>
<input type="number" name="attr_weaponEndMod05" title="@{weaponEndMod05}" step="1" min="-20" max="20" value="0" tabindex="91"/>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<h1>Results</h1>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Weapon DMG:</h2>
<input type="text" name="attr_weaponAdjustedDamage05" title="@{weaponAdjustedDamage05}" readonly value="0" maxlength="16" tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Adjusted DC:</h2>
<input type="number" name="attr_weaponAdjustedDC05" title="@{weaponAdjustedDC05}" readonly step="1" min="0" value="0" tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>OCV Penalty:</h2>
<input type="text" name="attr_weaponPenalty05" title="@{weaponPenalty05}" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>END:</h2>
<input type="text" name="attr_weaponEndurance05" title="@{weaponEndurance05}" value="0" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-button">
<button type="action" class="button buttonOK" tabindex="92" name="act_buttonSetOK">OK</button>
</div>
</div>
</div>
<!-- Set Weapon 06 damage (shield)-->
<div class="item-tab-gear-flex-container-set-damage-06">
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<input type="text" name="attr_weaponName06" title="@{weaponName06}" value="" maxlength="20" tabindex="86"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Base DMG:</h2>
<input type="text" name="attr_weaponDamage06" title="@{weaponDamage06}" value="0" maxlength="16" tabindex="87"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Normal Damage:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponNormalDamage06" checked="checked">
<span class="checkmark-small" title="@{weaponNormalDamage06}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>STR Min:</h2>
<input type="number" name="attr_weaponStrengthMin06" title="@{weaponStrengthMin06}" step="1" min="1" value="1" tabindex="88"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>STR Used:</h2>
<input type="number" name="attr_weaponStrength06" title="@{weaponStrength06}" step="1" min="1" value="1" tabindex="89"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Base DC:</h2>
<input type="number" name="attr_weaponDC06" title="@{weaponDC06}" readonly value="0" tabindex="-1"/>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<h1>Adjustments</h1>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>DMG Enhanced by STR:</h2>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponEnhancedByStr06">
<span class="checkmark-small" title="@{weaponEnhancedByStr06}"></span>
</label>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Advantage:</h2>
<div class="custom-select-gear">
<select name="attr_weaponAdvantage06" tabindex="91">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>CSLs Applied:</h2>
<input type="number" name="attr_weaponCSL06" title="@{weaponCSL06}" step="2" min="0" max="20" value="0" tabindex="90"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>END Mod:</h2>
<input type="number" name="attr_weaponEndMod06" title="@{weaponEndMod06}" step="1" min="-20" max="20" value="0" tabindex="91"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h1>&#8205;</h1>
</div>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-column">
<div class="item-tab-gear-set-damage-title">
<h1>Results</h1>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Weapon DMG:</h2>
<input type="text" name="attr_weaponAdjustedDamage06" title="@{weaponAdjustedDamage06}" readonly value="0" maxlength="16" tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>Adjusted DC:</h2>
<input type="number" name="attr_weaponAdjustedDC06" title="@{weaponAdjustedDC06}" readonly step="1" min="0" value="0" tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>OCV Penalty:</h2>
<input type="text" name="attr_weaponPenalty06" title="@{weaponPenalty06}" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-row">
<h2>END:</h2>
<input type="text" name="attr_weaponEndurance06" title="@{weaponEndurance06}" value="0" readonly tabindex="-1"/>
</div>
<div class="subitem-tab-gear-flex-container-set-damage-button">
<button type="action" class="button buttonOK" tabindex="92" name="act_buttonSetOK">OK</button>
</div>
</div>
</div>
</div>
<div class="item-tab-gear-flex-container-weapons">
<!-- Hidden variables for ease of CSS coding Roll button colors -->
<input type="hidden" class="weapon-type01" name="attr_weaponType01" value="killing">
<input type="hidden" class="weapon-type02" name="attr_weaponType02" value="killing">
<input type="hidden" class="weapon-type03" name="attr_weaponType03" value="killing">
<input type="hidden" class="weapon-type04" name="attr_weaponType04" value="killing">
<input type="hidden" class="weapon-type05" name="attr_weaponType05" value="killing">
<input type="hidden" class="weapon-checks" name="attr_weaponChecks" value="move"/>
<!-- Weapon Heading -->
<div class="subitem-tab-gear-flex-container-weapon-heading">
<label class="container-checkbox-tiny">
<input type="checkbox" name="attr_checkWielded">
<span class="checkmark-tiny" title="@{checkWielded}"></span>
</label>
<label class="tiny-xbox-dummy-container">
<div class="tiny-xbox-dummy">
</div>
</label>
<h1>Weapons</h1>
<div class="set-AtoB-button">
<button type="action" name="act_weaponSetAtoB" tabindex="-1" class="button button-gear-set"><div>A/B</div></button>
</div>
<h1>Damage</h1>
<h1>CSL</h1>
<h1>&#8205;</h1>
<h1>OCV</h1>
<h1>STUNx</h1>
<h1>END</h1>
<h1>Range</h1>
<h1>RMod</h1>
<h1>Shots</h1>
<h1>AoE</h1>
<h1>Mass</h1>
</div>
<!-- Weapon 01 -->
<div class="subitem-tab-gear-flex-container-weapon-row">
<div class="weapon-mover-plus-minus-enclosure">
<div class="weapon-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_weaponUp01">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_weaponDown01">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny">
<input type="checkbox" checked="checked" name="attr_weaponCarried01">
<span class="checkmark-tiny" title="@{weaponCarried01}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_weaponDelete01">
<span class="checkmark" title="@{weaponDelete01}"></span>
</label>
<input type="text" name="attr_weaponName01" title="@{weaponName01}" value="" maxlength="20" tabindex="86"/>
<button type="action" class="button buttonSetDamage" tabindex="-1" name="act_setDamage01" value="0"><span name="attr_weaponAdjustedDamage01"></span></button>
<input type="number" name="attr_weaponCSL01" title="@{weaponCSL01}" step="2" min="0" max="20" value="0" tabindex="87"/>
<button type="action" class="button buttonRollAttack" tabindex="-1" name="act_attackWeapon01" title="%{attackWeapon01}">Roll</button>
<input type="number" name="attr_weaponOCV01" title="@{weaponOCV01}" step="1" value="0" tabindex="88"/>
<input type="number" name="attr_weaponStunMod01" title="@{weaponStunMod01}" value="0" min="0" max="2" step="1" tabindex="89"/>
<input type="text" name="attr_weaponEndurance01" title="@{weaponEndurance01}" value="0" readonly tabindex="-1"/>
<input type="number" name="attr_weaponRange01" title="@{weaponRange01}" step="1" min="0" value="0" tabindex="90"/>
<input type="number" name="attr_weaponRangeMod01" title="@{weaponRangeMod01}" step="1" value="0" tabindex="91"/>
<input type="number" name="attr_weaponShots01" title="@{weaponShots01}" step="1" min="0" value="0" tabindex="92"/>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponAreaEffect01">
<span class="checkmark-small" title="@{weaponAreaEffect01}"></span>
</label>
<input type="number" name="attr_weaponMass01" title="@{weaponMass01}" step="0.1" min="0" value="0" tabindex="93"/>
</div>
<!-- Weapon 02 -->
<div class="subitem-tab-gear-flex-container-weapon-row">
<div class="weapon-mover-plus-minus-enclosure">
<div class="weapon-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_weaponUp02">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_weaponDown02">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny">
<input type="checkbox" checked="checked" name="attr_weaponCarried02">
<span class="checkmark-tiny" title="@{weaponCarried02}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_weaponDelete02">
<span class="checkmark" title="@{weaponDelete02}"></span>
</label>
<input type="text" name="attr_weaponName02" title="@{weaponName02}" value="" maxlength="20" tabindex="94"/>
<button type="action" class="button buttonSetDamage" tabindex="-1" name="act_setDamage02" value="0"><span name="attr_weaponAdjustedDamage02"></span></button>
<input type="number" name="attr_weaponCSL02" title="@{weaponCSL02}" step="2" min="0" max="20" value="0" tabindex="95"/>
<button type="action" class="button buttonRollAttack" tabindex="-1" name="act_attackWeapon02" title="%{attackWeapon02}">Roll</button>
<input type="number" name="attr_weaponOCV02" title="@{weaponOCV02}" step="1" value="0" tabindex="96"/>
<input type="number" name="attr_weaponStunMod02" title="@{weaponStunMod02}" value="0" min="0" max="2" step="1" tabindex="97"/>
<input type="text" name="attr_weaponEndurance02" title="@{weaponEndurance02}" value="0" readonly tabindex="-1"/>
<input type="number" name="attr_weaponRange02" title="@{weaponRange02}" step="1" min="0" value="0" tabindex="98"/>
<input type="number" name="attr_weaponRangeMod02" title="@{weaponRangeMod02}" step="1" value="0" tabindex="99"/>
<input type="number" name="attr_weaponShots02" title="@{weaponShots02}" step="1" min="0" value="0" tabindex="100"/>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponAreaEffect02">
<span class="checkmark-small" title="@{weaponAreaEffect02}"></span>
</label>
<input type="number" name="attr_weaponMass02" title="@{weaponMass02}" step="0.1" min="0" value="0" tabindex="101"/>
</div>
<!-- Weapon 03 -->
<div class="subitem-tab-gear-flex-container-weapon-row">
<div class="weapon-mover-plus-minus-enclosure">
<div class="weapon-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_weaponUp03">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_weaponDown03">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny">
<input type="checkbox" checked="checked" name="attr_weaponCarried03">
<span class="checkmark-tiny" title="@{weaponCarried03}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_weaponDelete03">
<span class="checkmark" title="@{weaponDelete03}"></span>
</label>
<input type="text" name="attr_weaponName03" title="@{weaponName03}" value="" maxlength="20" tabindex="104"/>
<button type="action" class="button buttonSetDamage" tabindex="-1" name="act_setDamage03" value="0"><span name="attr_weaponAdjustedDamage03"></span></button>
<input type="number" name="attr_weaponCSL03" title="@{weaponCSL03}" step="2" min="0" max="20" value="0" tabindex="105"/>
<button type="action" class="button buttonRollAttack" tabindex="-1" name="act_attackWeapon03" title="%{attackWeapon03}">Roll</button>
<input type="number" name="attr_weaponOCV03" title="@{weaponOCV03}" step="1" value="0" tabindex="106"/>
<input type="number" name="attr_weaponStunMod03" title="@{weaponStunMod03}" value="0" min="0" max="2" step="1" tabindex="108"/>
<input type="text" name="attr_weaponEndurance03" title="@{weaponEndurance03}" value="0" readonly tabindex="-1"/>
<input type="number" name="attr_weaponRange03" title="@{weaponRange03}" step="1" min="0" value="0" tabindex="109"/>
<input type="number" name="attr_weaponRangeMod03" title="@{weaponRangeMod03}" step="1" value="0" tabindex="110"/>
<input type="number" name="attr_weaponShots03" title="@{weaponShots03}" step="1" min="0" value="0" tabindex="111`"/>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponAreaEffect03">
<span class="checkmark-small" title="@{weaponAreaEffect03}"></span>
</label>
<input type="number" name="attr_weaponMass03" title="@{weaponMass03}" step="0.1" min="0" value="0" tabindex="112"/>
</div>
<!-- Weapon 04 -->
<div class="subitem-tab-gear-flex-container-weapon-row">
<div class="weapon-mover-plus-minus-enclosure">
<div class="weapon-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_weaponUp04">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_weaponDown04">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny">
<input type="checkbox" checked="checked" name="attr_weaponCarried04">
<span class="checkmark-tiny" title="@{weaponCarried04}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_weaponDelete04">
<span class="checkmark" title="@{weaponDelete04}"></span>
</label>
<input type="text" name="attr_weaponName04" title="@{weaponName04}" value="" maxlength="20" tabindex="113"/>
<button type="action" class="button buttonSetDamage" tabindex="-1" name="act_setDamage04" value="0"><span name="attr_weaponAdjustedDamage04"></span></button>
<input type="number" name="attr_weaponCSL04" title="@{weaponCSL04}" step="2" min="0" max="20" value="0" tabindex="114"/>
<button type="action" class="button buttonRollAttack" tabindex="-1" name="act_attackWeapon04" title="@{attackWeapon04}">Roll</button>
<input type="number" name="attr_weaponOCV04" title="@{weaponOCV04}" step="1" value="0" tabindex="115"/>
<input type="number" name="attr_weaponStunMod04" title="@{weaponStunMod04}" value="0" min="0" max="2" step="1" tabindex="117"/>
<input type="text" name="attr_weaponEndurance04" title="@{weaponEndurance04}" value="0" readonly tabindex="-1"/>
<input type="number" name="attr_weaponRange04" title="@{weaponRange04}" step="1" min="0" value="0" tabindex="118"/>
<input type="number" name="attr_weaponRangeMod04" title="@{weaponRangeMod04}" step="1" value="0" tabindex="119"/>
<input type="number" name="attr_weaponShots04" title="@{weaponShots04}" step="1" min="0" value="0" tabindex="120"/>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponAreaEffect04">
<span class="checkmark-small" title="@{weaponAreaEffect04}"></span>
</label>
<input type="number" name="attr_weaponMass04" title="@{weaponMass04}" step="0.1" min="0" value="0" tabindex="121"/>
</div>
<!-- Weapon 05 -->
<div class="subitem-tab-gear-flex-container-weapon-row">
<div class="weapon-mover-plus-minus-enclosure">
<div class="weapon-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_weaponUp05">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_weaponDown05">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny">
<input type="checkbox" checked="checked" name="attr_weaponCarried05">
<span class="checkmark-tiny" title="@{weaponCarried05}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_weaponDelete05">
<span class="checkmark" title="@{weaponDelete05}"></span>
</label>
<input type="text" name="attr_weaponName05" title="@{weaponName05}" vvalue="" maxlength="20" tabindex="122"/>
<button type="action" class="button buttonSetDamage" tabindex="-1" name="act_setDamage05" value="0"><span name="attr_weaponAdjustedDamage05"></span></button>
<input type="number" name="attr_weaponCSL05" title="@{weaponCSL05}" step="2" min="0" max="20" value="0" tabindex="123"/>
<button type="action" class="button buttonRollAttack" tabindex="-1" name="act_attackWeapon05" title="%{attackWeapon05}">Roll</button>
<input type="number" name="attr_weaponOCV05" title="@{weaponOCV05}" step="1" value="0" tabindex="124"/>
<input type="number" name="attr_weaponStunMod05" title="@{weaponStunMod05}" value="0" min="0" max="2" step="1" tabindex="126"/>
<input type="text" name="attr_weaponEndurance05" title="@{weaponEndurance05}" value="0" readonly tabindex="-1"/>
<input type="number" name="attr_weaponRange05" title="@{weaponRange05}" step="1" min="0" value="0" tabindex="127"/>
<input type="number" name="attr_weaponRangeMod05" title="@{weaponRangeMod05}" step="1" value="0" tabindex="128"/>
<input type="number" name="attr_weaponShots05" title="@{weaponShots05}" step="1" min="0" value="0" tabindex="129"/>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_weaponAreaEffect05">
<span class="checkmark-small" title="@{weaponAreaEffect05}"></span>
</label>
<input type="number" name="attr_weaponMass05" title="@{weaponMass05}" step="0.1" min="0" value="0" tabindex="130"/>
</div>
</div>
<div class="item-tab-gear-flex-container-equipment">
<input type="hidden" class="equipment-checks" name="attr_equipmentChecks" value="move"/>
<div class="subitem-tab-gear-flex-container-equipment-heading">
<label class="container-checkbox-tiny-light">
<input type="checkbox" name="attr_checkCarried">
<span class="checkmark-tiny-light" title="@{checkCarried}"></span>
</label>
<label class="tiny-xbox-dummy-container">
<div class="tiny-xbox-dummy">
</div>
</label>
<h1>Equipment</h1>
<h1>Mass</h1>
</div>
<div class="subitem-tab-gear-flex-container-equipment">
<div class="gear-mover-plus-minus-enclosure">
<div class="gear-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_equipUp01">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_equipDown01">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny-light">
<input type="checkbox" checked="checked" name="attr_equipCarried01">
<span class="checkmark-tiny-light" title="@{equipCarried01}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_equipDelete01">
<span class="checkmark" title="@{equipDelete01}"></span>
</label>
<input type="text" name="attr_equipText01" title="@{equipText01}" maxlength="30" tabindex="131"/>
<input type="number" name="attr_equipMass01" title="@{equipMass01}" min="0" step="0.1" tabindex="132"/>
</div>
<div class="subitem-tab-gear-flex-container-equipment">
<div class="gear-mover-plus-minus-enclosure">
<div class="gear-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_equipUp02">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_equipDown02">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny-light">
<input type="checkbox" checked="checked" name="attr_equipCarried02">
<span class="checkmark-tiny-light" title="@{equipCarried02}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_equipDelete02">
<span class="checkmark" title="@{equipDelete02}"></span>
</label>
<input type="text" name="attr_equipText02" title="@{equipText02}" maxlength="30" tabindex="134"/>
<input type="number" name="attr_equipMass02" title="@{equipMass02}" min="0" step="0.1" tabindex="135"/>
</div>
<div class="subitem-tab-gear-flex-container-equipment">
<div class="gear-mover-plus-minus-enclosure">
<div class="gear-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_equipUp03">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_equipDown03">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny-light">
<input type="checkbox" checked="checked" name="attr_equipCarried03">
<span class="checkmark-tiny-light" title="@{equipCarried03}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_equipDelete03">
<span class="checkmark" title="@{equipDelete03}"></span>
</label>
<input type="text" name="attr_equipText03" title="@{equipText03}" maxlength="30" tabindex="136"/>
<input type="number" name="attr_equipMass03" title="@{equipMass03}" min="0" step="0.1" tabindex="137"/>
</div>
<div class="subitem-tab-gear-flex-container-equipment">
<div class="gear-mover-plus-minus-enclosure">
<div class="gear-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_equipUp04">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_equipDown04">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny-light">
<input type="checkbox" checked="checked" name="attr_equipCarried04">
<span class="checkmark-tiny-light" title="@{equipCarried04}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_equipDelete04">
<span class="checkmark" title="@{equipDelete04}"></span>
</label>
<input type="text" name="attr_equipText04" title="@{equipText04}" maxlength="30" tabindex="138"/>
<input type="number" name="attr_equipMass04" title="@{equipMass04}" min="0" step="0.1" tabindex="139"/>
</div>
<div class="subitem-tab-gear-flex-container-equipment">
<div class="gear-mover-plus-minus-enclosure">
<div class="gear-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_equipUp05">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_equipDown05">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny-light">
<input type="checkbox" checked="checked" name="attr_equipCarried05">
<span class="checkmark-tiny-light" title="@{equipCarried05}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_equipDelete05">
<span class="checkmark" title="@{equipDelete05}"></span>
</label>
<input type="text" name="attr_equipText05" title="@{equipText05}" maxlength="30" tabindex="140"/>
<input type="number" name="attr_equipMass05" title="@{equipMass05}" min="0" step="0.1" tabindex="141"/>
</div>
<div class="subitem-tab-gear-flex-container-equipment">
<div class="gear-mover-plus-minus-enclosure">
<div class="gear-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_equipUp06">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_equipDown06">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny-light">
<input type="checkbox" checked="checked" name="attr_equipCarried06">
<span class="checkmark-tiny-light" title="@{equipCarried06}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_equipDelete06">
<span class="checkmark" title="@{equipDelete06}"></span>
</label>
<input type="text" name="attr_equipText06" title="@{equipText06}" maxlength="30" tabindex="142"/>
<input type="number" name="attr_equipMass06" title="@{equipMass06}" min="0" step="0.1" tabindex="143"/>
</div>
<div class="subitem-tab-gear-flex-container-equipment">
<div class="gear-mover-plus-minus-enclosure">
<div class="gear-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_equipUp07">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_equipDown07">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny-light">
<input type="checkbox" checked="checked" name="attr_equipCarried07">
<span class="checkmark-tiny-light" title="@{equipCarried07}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_equipDelete07">
<span class="checkmark" title="@{equipDelete07}"></span>
</label>
<input type="text" name="attr_equipText07" title="@{equipText07}" maxlength="30" tabindex="144"/>
<input type="number" name="attr_equipMass07" title="@{equipMass07}" min="0" step="0.1" tabindex="145"/>
</div>
<div class="subitem-tab-gear-flex-container-equipment">
<div class="gear-mover-plus-minus-enclosure">
<div class="gear-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_equipUp08">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_equipDown08">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny-light">
<input type="checkbox" checked="checked" name="attr_equipCarried08">
<span class="checkmark-tiny-light" title="@{equipCarried08}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_equipDelete08">
<span class="checkmark" title="@{equipDelete08}"></span>
</label>
<input type="text" name="attr_equipText08" title="@{equipText08}" maxlength="30" tabindex="146"/>
<input type="number" name="attr_equipMass08" title="@{equipMass08}" min="0" step="0.1" tabindex="147"/>
</div>
<div class="subitem-tab-gear-flex-container-equipment">
<div class="gear-mover-plus-minus-enclosure">
<div class="gear-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_equipUp09">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_equipDown09">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny-light">
<input type="checkbox" checked="checked" name="attr_equipCarried09">
<span class="checkmark-tiny-light" title="@{equipCarried09}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_equipDelete09">
<span class="checkmark" title="@{equipDelete09}"></span>
</label>
<input type="text" name="attr_equipText09" title="@{equipText09}" maxlength="30" tabindex="148"/>
<input type="number" name="attr_equipMass09" title="@{equipMass09}" min="0" step="0.1" tabindex="149"/>
</div>
<div class="subitem-tab-gear-flex-container-equipment">
<div class="gear-mover-plus-minus-enclosure">
<div class="gear-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_equipUp10">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_equipDown10">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny-light">
<input type="checkbox" checked="checked" name="attr_equipCarried10">
<span class="checkmark-tiny-light" title="@{equipCarried10}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_equipDelete10">
<span class="checkmark" title="@{equipDelete10}"></span>
</label>
<input type="text" name="attr_equipText10" title="@{equipText10}" maxlength="30" tabindex="150"/>
<input type="number" name="attr_equipMass10" title="@{equipMass10}" min="0" step="0.1" tabindex="151"/>
</div>
<div class="subitem-tab-gear-flex-container-equipment">
<div class="gear-mover-plus-minus-enclosure">
<div class="gear-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_equipUp11">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_equipDown11">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny-light">
<input type="checkbox" checked="checked" name="attr_equipCarried11">
<span class="checkmark-tiny-light" title="@{equipCarried11}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_equipDelete11">
<span class="checkmark" title="@{equipDelete11}"></span>
</label>
<input type="text" name="attr_equipText11" title="@{equipText11}" maxlength="30" tabindex="152"/>
<input type="number" name="attr_equipMass11" title="@{equipMass11}" min="0" step="0.1" tabindex="153"/>
</div>
<div class="subitem-tab-gear-flex-container-equipment">
<div class="gear-mover-plus-minus-enclosure">
<div class="gear-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_equipUp12">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_equipDown12">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny-light">
<input type="checkbox" checked="checked" name="attr_equipCarried12">
<span class="checkmark-tiny-light" title="@{equipCarried12}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_equipDelete12">
<span class="checkmark" title="@{equipDelete12}"></span>
</label>
<input type="text" name="attr_equipText12" title="@{equipText12}" maxlength="30" tabindex="154"/>
<input type="number" name="attr_equipMass12" title="@{equipMass12}" min="0" step="0.1" tabindex="155"/>
</div>
<div class="subitem-tab-gear-flex-container-equipment">
<div class="gear-mover-plus-minus-enclosure">
<div class="gear-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_equipUp13">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_equipDown13">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny-light">
<input type="checkbox" checked="checked" name="attr_equipCarried13">
<span class="checkmark-tiny-light" title="@{equipCarried13}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_equipDelete13">
<span class="checkmark" title="@{equipDelete13}"></span>
</label>
<input type="text" name="attr_equipText13" title="@{equipText13}" maxlength="30" tabindex="156"/>
<input type="number" name="attr_equipMass13" title="@{equipMass13}" min="0" step="0.1" tabindex="157"/>
</div>
<div class="subitem-tab-gear-flex-container-equipment">
<div class="gear-mover-plus-minus-enclosure">
<div class="gear-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_equipUp14">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_equipDown14">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny-light">
<input type="checkbox" checked="checked" name="attr_equipCarried14">
<span class="checkmark-tiny-light" title="@{equipCarried14}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_equipDelete14">
<span class="checkmark" title="@{equipDelete14}"></span>
</label>
<input type="text" name="attr_equipText14" title="@{equipText14}" maxlength="30" tabindex="158"/>
<input type="number" name="attr_equipMass14" title="@{equipMass14}" min="0" step="0.1" tabindex="159"/>
</div>
<div class="subitem-tab-gear-flex-container-equipment">
<div class="gear-mover-plus-minus-enclosure">
<div class="gear-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_equipUp15">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_equipDown15">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny-light">
<input type="checkbox" checked="checked" name="attr_equipCarried15">
<span class="checkmark-tiny-light" title="@{equipCarried15}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_equipDelete15">
<span class="checkmark" title="@{equipDelete15}"></span>
</label>
<input type="text" name="attr_equipText15" title="@{equipText15}" maxlength="30" tabindex="160"/>
<input type="number" name="attr_equipMass15" title="@{equipMass15}" min="0" step="0.1" tabindex="161"/>
</div>
<div class="subitem-tab-gear-flex-container-equipment">
<div class="gear-mover-plus-minus-enclosure">
<div class="gear-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_equipUp16">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_equipDown16">
<div class="downArrow"></div>
</button>
</div>
</div>
<label class="container-checkbox-tiny-light">
<input type="checkbox" checked="checked" name="attr_equipCarried16">
<span class="checkmark-tiny-light" title="@{equipCarried16}"></span>
</label>
<label class="container-xbox-tiny">
<input type="checkbox" name="attr_equipDelete16">
<span class="checkmark" title="@{equipDelete16}"></span>
</label>
<input type="text" name="attr_equipText16" title="@{equipText16}" maxlength="30" tabindex="162"/>
<input type="number" name="attr_equipMass16" title="@{equipText16}" min="0" step="0.1" tabindex="163"/>
</div>
</div>
<!-- Tab Gear Health Status -->
<div class="item-gear-health">
<h2>BODY</h2>
<div class="item-health-stat">
<input type="text" name="attr_CurrentBODY" title="@{CurrentBODY}" value="10" maxlength="3" pattern="[0-9]+" tabindex="-1"/>
<div class="item-health-stat-plus-minus-enclosure ">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_bodyPlus">
<span>&#10095;</span>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_bodyMinus">
<span>&#10094;</span>
</button>
</div>
</div>
<h2>STUN</h2>
<div class="item-health-stat">
<input type="text" name="attr_CurrentSTUN" title="@{CurrentSTUN}" value="20" maxlength="3" pattern="[0-9]+" tabindex="-1"/>
<div class="item-health-stat-plus-minus-enclosure ">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_stunPlus">
<span>&#10095;</span>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_stunMinus">
<span>&#10094;</span>
</button>
</div>
</div>
<h2>END</h2>
<div class="item-health-stat">
<input type="text" name="attr_CurrentEND" title="@{CurrentEND}" value="20" maxlength="3" pattern="[0-9]+" tabindex="-1"/>
<div class="item-health-stat-plus-minus-enclosure ">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_endurancePlus">
<span>&#10095;</span>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_enduranceMinus">
<span>&#10094;</span>
</button>
</div>
</div>
<button type="action" class="button buttonRecover" tabindex="-1" name="act_recoverHealth" title="%{recoverHealth}" title="%{recoverHealth}">Recover</button>
<button type="action" class="button buttonReset" tabindex="-1" name="act_resetHealth" title="%{resetHealth}">Reset</button>
</div>
<!-- Maneuvers Container -->
<div class="item-tab-gear-slide-container">
<input type="hidden" class="item-gear-slide-selection" name="attr_gearSlideSelection" value="gearManeuvers"/>
<button type="action" name="act_gearHitLocations" tabindex="-1" class="button button-gear-slide"><div class="container"><div class="circle"><div class="spot"></div></div></div></button>
<button type="action" name="act_gearManeuvers" tabindex="-1" class="button button-gear-slide"><div>S</div></button>
<button type="action" name="act_gearMartialManeuvers" tabindex="-1" class="button button-gear-slide"><div>M</div></button>
<button type="action" name="act_gearTreasures" tabindex="-1" class="button button-gear-slide"><div>T</div></button>
<div class="item-tab-gear-slide-flex-container-maneuvers">
<!-- Slide showing basic Hero combat maneuvers a flex container for rows of flex columns -->
<div class="flex-container-maneuvers-heading">
<h1>Standard Maneuvers</h1>
</div>
<div class="flex-container-maneuvers">
<input type="hidden" class="item-maneuver-selection" name="attr_maneuverSelection" value="strike"/>
<div class="flex-container-maneuver-selectors">
<button type="action" name="act_block" >Block</button>
<button type="action" name="act_disarm" >Disarm</button>
<button type="action" name="act_dodge" >Dodge</button>
<button type="action" name="act_grab" >Grab</button>
<button type="action" name="act_grabBy" >Grab By</button>
<button type="action" name="act_haymaker" >Haymaker</button>
<button type="action" name="act_moveBy" >Move By</button>
<button type="action" name="act_moveThrough" >Move Through</button>
<button type="action" name="act_multipleAttack" >Multiple Attack</button>
<button type="action" name="act_set" >Set</button>
<button type="action" name="act_shove" >Shove</button>
<button type="action" name="act_strike" >Strike</button>
<button type="action" name="act_throw" >Throw</button>
<button type="action" name="act_trip" >Trip</button>
</div>
<div class="flex-container-maneuver-slides">
<div class="item-maneuver-block">
<div class ="item-maneuver-block-heading">
<h1>Block</h1>
<!-- <p>6E2 57</p> -->
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>1/2 Phase</h2>
</div>
<div class="item-maneuver-block-stats-special-row">
<h2>OCV:</h2><input type="number" name="attr_variableOCVmod" title="@{variableOCVmod}" value="0" step="2" min="-10" max="0" tabindex="173"/><h2>+</h2><input type="number" name="attr_maneuverOCVmod" title="@{maneuverOCVmod}" value="0" step="1" min="0" max="10" tabindex="174"/>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>DCV: +0&emsp;+</h2><input type="number" name="attr_maneuverDCVmod" title="@{maneuverDCVmod}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class ="item-maneuver-block-text">
<p>Block HTH attacks with successful OCV vs. OCV roll. Additional blocks suffer cumulative -2 OCV penalties. Gives priority over standard initiative order on next attack. May abort next phase to use.</p>
</div>
<div class="item-maneuver-button-line">
<button type="action" class="button buttonDefense" tabindex="-1" name="act_attackStrength" title="@{attackStrength}">Unarmed</button>
</div>
</div>
<div class="item-maneuver-disarm">
<div class ="item-maneuver-block-heading">
<h1>Disarm</h1>
<!-- <p>6E2 60</p> -->
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>1/2 Phase</h2>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>OCV: -2&emsp;+</h2><input type="number" name="attr_maneuverOCVmod" title="@{maneuverOCVmod}" value="0" step="1" min="0" max="10" tabindex="174"/>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>DCV: +0&emsp;+</h2><input type="number" name="attr_maneuverDCVmod" title="@{maneuverDCVmod}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class ="item-maneuver-block-text">
<p>Disarm opponent if attack roll and a STR vs STR contest succeed. Additional OCV modifiers may apply (0 to -3 for HTH and more for ranged).</p>
<div class ="item-maneuver-line">
<label class="container-checkbox-small-dark">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-dark" title="@{checkBrace}"></span>
</label>
<p>Brace for +2 RMod at 1/2 DCV.</p>
</div>
<div class ="item-maneuver-line">
<label class="container-checkbox-small-dark">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-dark" title="@{checkSet}"></span>
</label>
<p>Set adds +1 OCV to ranged attacks.</p>
</div>
</div>
<div class="item-maneuver-button-line">
<button type="action" class="button buttonManeuver" tabindex="-1" name="act_attackStrength" title="@{attackStrength}">Unarmed</button>
</div>
</div>
<div class="item-maneuver-dodge">
<div class ="item-maneuver-block-heading">
<h1>Dodge</h1>
<!-- <p>6E2 61</p> -->
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>1/2 Phase</h2>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>OCV: &#8212;</h2>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>DCV: +3&emsp;+</h2><input type="number" name="attr_maneuverDCVmod" title="@{maneuverDCVmod}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class ="item-maneuver-block-text">
<p>Increase DCV against non-AoE attacks until next phase. Counts as attack action. May Abort next phase to use.</p>
</div>
<div class="item-maneuver-button-line">
<button type="action" class="button buttonDefense" tabindex="-1" name="act_maneuverDodge" title="@{maneuverDodge}">Dodge</button>
</div>
</div>
<div class="item-maneuver-grab">
<div class ="item-maneuver-block-heading">
<h1>Grab</h1>
<!-- <p>6E2 62</p> -->
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>1/2 Phase</h2>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>OCV: -1*&emsp;+</h2><input type="number" name="attr_maneuverOCVmod" title="@{maneuverOCVmod}" value="0" step="1" min="0" max="10" tabindex="174"/>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>DCV: -2*&emsp;+</h2><input type="number" name="attr_maneuverDCVmod" title="@{maneuverDCVmod}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class ="item-maneuver-block-text">
<p>Grab opponent with two limbs with successful attack roll, who may attempt escape. May follow with Squeeze, Slam, or Throw. *Success causes both characters to be at 1/2 DCV and each suffers various OCV penalties.</p>
</div>
<div class="item-maneuver-button-line">
<button type="action" class="button buttonManeuver" tabindex="-1" name="act_attackStrength" title="@{attackStrength}">Grab</button>
</div>
</div>
<div class="item-maneuver-grabBy">
<div class ="item-maneuver-block-heading">
<h1>Grab By</h1>
<!-- <p>6E2 67</p> -->
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>1/2 Phase</h2>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>OCV: -3&emsp;+</h2><input type="number" name="attr_maneuverOCVmod" title="@{maneuverOCVmod}" value="0" step="1" min="0" max="10" tabindex="174"/>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>DCV: -4&emsp;+</h2><input type="number" name="attr_maneuverDCVmod" title="@{maneuverDCVmod}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class ="item-maneuver-block-text">
<p>Grab object while making a Full Move. Adds velocity/10 to STR for the purpose of making Strength checks.</p>
<div class ="item-maneuver-line-flex">
<p>Velocity:</p>
<input type="number" name="attr_moveVelocity" title="@{moveVelocity}" step="1" min="1" max="100" value="12" tabindex="-1"/>
</div>
</div>
<div class="item-maneuver-button-line">
<button type="action" class="button buttonManeuver" tabindex="-1" name="act_attackStrength" title="@{attackStrength}">Grab By</button>
</div>
</div>
<div class="item-maneuver-haymaker">
<div class ="item-maneuver-block-heading">
<h1>Haymaker</h1>
<!-- <p>6E2 68</p> -->
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>1/2 Phase*</h2>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>OCV: +0&emsp;+</h2><input type="number" name="attr_maneuverOCVmod" title="@{maneuverOCVmod}" value="0" step="1" min="0" max="10" tabindex="174"/>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>DCV: -5&emsp;+</h2><input type="number" name="attr_maneuverDCVmod" title="@{maneuverDCVmod}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class ="item-maneuver-block-text">
<p>Add +4 DC to any attack (with GM discretion) at the cost of -5 DCV. Attack lands at the end of the following segment. Can be aborted. Fails if the target moves.</p>
<div class ="item-maneuver-line">
<label class="container-checkbox-small-dark">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-dark" title="@{checkBrace}"></span>
</label>
<p>Brace for +2 RMod at 1/2 DCV.</p>
</div>
<div class ="item-maneuver-line">
<label class="container-checkbox-small-dark">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-dark" title="@{checkSet}"></span>
</label>
<p>Set adds +1 OCV to ranged attacks.</p>
</div>
</div>
<div class="item-maneuver-button-line">
<button type="action" class="button buttonAttackStrength" tabindex="-1" name="act_attackStrength" title="@{attackStrength}">Unarmed</button>
<h2>+</h2>
<div class="item-maneuver-modifier">
<input type="text" inputmode="numeric" pattern="[0-9]+" name="attr_maneuverDamageCSL" title="@{maneuverDamageCSL}" value="0" maxlength="2" tabindex="176"/>
<input type = "text" value="CSL" readonly tabindex="-1"/>
<div class="modifier-plus-minus-enclosure">
<div class="modifier-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_damagePlus">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_damageMinus">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
</div>
<div class="item-maneuver-moveBy">
<div class ="item-maneuver-block-heading">
<h1>Move By</h1>
<!-- <p>6E2 70</p> -->
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>1/2 Phase</h2>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>OCV: -2&emsp;+</h2><input type="number" name="attr_maneuverOCVmod" title="@{maneuverOCVmod}" value="0" step="1" min="0" max="10" tabindex="174"/>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>DCV: -2&emsp;+</h2><input type="number" name="attr_maneuverDCVmod" title="@{maneuverDCVmod}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class ="item-maneuver-block-text">
<p>Attack while making a Full Move past opponent. Strength is halved, but maneuver adds (velocity/10) DCs. Attacker or weapon takes 1/3 of this damage.</p>
<div class ="item-maneuver-line-flex">
<p>Velocity:</p>
<input type="number" name="attr_moveVelocity" title="@{moveVelocity}" step="1" min="2" max="100" value="12" tabindex="-1"/>
</div>
</div>
<div class="item-maneuver-button-line">
<button type="action" class="button buttonAttackStrength" tabindex="-1" name="act_attackStrength" title="@{attackStrength}">Unarmed</button>
<h2>+</h2>
<div class="item-maneuver-modifier">
<input type="text" inputmode="numeric" pattern="[0-9]+" name="attr_maneuverDamageCSL" title="@{maneuverDamageCSL}" value="0" maxlength="2" tabindex="176"/>
<input type = "text" value="CSL" readonly tabindex="-1"/>
<div class="modifier-plus-minus-enclosure">
<div class="modifier-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_damagePlus">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_damageMinus">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
</div>
<div class="item-maneuver-moveThrough">
<div class ="item-maneuver-block-heading">
<h1>Move Through</h1>
<!-- <p>6E2 70</p> -->
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>1/2 Phase</h2>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>OCV: -v/10&emsp;+</h2><input type="number" name="attr_maneuverOCVmod" title="@{maneuverOCVmod}" value="0" step="1" min="0" max="10" tabindex="174"/>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>DCV: -3&emsp;+</h2><input type="number" name="attr_maneuverDCVmod" title="@{maneuverDCVmod}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class ="item-maneuver-block-text">
<p>Collide with opponent at the end of a Full or Half Move. Does full STR or weapon at half STR plus (velocity/6) DCs. Attacker takes 1/2 damage or full damage if attack does no Knockback or Knockdown.</p>
<div class ="item-maneuver-line-flex">
<p>Velocity:</p>
<input type="number" name="attr_moveVelocity" title="@{moveVelocity}" step="1" min="1" max="99" value="12" tabindex="-1"/>
</div>
</div>
<div class="item-maneuver-button-line">
<button type="action" class="button buttonAttackStrength" tabindex="-1" name="act_attackStrength" title="@{attackStrength}">Unarmed</button>
<h2>+</h2>
<div class="item-maneuver-modifier">
<input type="text" inputmode="numeric" pattern="[0-9]+" name="attr_maneuverDamageCSL" title="@{maneuverDamageCSL}" value="0" maxlength="2" tabindex="176"/>
<input type = "text" value="CSL" readonly tabindex="-1"/>
<div class="modifier-plus-minus-enclosure">
<div class="modifier-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_damagePlus">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_damageMinus">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
</div>
<div class="item-maneuver-multipleAttack">
<div class ="item-maneuver-block-heading">
<h1>Multiple Attack</h1>
<!-- <p>6E2 73</p> -->
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>Full Phase</h2>
</div>
<div class="item-maneuver-block-stats-special-row">
<h2>OCV:</h2><input type="number" name="attr_variableOCVmod" title="@{variableOCVmod}" value="0" step="2" min="-10" max="0" tabindex="173"/><h2>+</h2><input type="number" name="attr_maneuverOCVmod" title="@{maneuverOCVmod}" value="0" step="1" min="0" max="10" tabindex="174"/><h2>CSLs</h2>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>DCV: 1/2&emsp;+</h2><input type="number" name="attr_maneuverDCVmod" title="@{maneuverDCVmod}" value="0" step="1" min="0" max="10" tabindex="175"/><h2>CSLs</h2>
</div>
<div class ="item-maneuver-block-text">
<p>Attack multiple times. Each attack after the first suffers a cumulative -2 OCV. Miss ends sequence.</p>
<div class ="item-maneuver-line">
<label class="container-checkbox-small-dark">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-dark" title="@{checkBrace}"></span>
</label>
<p>Brace for +2 RMod at 1/2 DCV.</p>
</div>
<div class ="item-maneuver-line">
<label class="container-checkbox-small-dark">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-dark" title="@{checkSet}"></span>
</label>
<p>Set adds +1 OCV to ranged attacks.</p>
</div>
</div>
<div class="item-maneuver-button-line">
<button type="action" class="button buttonAttackStrength" tabindex="-1" name="act_attackStrength" title="@{attackStrength}">Unarmed</button>
<h2>+</h2>
<div class="item-maneuver-modifier">
<input type="text" inputmode="numeric" pattern="[0-9]+" name="attr_maneuverDamageCSL" title="@{maneuverDamageCSL}" value="0" maxlength="2" tabindex="176"/>
<input type = "text" value="CSL" readonly tabindex="-1"/>
<div class="modifier-plus-minus-enclosure">
<div class="modifier-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_damagePlus">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_damageMinus">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
</div>
<div class="item-maneuver-set">
<div class ="item-maneuver-block-heading">
<h1>Set</h1>
<!-- <p>6E2 79</p> -->
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>Full Phase</h2>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>OCV: +1*</h2>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>DCV: +0</h2>
</div>
<div class ="item-maneuver-block-text">
<p>Spend a phase to add +1 OCV to ranged attacks against selected target.</p>
</div>
<div class="item-maneuver-button-line">
<button type="action" class="button buttonManeuver" tabindex="-1" name="act_maneuverSet" title="@{maneuverSet}">Set</button>
</div>
</div>
<div class="item-maneuver-shove">
<div class ="item-maneuver-block-heading">
<h1>Shove</h1>
<!-- <p>6E2 79</p> -->
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>1/2 Phase</h2>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>OCV: -1&emsp;+</h2><input type="number" name="attr_maneuverOCVmod" title="@{maneuverOCVmod}" value="0" step="1" min="0" max="10" tabindex="174"/>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>DCV: -1&emsp;+</h2><input type="number" name="attr_maneuverDCVmod" title="@{maneuverDCVmod}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class ="item-maneuver-block-text">
<p>Push target up to 1 meter per 5 STR used, which target may resist. A collision does STR damage, but is limited to object PD plus BODY.</p>
<div class ="item-maneuver-line-flex">
<p>DC Limit:</p>
<input type="number" name="attr_maneuverDCLimit" title="@{maneuverDCLimit}" step="1" min="1" max="20" value="5" tabindex="-1"/>
</div>
</div>
<div class="item-maneuver-button-line">
<button type="action" class="button buttonAttackStrength" tabindex="-1" name="act_attackStrength" title="@{attackStrength}">Shove</button>
</div>
</div>
<div class="item-maneuver-strike">
<div class ="item-maneuver-block-heading">
<h1>Strike</h1>
<!-- <p>6E2 80</p> -->
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>1/2 Phase</h2>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>OCV: +0&emsp;+</h2><input type="number" name="attr_maneuverOCVmod" title="@{maneuverOCVmod}" value="0" step="1" min="0" max="10" tabindex="174"/>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>DCV: +0&emsp;+</h2><input type="number" name="attr_maneuverDCVmod" title="@{maneuverDCVmod}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class ="item-maneuver-block-text">
<p>Standard attack, which does damage by STR or weapon.</p>
<div class ="item-maneuver-line">
<label class="container-checkbox-small-dark">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-dark" title="@{checkBrace}"></span>
</label>
<p>Brace for +2 RMod at 1/2 DCV.</p>
</div>
<div class ="item-maneuver-line">
<label class="container-checkbox-small-dark">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-dark" title="@{checkSet}"></span>
</label>
<p>Set adds +1 OCV to ranged attacks.</p>
</div>
</div>
<div class="item-maneuver-button-line">
<button type="action" class="button buttonAttackStrength" tabindex="-1" name="act_attackStrength" title="@{attackStrength}">Unarmed</button>
<h2>+</h2>
<div class="item-maneuver-modifier">
<input type="text" inputmode="numeric" pattern="[0-9]+" name="attr_maneuverDamageCSL" title="@{maneuverDamageCSL}" value="0" maxlength="2" tabindex="176"/>
<input type = "text" value="CSL" readonly tabindex="-1"/>
<div class="modifier-plus-minus-enclosure">
<div class="modifier-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_damagePlus">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_damageMinus">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
</div>
<div class="item-maneuver-throw">
<div class ="item-maneuver-block-heading">
<h1>Throw</h1>
<!-- <p>6E2 80</p> -->
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>1/2 Phase</h2>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>OCV: +0&emsp;+</h2><input type="number" name="attr_maneuverOCVmod" title="@{maneuverOCVmod}" value="0" step="1" min="0" max="10" tabindex="174"/>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>DCV: +0&emsp;+</h2><input type="number" name="attr_maneuverDCVmod" title="@{maneuverDCVmod}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class ="item-maneuver-block-text">
<p>Throw object or character. STR damage limited to object PD plus BODY.</p>
<div class ="item-maneuver-line-flex">
<p>DC Limit:</p>
<input type="number" name="attr_maneuverDCLimit" title="@{maneuverDCLimit}" step="1" min="1" max="20" value="5" tabindex="-1"/>
</div>
<div class ="item-maneuver-line">
<label class="container-checkbox-small-dark">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-dark" title="@{checkBrace}"></span>
</label>
<p>Brace for +2 RMod at 1/2 DCV.</p>
</div>
<div class ="item-maneuver-line">
<label class="container-checkbox-small-dark">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-dark" title="@{checkSet}"></span>
</label>
<p>Set adds +1 OCV to ranged attacks.</p>
</div>
</div>
<div class="item-maneuver-button-line">
<button type="action" class="button buttonAttackStrength" tabindex="-1" name="act_attackStrength" title="@{attackStrength}">Throw</button>
<h2>+</h2>
<div class="item-maneuver-modifier">
<input type="text" inputmode="numeric" pattern="[0-9]+" name="attr_maneuverDamageCSL" title="@{maneuverDamageCSL}" value="0" maxlength="2" tabindex="176"/>
<input type = "text" value="CSL" readonly tabindex="-1"/>
<div class="modifier-plus-minus-enclosure">
<div class="modifier-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_damagePlus">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_damageMinus">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
</div>
<div class="item-maneuver-trip">
<div class ="item-maneuver-block-heading">
<h1>Trip</h1>
<!-- <p>6E2 83</p> -->
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>1/2 Phase</h2>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>OCV: -1&emsp;+</h2><input type="number" name="attr_maneuverOCVmod" title="@{maneuverOCVmod}" value="0" step="1" min="0" max="10" tabindex="174"/>
</div>
<div class="item-maneuver-block-stats-standard-row">
<h2>DCV: -2&emsp;+</h2><input type="number" name="attr_maneuverDCVmod" title="@{maneuverDCVmod}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class ="item-maneuver-block-text">
<p>Knock target down prone (half DCV) with a successful attack roll. A moving target takes (velocity/20)d6 damage.</p>
<div class ="item-maneuver-line-flex">
<p>Velocity:</p>
<input type="number" name="attr_moveVelocity" title="@{moveVelocity}" step="1" min="0" max="100" value="0" tabindex="-1"/>
</div>
</div>
<div class="item-maneuver-button-line">
<button type="action" class="button buttonAttackStrength" tabindex="-1" name="act_attackStrength" title="@{attackStrength}">Trip</button>
</div>
</div>
</div>
</div>
<!-- Range Modifier Table -->
<div class="subitem-tab-gear-slide-flex-container-range-modifiers">
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-container-column">
<h2>Range (m)</h2>
<h2>OCV Mod:</h2>
</div>
</div>
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-button-container">
<label class="custom-radio-button-container">
<input type="radio" name="attr_rangeManeuver" value="0" checked>
<span class="custom-radio-button"></span>
</label>
</div>
<div class="subitem-range-modifier-container-column">
<h2>0-8</h2>
<h2>0</h2>
</div>
</div>
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-button-container">
<label class="custom-radio-button-container">
<input type="radio" name="attr_rangeManeuver" value="9">
<span class="custom-radio-button"></span>
</label>
</div>
<div class="subitem-range-modifier-container-column">
<h2>9-16</h2>
<h2>-2</h2>
</div>
</div>
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-button-container">
<label class="custom-radio-button-container">
<input type="radio" name="attr_rangeManeuver" value="17">
<span class="custom-radio-button"></span>
</label>
</div>
<div class="subitem-range-modifier-container-column">
<h2>17-32</h2>
<h2>-4</h2>
</div>
</div>
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-button-container">
<label class="custom-radio-button-container">
<input type="radio" name="attr_rangeManeuver" value="33">
<span class="custom-radio-button"></span>
</label>
</div>
<div class="subitem-range-modifier-container-column">
<h2>33-64</h2>
<h2>-6</h2>
</div>
</div>
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-button-container">
<label class="custom-radio-button-container">
<input type="radio" name="attr_rangeManeuver" value="65">
<span class="custom-radio-button"></span>
</label>
</div>
<div class="subitem-range-modifier-container-column">
<h2>65-125</h2>
<h2>-8</h2>
</div>
</div>
</div>
</div>
<div class="item-tab-gear-slide-flex-container-martial-maneuvers">
<!-- Slide showing special martial arts maneuvers. Entries need to be supplied by the user. -->
<div class="subitem-tab-gear-slide-flex-container-martial-maneuvers-heading">
<h1>Martial and Custom Maneuvers</h1>
</div>
<div class="flex-container-maneuvers">
<input type="hidden" class="item-martial-maneuver-selection" name="attr_martialManeuverSelection" value="martialManeuver01"/>
<div class="flex-container-maneuver-selectors">
<button type="action" name="act_martialManeuver01" ><span name="attr_martialManeuverName01"></span></button>
<button type="action" name="act_martialManeuver02" ><span name="attr_martialManeuverName02"></span></button>
<button type="action" name="act_martialManeuver03" ><span name="attr_martialManeuverName03"></span></button>
<button type="action" name="act_martialManeuver04" ><span name="attr_martialManeuverName04"></span></button>
<button type="action" name="act_martialManeuver05" ><span name="attr_martialManeuverName05"></span></button>
<button type="action" name="act_martialManeuver06" ><span name="attr_martialManeuverName06"></span></button>
<button type="action" name="act_martialManeuver07" ><span name="attr_martialManeuverName07"></span></button>
<button type="action" name="act_martialManeuver08" ><span name="attr_martialManeuverName08"></span></button>
<button type="action" name="act_martialManeuver09" ><span name="attr_martialManeuverName09"></span></button>
<button type="action" name="act_martialManeuver10" ><span name="attr_martialManeuverName10"></span></button>
</div>
<div class="flex-container-maneuver-slides">
<div class="item-martial-maneuver01">
<input type="hidden" class="maneuver-type01" name="attr_martialManeuverTypeIndicator01" value="normal">
<div class ="item-maneuver-block-heading">
<div class="item-maneuver-block-heading-container">
<h1>CP</h1>
<input type="number" name="attr_martialManeuverCP01" title="@{martialManeuverCP01}" dir="ltr" value="0" min="0" step="1" tabindex="170"/>
</div>
<input type="text" name="attr_martialManeuverName01" title="@{martialManeuverName01}" placeholder="Maneuver" value="" maxlength="16" tabindex="171"/>
<div class="item-maneuver-block-heading-container">
<div class="maneuver-mover-plus-minus-enclosure">
<div class="maneuver-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_martialManeuverUp01">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_martialManeuverDown01">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-martial-maneuver-block-stats">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>OCV:</h1>
<input type="number" name="attr_martialManeuverOCV01" title="@{martialManeuverOCV01}" value="0" step="1" tabindex="172"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverOCVmod01" title="@{martialManeuverOCVmod01}" value="0" step="1" min="0" max="10" tabindex="173"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_martialManeuverType01" title="@martialManeuverType01">
<option value="attack" selected>Attack</option>
<option value="block">Block</option>
<option value="contest">Contest</option>
<option value="dodge">Dodge</option>
<option value="weaponAttack">WP Attack</option>
<option value="weaponBlock">WP Block</option>
<option value="weaponContest">WP Contest</option>
</select>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DCV:</h1>
<input type="number" name="attr_martialManeuverDCV01" title="@{martialManeuverDCV01}" value="0" step="1" tabindex="174"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverDCVmod01" title="@{martialManeuverDCVmod01}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Phase:</h1>
<input type="text" name="attr_martialManeuverPhase01" title="@{martialManeuverPhase01}" value="1/2" tabindex="180"/>
</div>
</div>
<!-- Rows that change by type selection. -->
<input type="hidden" class="martial-damage-display01" name="attr_martialDamageDisplay01" value="attack"/>
<div class="item-maneuver-block-type01">
<div class="item-maneuver-block-stats-attack01">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>DMG:</h1>
<input type="text" name="attr_martialManeuverDamage01" title="@{martialManeuverDamage01}" value="0" maxlength="9" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance01" title="@{martialManeuverEndurance01}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>CSL:</h1>
<input type="number" name="attr_martialManeuverCSLmod01" title="@{martialManeuverCSLmod01}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>N:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" checked="checked" name="attr_martialManeuverNormal01">
<span class="checkmark-small-light" title="@{martialManeuverNormal01}"></span>
</label>
<h1>STUNx:</h1>
<input type="number" name="attr_martialManeuverStunMod01" title="@{martialManeuverStunMod01}" value="0" min="0" max="2" step="1" tabindex="182"/>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-defense01">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance01" title="@{martialManeuverEndurance01}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-contest01">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod01" title="@{martialManeuverStrMod01}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance01" title="@{martialManeuverEndurance01}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-wp-attack01">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DC:</h1>
<input type="number" name="attr_martialManeuverDC01" title="@{martialManeuverDC01}" value="0" min="-9" max="9" tabindex="176"/>
<h1>CSL</h1>
<input type="number" name="attr_martialManeuverCSLmod01" title="@{martialManeuverCSLmod01}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance01" title="@{martialManeuverEndurance01}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>R Mod:</h1>
<input type="number" name="attr_martialManeuverRNGmod01" title="@{martialManeuverRNGmod01}" value="0" min="0" max="10" step="1" tabindex="178"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-wp-contest01">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod01" title="@{martialManeuverStrMod01}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance01" title="@{martialManeuverEndurance01}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>R Mod:</h1>
<input type="number" name="attr_martialManeuverRNGmod01" title="@{martialManeuverRNGmod01}" value="0" min="0" max="10" step="1" tabindex="178"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
</div>
</div>
<div class ="item-martial-maneuver-block-text">
<textarea name="attr_martialManeuverEffect01" title="@{martialManeuverEffect01}" maxlength="100" tabindex="183" placeholder="Description"></textarea>
</div>
<div class ="item-martial-maneuver-button-line">
<button type="action" class="button buttonManeuverEND" tabindex="-1" name="act_buttonManeuverEND01" title="%{buttonManeuverEND01}">END</button>
<button type="action" class="button buttonManeuver" tabindex="-1" name="act_maneuverAttack01" title="%{maneuverAttack01}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showManeuverRoll01" title="%{showManeuverRoll01}" >Show</button>
</div>
</div>
<div class="item-martial-maneuver02">
<input type="hidden" class="maneuver-type02" name="attr_martialManeuverTypeIndicator02" value="normal">
<div class ="item-maneuver-block-heading">
<div class="item-maneuver-block-heading-container">
<h1>CP</h1>
<input type="number" name="attr_martialManeuverCP02" title="@{martialManeuverCP02}" dir="ltr" value="0" min="0" step="1" tabindex="170"/>
</div>
<input type="text" name="attr_martialManeuverName02" title="@{martialManeuverName02}" placeholder="Maneuver" value="" maxlength="16" tabindex="171"/>
<div class="item-maneuver-block-heading-container">
<div class="maneuver-mover-plus-minus-enclosure">
<div class="maneuver-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_martialManeuverUp02">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_martialManeuverDown02">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-martial-maneuver-block-stats">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>OCV:</h1>
<input type="number" name="attr_martialManeuverOCV02" title="@{martialManeuverOCV02}" value="0" step="1" tabindex="172"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverOCVmod02" title="@{martialManeuverOCVmod02}" value="0" step="1" min="0" max="10" tabindex="173"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_martialManeuverType02" title="@martialManeuverType02">
<option value="attack" selected>Attack</option>
<option value="block">Block</option>
<option value="contest">Contest</option>
<option value="dodge">Dodge</option>
<option value="weaponAttack">WP Attack</option>
<option value="weaponBlock">WP Block</option>
<option value="weaponContest">WP Contest</option>
</select>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DCV:</h1>
<input type="number" name="attr_martialManeuverDCV02" title="@{martialManeuverDCV02}" value="0" step="1" tabindex="174"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverDCVmod02" title="@{martialManeuverDCVmod02}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Phase:</h1>
<input type="text" name="attr_martialManeuverPhase02" title="@{martialManeuverPhase02}" value="1/2" tabindex="180"/>
</div>
</div>
<!-- Rows that change by type selection. -->
<input type="hidden" class="martial-damage-display02" name="attr_martialDamageDisplay02" value="attack"/>
<div class="item-maneuver-block-type02">
<div class="item-maneuver-block-stats-attack02">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>DMG:</h1>
<input type="text" name="attr_martialManeuverDamage02" title="@{martialManeuverDamage02}" value="0" maxlength="9" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance02" title="@{martialManeuverEndurance02}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>CSL:</h1>
<input type="number" name="attr_martialManeuverCSLmod02" title="@{martialManeuverCSLmod02}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>N:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" checked="checked" name="attr_martialManeuverNormal02">
<span class="checkmark-small-light" title="@{martialManeuverNormal02}"></span>
</label>
<h1>STUNx:</h1>
<input type="number" name="attr_martialManeuverStunMod02" title="@{martialManeuverStunMod02}" value="0" min="0" max="2" step="1" tabindex="182"/>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-defense02">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance02" title="@{martialManeuverEndurance02}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-contest02">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod02" title="@{martialManeuverStrMod02}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance02" title="@{martialManeuverEndurance02}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-wp-attack02">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DC:</h1>
<input type="number" name="attr_martialManeuverDC02" title="@{martialManeuverDC02}" value="0" min="-9" max="9" tabindex="176"/>
<h1>CSL</h1>
<input type="number" name="attr_martialManeuverCSLmod02" title="@{martialManeuverCSLmod02}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance02" title="@{martialManeuverEndurance02}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>R Mod:</h1>
<input type="number" name="attr_martialManeuverRNGmod02" title="@{martialManeuverRNGmod02}" value="0" min="0" max="10" step="1" tabindex="178"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-wp-contest02">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod02" title="@{martialManeuverStrMod02}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance02" title="@{martialManeuverEndurance02}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
</div>
</div>
<div class ="item-martial-maneuver-block-text">
<textarea name="attr_martialManeuverEffect02" title="@{martialManeuverEffect02}" maxlength="100" tabindex="183" placeholder="Description"></textarea>
</div>
<div class ="item-martial-maneuver-button-line">
<button type="action" class="button buttonManeuverEND" tabindex="-1" name="act_buttonManeuverEND02" title="%{buttonManeuverEND02}">END</button>
<button type="action" class="button buttonManeuver" tabindex="-1" name="act_maneuverAttack02" title="%{maneuverAttack02}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showManeuverRoll02" title="%{showManeuverRoll02}" >Show</button>
</div>
</div>
<div class="item-martial-maneuver03">
<input type="hidden" class="maneuver-type03" name="attr_martialManeuverTypeIndicator03" value="normal">
<div class ="item-maneuver-block-heading">
<div class="item-maneuver-block-heading-container">
<h1>CP</h1>
<input type="number" name="attr_martialManeuverCP03" title="@{martialManeuverCP03}" dir="ltr" value="0" min="0" step="1" tabindex="170"/>
</div>
<input type="text" name="attr_martialManeuverName03" title="@{martialManeuverName03}" placeholder="Maneuver" value="" maxlength="16" tabindex="171"/>
<div class="item-maneuver-block-heading-container">
<div class="maneuver-mover-plus-minus-enclosure">
<div class="maneuver-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_martialManeuverUp03">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_martialManeuverDown03">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-martial-maneuver-block-stats">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>OCV:</h1>
<input type="number" name="attr_martialManeuverOCV03" title="@{martialManeuverOCV03}" value="0" step="1" tabindex="172"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverOCVmod03" title="@{martialManeuverOCVmod03}" value="0" step="1" min="0" max="10" tabindex="173"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_martialManeuverType03" title="@martialManeuverType03">
<option value="attack" selected>Attack</option>
<option value="block">Block</option>
<option value="contest">Contest</option>
<option value="dodge">Dodge</option>
<option value="weaponAttack">WP Attack</option>
<option value="weaponBlock">WP Block</option>
<option value="weaponContest">WP Contest</option>
</select>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DCV:</h1>
<input type="number" name="attr_martialManeuverDCV03" title="@{martialManeuverDCV03}" value="0" step="1" tabindex="174"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverDCVmod03" title="@{martialManeuverDCVmod03}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Phase:</h1>
<input type="text" name="attr_martialManeuverPhase03" title="@{martialManeuverPhase03}" value="1/2" tabindex="180"/>
</div>
</div>
<!-- Rows that change by type selection. -->
<input type="hidden" class="martial-damage-display03" name="attr_martialDamageDisplay03" value="attack"/>
<div class="item-maneuver-block-type03">
<div class="item-maneuver-block-stats-attack03">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>DMG:</h1>
<input type="text" name="attr_martialManeuverDamage03" title="@{martialManeuverDamage03}" value="0" maxlength="9" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance03" title="@{martialManeuverEndurance03}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>CSL:</h1>
<input type="number" name="attr_martialManeuverCSLmod03" title="@{martialManeuverCSLmod03}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>N:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" checked="checked" name="attr_martialManeuverNormal03">
<span class="checkmark-small-light" title="@{martialManeuverNormal03}"></span>
</label>
<h1>STUNx:</h1>
<input type="number" name="attr_martialManeuverStunMod03" title="@{martialManeuverStunMod03}" value="0" min="0" max="2" step="1" tabindex="182"/>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-defense03">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance03" title="@{martialManeuverEndurance03}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-contest03">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod03" title="@{martialManeuverStrMod03}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance03" title="@{martialManeuverEndurance03}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-wp-attack03">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DC:</h1>
<input type="number" name="attr_martialManeuverDC03" title="@{martialManeuverDC03}" value="0" min="-9" max="9" tabindex="176"/>
<h1>CSL</h1>
<input type="number" name="attr_martialManeuverCSLmod03" title="@{martialManeuverCSLmod03}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance03" title="@{martialManeuverEndurance01}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>R Mod:</h1>
<input type="number" name="attr_martialManeuverRNGmod03" title="@{martialManeuverRNGmod03}" value="0" min="0" max="10" step="1" tabindex="178"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-wp-contest03">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod03" title="@{martialManeuverStrMod03}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance03" title="@{martialManeuverEndurance03}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
</div>
</div>
<div class ="item-martial-maneuver-block-text">
<textarea name="attr_martialManeuverEffect03" title="@{martialManeuverEffect03}" maxlength="100" tabindex="183" placeholder="Description"></textarea>
</div>
<div class ="item-martial-maneuver-button-line">
<button type="action" class="button buttonManeuverEND" tabindex="-1" name="act_buttonManeuverEND03" title="%{buttonManeuverEND03}">END</button>
<button type="action" class="button buttonManeuver" tabindex="-1" name="act_maneuverAttack03" title="%{maneuverAttack03}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showManeuverRoll03" title="%{showManeuverRoll03}" >Show</button>
</div>
</div>
<div class="item-martial-maneuver04">
<input type="hidden" class="maneuver-type04" name="attr_martialManeuverTypeIndicator04" value="normal">
<div class ="item-maneuver-block-heading">
<div class="item-maneuver-block-heading-container">
<h1>CP</h1>
<input type="number" name="attr_martialManeuverCP04" title="@{martialManeuverCP04}" dir="ltr" value="0" min="0" step="1" tabindex="170"/>
</div>
<input type="text" name="attr_martialManeuverName04" title="@{martialManeuverName04}" placeholder="Maneuver" value="" maxlength="16" tabindex="171"/>
<div class="item-maneuver-block-heading-container">
<div class="maneuver-mover-plus-minus-enclosure">
<div class="maneuver-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_martialManeuverUp04">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_martialManeuverDown04">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-martial-maneuver-block-stats">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>OCV:</h1>
<input type="number" name="attr_martialManeuverOCV04" title="@{martialManeuverOCV04}" value="0" step="1" tabindex="172"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverOCVmod04" title="@{martialManeuverOCVmod04}" value="0" step="1" min="0" max="10" tabindex="173"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_martialManeuverType04" title="@martialManeuverType04">
<option value="attack" selected>Attack</option>
<option value="block">Block</option>
<option value="contest">Contest</option>
<option value="dodge">Dodge</option>
<option value="weaponAttack">WP Attack</option>
<option value="weaponBlock">WP Block</option>
<option value="weaponContest">WP Contest</option>
</select>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DCV:</h1>
<input type="number" name="attr_martialManeuverDCV04" title="@{martialManeuverDCV04}" value="0" step="1" tabindex="174"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverDCVmod04" title="@{martialManeuverDCVmod04}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Phase:</h1>
<input type="text" name="attr_martialManeuverPhase04" title="@{martialManeuverPhase04}" value="1/2" tabindex="180"/>
</div>
</div>
<!-- Rows that change by type selection. -->
<input type="hidden" class="martial-damage-display04" name="attr_martialDamageDisplay04" value="attack"/>
<div class="item-maneuver-block-type04">
<div class="item-maneuver-block-stats-attack04">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>DMG:</h1>
<input type="text" name="attr_martialManeuverDamage04" title="@{martialManeuverDamage04}" value="0" maxlength="9" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance04" title="@{martialManeuverEndurance04}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>CSL:</h1>
<input type="number" name="attr_martialManeuverCSLmod04" title="@{martialManeuverCSLmod04}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>N:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" checked="checked" name="attr_martialManeuverNormal04">
<span class="checkmark-small-light" title="@{martialManeuverNormal04}"></span>
</label>
<h1>STUNx:</h1>
<input type="number" name="attr_martialManeuverStunMod04" title="@{martialManeuverStunMod04}" value="0" min="0" max="2" step="1" tabindex="182"/>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-defense04">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance04" title="@{martialManeuverEndurance04}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-contest04">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod04" title="@{martialManeuverStrMod04}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance04" title="@{martialManeuverEndurance04}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-wp-attack04">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DC:</h1>
<input type="number" name="attr_martialManeuverDC04" title="@{martialManeuverDC04}" value="0" min="-9" max="9" tabindex="176"/>
<h1>CSL</h1>
<input type="number" name="attr_martialManeuverCSLmod04" title="@{martialManeuverCSLmod04}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance04" title="@{martialManeuverEndurance01}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>R Mod:</h1>
<input type="number" name="attr_martialManeuverRNGmod04" title="@{martialManeuverRNGmod04}" value="0" min="0" max="10" step="1" tabindex="178"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-wp-contest04">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod04" title="@{martialManeuverStrMod04}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance04" title="@{martialManeuverEndurance04}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
</div>
</div>
<div class ="item-martial-maneuver-block-text">
<textarea name="attr_martialManeuverEffect04" title="@{martialManeuverEffect04}" maxlength="100" tabindex="183" placeholder="Description"></textarea>
</div>
<div class ="item-martial-maneuver-button-line">
<button type="action" class="button buttonManeuverEND" tabindex="-1" name="act_buttonManeuverEND04" title="%{buttonManeuverEND04}">END</button>
<button type="action" class="button buttonManeuver" tabindex="-1" name="act_maneuverAttack04" title="%{maneuverAttack04}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showManeuverRoll04" title="%{showManeuverRoll04}" >Show</button>
</div>
</div>
<div class="item-martial-maneuver05">
<input type="hidden" class="maneuver-type05" name="attr_martialManeuverTypeIndicator05" value="normal">
<div class ="item-maneuver-block-heading">
<div class="item-maneuver-block-heading-container">
<h1>CP</h1>
<input type="number" name="attr_martialManeuverCP05" title="@{martialManeuverCP05}" dir="ltr" value="0" min="0" step="1" tabindex="170"/>
</div>
<input type="text" name="attr_martialManeuverName05" title="@{martialManeuverName05}" placeholder="Maneuver" value="" maxlength="16" tabindex="171"/>
<div class="item-maneuver-block-heading-container">
<div class="maneuver-mover-plus-minus-enclosure">
<div class="maneuver-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_martialManeuverUp05">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_martialManeuverDown05">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-martial-maneuver-block-stats">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>OCV:</h1>
<input type="number" name="attr_martialManeuverOCV05" title="@{martialManeuverOCV05}" value="0" step="1" tabindex="172"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverOCVmod05" title="@{martialManeuverOCVmod05}" value="0" step="1" min="0" max="10" tabindex="173"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_martialManeuverType05" title="@martialManeuverType05">
<option value="attack" selected>Attack</option>
<option value="block">Block</option>
<option value="contest">Contest</option>
<option value="dodge">Dodge</option>
<option value="weaponAttack">WP Attack</option>
<option value="weaponBlock">WP Block</option>
<option value="weaponContest">WP Contest</option>
</select>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DCV:</h1>
<input type="number" name="attr_martialManeuverDCV05" title="@{martialManeuverDCV05}" value="0" step="1" tabindex="174"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverDCVmod05" title="@{martialManeuverDCVmod05}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Phase:</h1>
<input type="text" name="attr_martialManeuverPhase05" title="@{martialManeuverPhase05}" value="1/2" tabindex="180"/>
</div>
</div>
<!-- Rows that change by type selection. -->
<input type="hidden" class="martial-damage-display05" name="attr_martialDamageDisplay05" value="attack"/>
<div class="item-maneuver-block-type05">
<div class="item-maneuver-block-stats-attack05">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>DMG:</h1>
<input type="text" name="attr_martialManeuverDamage05" title="@{martialManeuverDamage05}" value="0" maxlength="9" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance05" title="@{martialManeuverEndurance05}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>CSL:</h1>
<input type="number" name="attr_martialManeuverCSLmod05" title="@{martialManeuverCSLmod05}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>N:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" checked="checked" name="attr_martialManeuverNormal05">
<span class="checkmark-small-light" title="@{martialManeuverNormal05}"></span>
</label>
<h1>STUNx:</h1>
<input type="number" name="attr_martialManeuverStunMod05" title="@{martialManeuverStunMod05}" value="0" min="0" max="2" step="1" tabindex="182"/>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-defense05">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance05" title="@{martialManeuverEndurance05}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-contest05">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod05" title="@{martialManeuverStrMod05}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance05" title="@{martialManeuverEndurance05}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-wp-attack05">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DC:</h1>
<input type="number" name="attr_martialManeuverDC05" title="@{martialManeuverDC05}" value="0" min="-9" max="9" tabindex="176"/>
<h1>CSL</h1>
<input type="number" name="attr_martialManeuverCSLmod05" title="@{martialManeuverCSLmod05}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance05" title="@{martialManeuverEndurance01}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>R Mod:</h1>
<input type="number" name="attr_martialManeuverRNGmod05" title="@{martialManeuverRNGmod05}" value="0" min="0" max="10" step="1" tabindex="178"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-wp-contest05">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod05" title="@{martialManeuverStrMod05}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance05" title="@{martialManeuverEndurance05}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
</div>
</div>
<div class ="item-martial-maneuver-block-text">
<textarea name="attr_martialManeuverEffect05" title="@{martialManeuverEffect05}" maxlength="100" tabindex="183" placeholder="Description"></textarea>
</div>
<div class ="item-martial-maneuver-button-line">
<button type="action" class="button buttonManeuverEND" tabindex="-1" name="act_buttonManeuverEND05" title="%{buttonManeuverEND05}">END</button>
<button type="action" class="button buttonManeuver" tabindex="-1" name="act_maneuverAttack05" title="%{maneuverAttack05}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showManeuverRoll05" title="%{showManeuverRoll05}" >Show</button>
</div>
</div>
<div class="item-martial-maneuver06">
<input type="hidden" class="maneuver-type06" name="attr_martialManeuverTypeIndicator06" value="normal">
<div class ="item-maneuver-block-heading">
<div class="item-maneuver-block-heading-container">
<h1>CP</h1>
<input type="number" name="attr_martialManeuverCP06" title="@{martialManeuverCP06}" dir="ltr" value="0" min="0" step="1" tabindex="170"/>
</div>
<input type="text" name="attr_martialManeuverName06" title="@{martialManeuverName06}" placeholder="Maneuver" value="" maxlength="16" tabindex="171"/>
<div class="item-maneuver-block-heading-container">
<div class="maneuver-mover-plus-minus-enclosure">
<div class="maneuver-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_martialManeuverUp06">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_martialManeuverDown06">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-martial-maneuver-block-stats">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>OCV:</h1>
<input type="number" name="attr_martialManeuverOCV06" title="@{martialManeuverOCV06}" value="0" step="1" tabindex="172"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverOCVmod06" title="@{martialManeuverOCVmod06}" value="0" step="1" min="0" max="10" tabindex="173"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_martialManeuverType06" title=>
<option value="attack" selected>Attack</option>
<option value="block">Block</option>
<option value="contest">Contest</option>
<option value="dodge">Dodge</option>
<option value="weaponAttack">WP Attack</option>
<option value="weaponBlock">WP Block</option>
<option value="weaponContest">WP Contest</option>
</select>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DCV:</h1>
<input type="number" name="attr_martialManeuverDCV06" title="@{martialManeuverDCV06}" value="0" step="1" tabindex="174"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverDCVmod06" title="@{martialManeuverDCVmod06}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Phase:</h1>
<input type="text" name="attr_martialManeuverPhase06" title="@{martialManeuverPhase06}" value="1/2" tabindex="180"/>
</div>
</div>
<!-- Rows that change by type selection. -->
<input type="hidden" class="martial-damage-display06" name="attr_martialDamageDisplay06" value="attack"/>
<div class="item-maneuver-block-type06">
<div class="item-maneuver-block-stats-attack06">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>DMG:</h1>
<input type="text" name="attr_martialManeuverDamage06" title="@{martialManeuverDamage06}" value="0" maxlength="9" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance06" title="@{martialManeuverEndurance06}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>CSL:</h1>
<input type="number" name="attr_martialManeuverCSLmod06" title="@{martialManeuverCSLmod06}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>N:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" checked="checked" name="attr_martialManeuverNormal06">
<span class="checkmark-small-light" title="@{martialManeuverNormal06}"></span>
</label>
<h1>STUNx:</h1>
<input type="number" name="attr_martialManeuverStunMod06" title="@{martialManeuverStunMod06}" value="0" min="0" max="2" step="1" tabindex="182"/>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-defense06">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance06" title="@{martialManeuverEndurance06}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-contest06">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod06" title="@{martialManeuverStrMod06}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance06" title="@{martialManeuverEndurance06}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-wp-attack06">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DC:</h1>
<input type="number" name="attr_martialManeuverDC06" title="@{martialManeuverDC06}" value="0" min="-9" max="9" tabindex="176"/>
<h1>CSL</h1>
<input type="number" name="attr_martialManeuverCSLmod06" title="@{martialManeuverCSLmod06}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance06" title="@{martialManeuverEndurance06}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>R Mod:</h1>
<input type="number" name="attr_martialManeuverRNGmod06" title="@{martialManeuverRNGmod06}" value="0" min="0" max="10" step="1" tabindex="178"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-wp-contest06">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod06" title="@{martialManeuverStrMod06}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance06" title="@{martialManeuverEndurance06}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
</div>
</div>
<div class ="item-martial-maneuver-block-text">
<textarea name="attr_martialManeuverEffect06" title="@{martialManeuverEffect06}" maxlength="100" tabindex="183" placeholder="Description"></textarea>
</div>
<div class ="item-martial-maneuver-button-line">
<button type="action" class="button buttonManeuverEND" tabindex="-1" name="act_buttonManeuverEND06" title="%{buttonManeuverEND06}">END</button>
<button type="action" class="button buttonManeuver" tabindex="-1" name="act_maneuverAttack06" title="%{maneuverAttack06}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showManeuverRoll06" title="%{showManeuverRoll06}" >Show</button>
</div>
</div>
<div class="item-martial-maneuver07">
<input type="hidden" class="maneuver-type07" name="attr_martialManeuverTypeIndicator07" value="normal">
<div class ="item-maneuver-block-heading">
<div class="item-maneuver-block-heading-container">
<h1>CP</h1>
<input type="number" name="attr_martialManeuverCP07" title="@{martialManeuverCP07}" dir="ltr" value="0" min="0" step="1" tabindex="170"/>
</div>
<input type="text" name="attr_martialManeuverName07" title="@{martialManeuverName07}" placeholder="Maneuver" value="" maxlength="16" tabindex="171"/>
<div class="item-maneuver-block-heading-container">
<div class="maneuver-mover-plus-minus-enclosure">
<div class="maneuver-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_martialManeuverUp07">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_martialManeuverDown07">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-martial-maneuver-block-stats">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>OCV:</h1>
<input type="number" name="attr_martialManeuverOCV07" title="@{martialManeuverOCV07}" value="0" step="1" tabindex="172"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverOCVmod07" title="@{martialManeuverOCVmod07}" value="0" step="1" min="0" max="10" tabindex="173"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_martialManeuverType07" title="@martialManeuverType07">
<option value="attack" selected>Attack</option>
<option value="block">Block</option>
<option value="contest">Contest</option>
<option value="dodge">Dodge</option>
<option value="weaponAttack">WP Attack</option>
<option value="weaponBlock">WP Block</option>
<option value="weaponContest">WP Contest</option>
</select>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DCV:</h1>
<input type="number" name="attr_martialManeuverDCV07" title="@{martialManeuverDCV07}" value="0" step="1" tabindex="174"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverDCVmod07" title="@{martialManeuverDCVmod07}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Phase:</h1>
<input type="text" name="attr_martialManeuverPhase07" title="@{martialManeuverPhase07}" value="1/2" tabindex="180"/>
</div>
</div>
<!-- Rows that change by type selection. -->
<input type="hidden" class="martial-damage-display07" name="attr_martialDamageDisplay07" value="attack"/>
<div class="item-maneuver-block-type07">
<div class="item-maneuver-block-stats-attack07">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>DMG:</h1>
<input type="text" name="attr_martialManeuverDamage07" title="@{martialManeuverDamage07}" value="0" maxlength="9" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance07" title="@{martialManeuverEndurance07}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>CSL:</h1>
<input type="number" name="attr_martialManeuverCSLmod07" title="@{martialManeuverCSLmod07}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>N:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" checked="checked" name="attr_martialManeuverNormal07">
<span class="checkmark-small-light" title="@{martialManeuverNormal07}"></span>
</label>
<h1>STUNx:</h1>
<input type="number" name="attr_martialManeuverStunMod07" title="@{martialManeuverStunMod07}" value="0" min="0" max="2" step="1" tabindex="182"/>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-defense07">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance07" title="@{martialManeuverEndurance07}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-contest07">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod07" title="@{martialManeuverStrMod07}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance07" title="@{martialManeuverEndurance07}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-wp-attack07">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DC:</h1>
<input type="number" name="attr_martialManeuverDC07" title="@{martialManeuverDC07}" value="0" min="-9" max="9" tabindex="176"/>
<h1>CSL</h1>
<input type="number" name="attr_martialManeuverCSLmod07" title="@{martialManeuverCSLmod07}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance07" title="@{martialManeuverEndurance07}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>R Mod:</h1>
<input type="number" name="attr_martialManeuverRNGmod07" title="@{martialManeuverRNGmod07}" value="0" min="0" max="10" step="1" tabindex="178"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-wp-contest07">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod07" title="@{martialManeuverStrMod07}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance07" title="@{martialManeuverEndurance07}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
</div>
</div>
<div class ="item-martial-maneuver-block-text">
<textarea name="attr_martialManeuverEffect07" title="@{martialManeuverEffect07}" maxlength="100" tabindex="183" placeholder="Description"></textarea>
</div>
<div class ="item-martial-maneuver-button-line">
<button type="action" class="button buttonManeuverEND" tabindex="-1" name="act_buttonManeuverEND07" title="%{buttonManeuverEND07}">END</button>
<button type="action" class="button buttonManeuver" tabindex="-1" name="act_maneuverAttack07" title="%{maneuverAttack07}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showManeuverRoll07" title="%{showManeuverRoll07}" >Show</button>
</div>
</div>
<div class="item-martial-maneuver08">
<input type="hidden" class="maneuver-type08" name="attr_martialManeuverTypeIndicator08" value="normal">
<div class ="item-maneuver-block-heading">
<div class="item-maneuver-block-heading-container">
<h1>CP</h1>
<input type="number" name="attr_martialManeuverCP08" title="@{martialManeuverCP08}" dir="ltr" value="0" min="0" step="1" tabindex="170"/>
</div>
<input type="text" name="attr_martialManeuverName08" title="@{martialManeuverName08}" placeholder="Maneuver" value="" maxlength="16" tabindex="171"/>
<div class="item-maneuver-block-heading-container">
<div class="maneuver-mover-plus-minus-enclosure">
<div class="maneuver-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_martialManeuverUp08">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_martialManeuverDown08">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-martial-maneuver-block-stats">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>OCV:</h1>
<input type="number" name="attr_martialManeuverOCV08" title="@{martialManeuverOCV08}" value="0" step="1" tabindex="172"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverOCVmod08" title="@{martialManeuverOCVmod08}" value="0" step="1" min="0" max="10" tabindex="173"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_martialManeuverType08" title="@martialManeuverType08">
<option value="attack" selected>Attack</option>
<option value="block">Block</option>
<option value="contest">Contest</option>
<option value="dodge">Dodge</option>
<option value="weaponAttack">WP Attack</option>
<option value="weaponBlock">WP Block</option>
<option value="weaponContest">WP Contest</option>
</select>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DCV:</h1>
<input type="number" name="attr_martialManeuverDCV08" title="@{martialManeuverDCV08}" value="0" step="1" tabindex="174"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverDCVmod08" title="@{martialManeuverDCVmod08}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Phase:</h1>
<input type="text" name="attr_martialManeuverPhase08" title="@{martialManeuverPhase08}" value="1/2" tabindex="180"/>
</div>
</div>
<!-- Rows that change by type selection. -->
<input type="hidden" class="martial-damage-display08" name="attr_martialDamageDisplay08" value="attack"/>
<div class="item-maneuver-block-type08">
<div class="item-maneuver-block-stats-attack08">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>DMG:</h1>
<input type="text" name="attr_martialManeuverDamage08" title="@{martialManeuverDamage08}" value="0" maxlength="9" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance08" title="@{martialManeuverEndurance08}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>CSL:</h1>
<input type="number" name="attr_martialManeuverCSLmod08" title="@{martialManeuverCSLmod08}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>N:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" checked="checked" name="attr_martialManeuverNormal08">
<span class="checkmark-small-light" title="@{martialManeuverNormal08}"></span>
</label>
<h1>STUNx:</h1>
<input type="number" name="attr_martialManeuverStunMod08" title="@{martialManeuverStunMod08}" value="0" min="0" max="2" step="1" tabindex="182"/>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-defense08">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance08" title="@{martialManeuverEndurance08}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-contest08">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod08" title="@{martialManeuverStrMod08}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance08" title="@{martialManeuverEndurance08}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-wp-attack08">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DC:</h1>
<input type="number" name="attr_martialManeuverDC08" title="@{martialManeuverDC08}" value="0" min="-9" max="9" tabindex="176"/>
<h1>CSL</h1>
<input type="number" name="attr_martialManeuverCSLmod08" title="@{martialManeuverCSLmod08}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance08" title="@{martialManeuverEndurance08}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>R Mod:</h1>
<input type="number" name="attr_martialManeuverRNGmod08" title="@{martialManeuverRNGmod08}" value="0" min="0" max="10" step="1" tabindex="178"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-wp-contest08">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod08" title="@{martialManeuverStrMod08}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance08" title="@{martialManeuverEndurance08}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
</div>
</div>
<div class ="item-martial-maneuver-block-text">
<textarea name="attr_martialManeuverEffect08" title="@{martialManeuverEffect08}" maxlength="100" tabindex="183" placeholder="Description"></textarea>
</div>
<div class ="item-martial-maneuver-button-line">
<button type="action" class="button buttonManeuverEND" tabindex="-1" name="act_buttonManeuverEND08" title="%{buttonManeuverEND08}">END</button>
<button type="action" class="button buttonManeuver" tabindex="-1" name="act_maneuverAttack08" title="%{maneuverAttack08}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showManeuverRoll08" title="%{showManeuverRoll08}" >Show</button>
</div>
</div>
<div class="item-martial-maneuver09">
<input type="hidden" class="maneuver-type09" name="attr_martialManeuverTypeIndicator09" value="normal">
<div class ="item-maneuver-block-heading">
<div class="item-maneuver-block-heading-container">
<h1>CP</h1>
<input type="number" name="attr_martialManeuverCP09" title="@{martialManeuverCP09}" dir="ltr" value="0" min="0" step="1" tabindex="170"/>
</div>
<input type="text" name="attr_martialManeuverName09" title="@{martialManeuverName09}" placeholder="Maneuver" value="" maxlength="16" tabindex="171"/>
<div class="item-maneuver-block-heading-container">
<div class="maneuver-mover-plus-minus-enclosure">
<div class="maneuver-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_martialManeuverUp09">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_martialManeuverDown09">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-martial-maneuver-block-stats">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>OCV:</h1>
<input type="number" name="attr_martialManeuverOCV09" title="@{martialManeuverOCV09}" value="0" step="1" tabindex="172"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverOCVmod09" title="@{martialManeuverOCVmod09}" value="0" step="1" min="0" max="10" tabindex="173"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_martialManeuverType09" title="@martialManeuverType09">
<option value="attack" selected>Attack</option>
<option value="block">Block</option>
<option value="contest">Contest</option>
<option value="dodge">Dodge</option>
<option value="weaponAttack">WP Attack</option>
<option value="weaponBlock">WP Block</option>
<option value="weaponContest">WP Contest</option>
</select>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DCV:</h1>
<input type="number" name="attr_martialManeuverDCV09" title="@{martialManeuverDCV09}" value="0" step="1" tabindex="174"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverDCVmod09" title="@{martialManeuverDCVmod09}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Phase:</h1>
<input type="text" name="attr_martialManeuverPhase09" title="@{martialManeuverPhase09}" value="1/2" tabindex="180"/>
</div>
</div>
<!-- Rows that change by type selection. -->
<input type="hidden" class="martial-damage-display09" name="attr_martialDamageDisplay09" value="attack"/>
<div class="item-maneuver-block-type09">
<div class="item-maneuver-block-stats-attack09">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>DMG:</h1>
<input type="text" name="attr_martialManeuverDamage09" title="@{martialManeuverDamage09}" value="0" maxlength="9" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance09" title="@{martialManeuverEndurance09}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>CSL:</h1>
<input type="number" name="attr_martialManeuverCSLmod09" title="@{martialManeuverCSLmod09}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>N:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" checked="checked" name="attr_martialManeuverNormal09">
<span class="checkmark-small-light" title="@{martialManeuverNormal09}"></span>
</label>
<h1>STUNx:</h1>
<input type="number" name="attr_martialManeuverStunMod09" title="@{martialManeuverStunMod09}" value="0" min="0" max="2" step="1" tabindex="182"/>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-defense09">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance09" title="@{martialManeuverEndurance09}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-contest09">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod09" title="@{martialManeuverStrMod09}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance09" title="@{martialManeuverEndurance09}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-wp-attack09">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DC:</h1>
<input type="number" name="attr_martialManeuverDC09" title="@{martialManeuverDC09}" value="0" min="-9" max="9" tabindex="176"/>
<h1>CSL</h1>
<input type="number" name="attr_martialManeuverCSLmod09" title="@{martialManeuverCSLmod09}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance09" title="@{martialManeuverEndurance09}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>R Mod:</h1>
<input type="number" name="attr_martialManeuverRNGmod09" title="@{martialManeuverRNGmod09}" value="0" min="0" max="10" step="1" tabindex="178"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-wp-contest09">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod09" title="@{martialManeuverStrMod09}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance09" title="@{martialManeuverEndurance09}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
</div>
</div>
<div class ="item-martial-maneuver-block-text">
<textarea name="attr_martialManeuverEffect09" title="@{martialManeuverEffect09}" maxlength="100" tabindex="183" placeholder="Description"></textarea>
</div>
<div class ="item-martial-maneuver-button-line">
<button type="action" class="button buttonManeuverEND" tabindex="-1" name="act_buttonManeuverEND09" title="%{buttonManeuverEND09}">END</button>
<button type="action" class="button buttonManeuver" tabindex="-1" name="act_maneuverAttack09" title="%{maneuverAttack09}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showManeuverRoll09" title="%{showManeuverRoll09}" >Show</button>
</div>
</div>
<div class="item-martial-maneuver10">
<input type="hidden" class="maneuver-type10" name="attr_martialManeuverTypeIndicator10" value="normal">
<div class ="item-maneuver-block-heading">
<div class="item-maneuver-block-heading-container">
<h1>CP</h1>
<input type="number" name="attr_martialManeuverCP10" title="@{martialManeuverCP10}" dir="ltr" value="0" min="0" step="1" tabindex="170"/>
</div>
<input type="text" name="attr_martialManeuverName10" title="@{martialManeuverName10}" placeholder="Maneuver" value="" maxlength="16" tabindex="171"/>
<div class="item-maneuver-block-heading-container">
<div class="maneuver-mover-plus-minus-enclosure">
<div class="maneuver-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_martialManeuverUp10">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_martialManeuverDown10">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-martial-maneuver-block-stats">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>OCV:</h1>
<input type="number" name="attr_martialManeuverOCV10" title="@{martialManeuverOCV10}" value="0" step="1" tabindex="172"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverOCVmod10" title="@{martialManeuverOCVmod10}" value="0" step="1" min="0" max="10" tabindex="173"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_martialManeuverType10" title="@martialManeuverType10">
<option value="attack" selected>Attack</option>
<option value="block">Block</option>
<option value="contest">Contest</option>
<option value="dodge">Dodge</option>
<option value="weaponAttack">WP Attack</option>
<option value="weaponBlock">WP Block</option>
<option value="weaponContest">WP Contest</option>
</select>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DCV:</h1>
<input type="number" name="attr_martialManeuverDCV10" title="@{martialManeuverDCV10}" value="0" step="1" tabindex="174"/>
<h1>+</h1>
<input type="number" name="attr_martialManeuverDCVmod10" title="@{martialManeuverDCVmod10}" value="0" step="1" min="0" max="10" tabindex="175"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Phase:</h1>
<input type="text" name="attr_martialManeuverPhase10" title="@{martialManeuverPhase10}" value="1/2" tabindex="180"/>
</div>
</div>
<!-- Rows that change by type selection. -->
<input type="hidden" class="martial-damage-display10" name="attr_martialDamageDisplay10" value="attack"/>
<div class="item-maneuver-block-type10">
<div class="item-maneuver-block-stats-attack10">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>DMG:</h1>
<input type="text" name="attr_martialManeuverDamage10" title="@{martialManeuverDamage10}" value="0" maxlength="9" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance10" title="@{martialManeuverEndurance10}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>CSL:</h1>
<input type="number" name="attr_martialManeuverCSLmod10" title="@{martialManeuverCSLmod10}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>N:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" checked="checked" name="attr_martialManeuverNormal10">
<span class="checkmark-small-light" title="@{martialManeuverNormal10}"></span>
</label>
<h1>STUNx:</h1>
<input type="number" name="attr_martialManeuverStunMod10" title="@{martialManeuverStunMod10}" value="0" min="0" max="2" step="1" tabindex="182"/>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-defense10">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance10" title="@{martialManeuverEndurance10}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-contest10">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod10" title="@{martialManeuverStrMod10}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance10" title="@{martialManeuverEndurance10}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row-empty">
<h1>&#8205;</h1>
</div>
</div>
<div class="item-maneuver-block-stats-wp-attack10">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>DC:</h1>
<input type="number" name="attr_martialManeuverDC10" title="@{martialManeuverDC10}" value="0" min="-9" max="9" tabindex="176"/>
<h1>CSL</h1>
<input type="number" name="attr_martialManeuverCSLmod10" title="@{martialManeuverCSLmod10}" value="0" min="0" max="20" step="2" tabindex="177"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance10" title="@{martialManeuverEndurance10}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>R Mod:</h1>
<input type="number" name="attr_martialManeuverRNGmod10" title="@{martialManeuverRNGmod10}" value="0" min="0" max="10" step="1" tabindex="178"/>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
<div class="item-maneuver-block-stats-wp-contest10">
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row-alt">
<h1>STR Mod:</h1>
<input type="number" name="attr_martialManeuverStrMod10" title="@{martialManeuverStrMod10}" value="0" min="0" max="99" tabindex="176"/>
</div>
<div class="item-maneuver-block-stats-half-row-alt">
<h1>END Mod:</h1>
<input type="number" value="0" step="1" min="0" name="attr_martialManeuverEndurance10" title="@{martialManeuverEndurance10}" tabindex="181"/>
</div>
</div>
<div class="item-maneuver-block-stats-row">
<div class="item-maneuver-block-stats-half-row">
<h1>&#8205;</h1>
</div>
<div class="item-maneuver-block-stats-half-row">
<h1>Braced:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-light" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-light" title="@{checkSet}"></span>
</label>
</div>
</div>
</div>
</div>
</div>
<div class ="item-martial-maneuver-block-text">
<textarea name="attr_martialManeuverEffect10" title="@{martialManeuverEffect10}" maxlength="100" tabindex="183" placeholder="Description"></textarea>
</div>
<div class ="item-martial-maneuver-button-line">
<button type="action" class="button buttonManeuverEND" tabindex="-1" name="act_buttonManeuverEND10" title="%{buttonManeuverEND10}">END</button>
<button type="action" class="button buttonManeuver" tabindex="-1" name="act_maneuverAttack10" title="%{maneuverAttack10}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showManeuverRoll10" title="%{showManeuverRoll10}" >Show</button>
</div>
</div>
</div>
</div>
<!-- Range Modifier Table -->
<div class="subitem-tab-gear-slide-flex-container-range-modifiers">
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-container-column">
<h2>Range (m)</h2>
<h2>OCV Mod:</h2>
</div>
</div>
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-button-container">
<label class="custom-radio-button-container">
<input type="radio" name="attr_rangeMartial" value="0" checked>
<span class="custom-radio-button"></span>
</label>
</div>
<div class="subitem-range-modifier-container-column">
<h2>0-8</h2>
<h2>0</h2>
</div>
</div>
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-button-container">
<label class="custom-radio-button-container">
<input type="radio" name="attr_rangeMartial" value="9">
<span class="custom-radio-button"></span>
</label>
</div>
<div class="subitem-range-modifier-container-column">
<h2>9-16</h2>
<h2>-2</h2>
</div>
</div>
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-button-container">
<label class="custom-radio-button-container">
<input type="radio" name="attr_rangeMartial" value="17">
<span class="custom-radio-button"></span>
</label>
</div>
<div class="subitem-range-modifier-container-column">
<h2>17-32</h2>
<h2>-4</h2>
</div>
</div>
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-button-container">
<label class="custom-radio-button-container">
<input type="radio" name="attr_rangeMartial" value="33">
<span class="custom-radio-button"></span>
</label>
</div>
<div class="subitem-range-modifier-container-column">
<h2>33-64</h2>
<h2>-6</h2>
</div>
</div>
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-button-container">
<label class="custom-radio-button-container">
<input type="radio" name="attr_rangeMartial" value="65">
<span class="custom-radio-button"></span>
</label>
</div>
<div class="subitem-range-modifier-container-column">
<h2>65-125</h2>
<h2>-8</h2>
</div>
</div>
</div>
</div>
<div class="item-tab-gear-slide-flex-container-hit-locations">
<div class="item-gear-slide-container-hit-locations-flex-row">
<!-- Special target locations -->
<div class="item-gear-slide-flex-container-hit-locations-special">
<div class="subitem-gear-slide-flex-container-hit-locations-special-heading">
<h1>Target</h1>
<h1>Roll</h1>
<h1>Location</h1>
<h1>OCV</h1>
</div>
<div class="subitem-gear-slide-flex-container-hit-locations-special-top-row">
<label class="custom-radio-button-container">
<input type="radio" name="attr_targetSelection" value="1" checked>
<span class="custom-radio-button"></span>
</label>
<h1>3d6</h1>
<h1>Any</h1>
<h1>0</h1>
</div>
<div class="subitem-gear-slide-flex-container-hit-locations-special-middle-row">
<label class="custom-radio-button-container">
<input type="radio" name="attr_targetSelection" value="12">
<span class="custom-radio-button"></span>
</label>
<h1>1d6+3</h1>
<h1>Head Shot</h1>
<h1>-4</h1>
</div>
<div class="subitem-gear-slide-flex-container-hit-locations-special-middle-row">
<label class="custom-radio-button-container">
<input type="radio" name="attr_targetSelection" value="13">
<span class="custom-radio-button"></span>
</label>
<h1>2d6+1</h1>
<h1>High Shot</h1>
<h1>-2</h1>
</div>
<div class="subitem-gear-slide-flex-container-hit-locations-special-middle-row">
<label class="custom-radio-button-container">
<input type="radio" name="attr_targetSelection" value="14">
<span class="custom-radio-button"></span>
</label>
<h1>2d6+4</h1>
<h1>Body Shot</h1>
<h1>-1</h1>
</div>
<div class="subitem-gear-slide-flex-container-hit-locations-special-middle-row">
<label class="custom-radio-button-container">
<input type="radio" name="attr_targetSelection" value="15">
<span class="custom-radio-button"></span>
</label>
<h1>2d6+7</h1>
<h1>Low Shot</h1>
<h1>-2</h1>
</div>
<div class="subitem-gear-slide-flex-container-hit-locations-special-bottom-row">
<label class="custom-radio-button-container">
<input type="radio" name="attr_targetSelection" value="16">
<span class="custom-radio-button"></span>
</label>
<h1>1d6+12</h1>
<h1>Leg Shot</h1>
<h1>-4</h1>
</div>
</div>
<!-- Targeting Options -->
<div class="item-gear-slide-container-hit-locations-options">
<div class="subitem-gear-slide-container-hit-locations-options-top">
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_halveTargetOCVpenalty">
<span class="checkmark-small-light" title="@{halveTargetOCVpenalty}"></span>
</label>
<h1>Half Penalty</h1>
</div>
<div class="subitem-gear-slide-container-hit-locations-options-bottom">
<h1>Apply PSL</h1>
<input type="number" name="attr_penaltySkillLevels" title="@{penaltySkillLevels}" value="0" min="0" step="1" tabindex="200"/>
</div>
</div>
</div>
<!-- Standard Hit Location Table -->
<div class="item-gear-slide-container-hit-locations-table">
<div class="subitem-gear-slide-container-hit-locations-table-heading">
<h1>Target</h1>
<h1>Roll</h1>
<h1>Location</h1>
<h1>STUNx</h1>
<h1>N STUN</h1>
<h1>BODYx</h1>
<h1>OCV</h1>
</div>
<div class="subitem-gear-slide-container-hit-locations-table-top-row">
<label class="custom-radio-button-container">
<input type="radio" name="attr_targetSelection" value="2">
<span class="custom-radio-button"></span>
</label>
<h1>3-5</h1>
<h1>Head</h1>
<h1>x5</h1>
<h1>x2</h1>
<h1>x2</h1>
<h1>-8</h1>
</div>
<div class="subitem-gear-slide-container-hit-locations-table-middle-row">
<label class="custom-radio-button-container">
<input type="radio" name="attr_targetSelection" value="3">
<span class="custom-radio-button"></span>
</label>
<h1>6</h1>
<h1>Hands</h1>
<h1>x1</h1>
<h1>x1/2</h1>
<h1>x1/2</h1>
<h1>-6</h1>
</div>
<div class="subitem-gear-slide-container-hit-locations-table-middle-row">
<label class="custom-radio-button-container">
<input type="radio" name="attr_targetSelection" value="4">
<span class="custom-radio-button"></span>
</label>
<h1>7-8</h1>
<h1>Arms</h1>
<h1>x2</h1>
<h1>x1/2</h1>
<h1>x1/2</h1>
<h1>-5</h1>
</div>
<div class="subitem-gear-slide-container-hit-locations-table-middle-row">
<label class="custom-radio-button-container">
<input type="radio" name="attr_targetSelection" value="5">
<span class="custom-radio-button"></span>
</label>
<h1>9</h1>
<h1>Shoulders</h1>
<h1>x3</h1>
<h1>x1</h1>
<h1>x1</h1>
<h1>-5</h1>
</div>
<div class="subitem-gear-slide-container-hit-locations-table-middle-row">
<label class="custom-radio-button-container">
<input type="radio" name="attr_targetSelection" value="6">
<span class="custom-radio-button"></span>
</label>
<h1>10-11</h1>
<h1>Chest</h1>
<h1>x3</h1>
<h1>x1</h1>
<h1>x1</h1>
<h1>-3</h1>
</div>
<div class="subitem-gear-slide-container-hit-locations-table-middle-row">
<label class="custom-radio-button-container">
<input type="radio" name="attr_targetSelection" value="7">
<span class="custom-radio-button"></span>
</label>
<h1>12</h1>
<h1>Stomach</h1>
<h1>x4</h1>
<h1>x3/2</h1>
<h1>x1</h1>
<h1>-7</h1>
</div>
<div class="subitem-gear-slide-container-hit-locations-table-middle-row">
<label class="custom-radio-button-container">
<input type="radio" name="attr_targetSelection" value="8">
<span class="custom-radio-button"></span>
</label>
<h1>13</h1>
<h1>Vitals</h1>
<h1>x4</h1>
<h1>x3/2</h1>
<h1>x2</h1>
<h1>-8</h1>
</div>
<div class="subitem-gear-slide-container-hit-locations-table-middle-row">
<label class="custom-radio-button-container">
<input type="radio" name="attr_targetSelection" value="9">
<span class="custom-radio-button"></span>
</label>
<h1>14</h1>
<h1>Thighs</h1>
<h1>x2</h1>
<h1>x1</h1>
<h1>x1</h1>
<h1>-4</h1>
</div>
<div class="subitem-gear-slide-container-hit-locations-table-middle-row">
<label class="custom-radio-button-container">
<input type="radio" name="attr_targetSelection" value="10">
<span class="custom-radio-button"></span>
</label>
<h1>15-16</h1>
<h1>Legs</h1>
<h1>x2</h1>
<h1>x1/2</h1>
<h1>x1/2</h1>
<h1>-6</h1>
</div>
<div class="subitem-gear-slide-container-hit-locations-table-bottom-row">
<label class="custom-radio-button-container">
<input type="radio" name="attr_targetSelection" value="11">
<span class="custom-radio-button"></span>
</label>
<h1>17-18</h1>
<h1>Feet</h1>
<h1>x1</h1>
<h1>x1/2</h1>
<h1>x1/2</h1>
<h1>-8</h1>
</div>
</div>
</div>
<!-- Slide for text -->
<div class="item-tab-gear-slide-treasure-text">
<textarea name="attr_treasures" title="@{treasures}" maxlength="4096" tabindex="260"></textarea>
</div>
</div>
</div>
</div>
<!-- --------------------------------------------------------------------------------- -->
<!-- Skills tab -->
<!-- --------------------------------------------------------------------------------- -->
<div class="sheet-skills">
<div class="grid-container-skills-tab">
<div class="item-skillsTab-flex-container-skills-group01">
<!-- Left side skills heading -->
<div class="subitem-skillsTab-grid-container-skills-heading-left">
<div class="subitem-skillsTab-grid-container-skills-heading-left-name">
<h1>Skill</h1>
</div>
<div class="subitem-skillsTab-grid-container-skills-heading-left-type">
<h1>Type</h1>
</div>
<div class="subitem-skillsTab-grid-container-skills-heading-left-roll">
<h1>Roll</h1>
</div>
<div class="subitem-skillsTab-grid-container-skills-heading-left-cost">
<h1>CP</h1>
</div>
</div>
<!-- Skill 01 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName01" maxlength="20" tabindex="300"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp01">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown01">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-alternate-skill">
<select name="attr_skillType01">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance01" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill01" title="%{testSkill01}" tabindex="-1">Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP01" tabindex="301"/>
</div>
<!-- Skill 02 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName02" maxlength="20" tabindex="302"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp02">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown02">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType02">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance02" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill02" tabindex="-1" title="%{testSkill02}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP02" tabindex="303"/>
</div>
<!-- Skill 03 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName03" maxlength="20" tabindex="304"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp03">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown03">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType03">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance03" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill03" tabindex="-1" title="%{testSkill03}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP03" tabindex="305"/>
</div>
<!-- Skill 04 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName04" maxlength="20" tabindex="306"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp04">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown04">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType04">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance04" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill04" tabindex="-1" title="%{testSkill04}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP04" tabindex="307"/>
</div>
<!-- Skill 05 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName05" maxlength="20" tabindex="308"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp05">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown05">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-alternate-skill">
<select name="attr_skillType05">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance05" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill05" tabindex="-1" title="%{testSkill05}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP05" tabindex="309"/>
</div>
<!-- Skill 06 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName06" maxlength="20" tabindex="310"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp06">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown06">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType06">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance06" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill06" tabindex="-1" title="%{testSkill06}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP06" tabindex="311"/>
</div>
<!-- Skill 07 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName07" maxlength="20" tabindex="312"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp07">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown07">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType07">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance07" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill07" tabindex="-1" title="%{testSkill07}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP07" tabindex="313"/>
</div>
<!-- Skill 08 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName08" maxlength="20" tabindex="314"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp08">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown08">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType08">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance08" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill08" tabindex="-1" title="%{testSkill08}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP08" tabindex="315"/>
</div>
<!-- Skill 09 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName09" maxlength="20" tabindex="316"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp09">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown09">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType09">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance09" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill09" tabindex="-1" title="%{testSkill09}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP09" tabindex="317"/>
</div>
<!-- Skill 10 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName10" maxlength="20" tabindex="318"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp10">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown10">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType10">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance10" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill10" tabindex="-1" title="%{testSkill10}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP10" tabindex="319"/>
</div>
</div>
<!-- Skill Group 02-->
<div class="item-skillsTab-flex-container-skills-group02">
<!-- Skill 11 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName11" maxlength="20" tabindex="320"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp11">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown11">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-alternate-skill">
<select name="attr_skillType11">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance11" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill11" tabindex="-1" title="%{testSkill11}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP11" tabindex="321"/>
</div>
<!-- Skill 12 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName12" maxlength="20" tabindex="322"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp12">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown12">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType12">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance12" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill12" tabindex="-1" title="%{testSkill12}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP12" tabindex="323"/>
</div>
<!-- Skill 13 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName13" maxlength="20" tabindex="324"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp13">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown13">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType13">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance13" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill13" tabindex="-1" title="%{testSkill13}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP13" tabindex="325"/>
</div>
<!-- Skill 14 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName14" maxlength="20" tabindex="326"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp14">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown14">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType14">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance14" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill14" tabindex="-1" title="%{testSkill14}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP14" tabindex="327"/>
</div>
<!-- Skill 15 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName15" maxlength="20" tabindex="328"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp15">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown15">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-alternate-skill">
<select name="attr_skillType15">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance15" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill15" tabindex="-1" title="%{testSkill15}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP15" tabindex="329"/>
</div>
<!-- Skill 16 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName16" maxlength="20" tabindex="330"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp16">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown16">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType16">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance16" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill16" tabindex="-1" title="%{testSkill16}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP16" tabindex="331"/>
</div>
<!-- Skill 17 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName17" maxlength="20" tabindex="332"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp17">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown17">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType17">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance17" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill17" tabindex="-1" title="%{testSkill17}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP17" tabindex="333"/>
</div>
<!-- Skill 18 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName18" maxlength="20" tabindex="334"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp18">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown18">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType18">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance18" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill18" tabindex="-1" title="%{testSkill18}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP18" tabindex="335"/>
</div>
<!-- Skill 19 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName19" maxlength="20" tabindex="336"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp19">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown19">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType19">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance19" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill19" tabindex="-1" title="%{testSkill19}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP19" tabindex="337"/>
</div>
<!-- Skill 20 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName20" maxlength="20" tabindex="338"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp20">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown20">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType20">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance20" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill20" tabindex="-1" title="%{testSkill20}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP20" tabindex="339"/>
</div>
</div>
<!-- Skill Group 03-->
<div class="item-skillsTab-flex-container-skills-group03">
<!-- Skill 21 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName21" maxlength="20" tabindex="340"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp21">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown21">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-alternate-skill">
<select name="attr_skillType21">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="combat">Combat</option>
<option value="tf">TF</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance21" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill21" tabindex="-1" title="%{testSkill21}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP21" tabindex="341"/>
</div>
<!-- Skill 22 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName22" maxlength="20" tabindex="342"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp22">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown22">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType22">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance22" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill22" tabindex="-1" title="%{testSkill22}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP22" tabindex="343"/>
</div>
<!-- Skill 23 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName23" maxlength="20" tabindex="344"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp23">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown23">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType23">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance23" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill23" tabindex="-1" title="%{testSkill23}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP23" tabindex="345"/>
</div>
<!-- Skill 24 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName24" maxlength="20" tabindex="346"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp24">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown24">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType24">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance24" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill24" tabindex="-1" title="%{testSkill24}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP24" tabindex="347"/>
</div>
<!-- Skill 25 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName25" maxlength="20" tabindex="348"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp25">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown25">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-alternate-skill">
<select name="attr_skillType25">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance25" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill25" tabindex="-1" title="%{testSkill25}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP25" tabindex="349"/>
</div>
<!-- Skill 26 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName26" maxlength="20" tabindex="350"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp26">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown26">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType26">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance26" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill26" tabindex="-1" title="%{testSkill26}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP26" tabindex="351"/>
</div>
<!-- Skill 27 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName27" maxlength="20" tabindex="352"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp27">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown27">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType27">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance27" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill27" tabindex="-1" title="%{testSkill27}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP27" tabindex="353"/>
</div>
<!-- Skill 28 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName28" maxlength="20" tabindex="354"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp28">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown28">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType28">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance28" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill28" tabindex="-1" title="%{testSkill28}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP28" tabindex="355"/>
</div>
<!-- Skill 29 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName29" maxlength="20" tabindex="356"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp29">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown29">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType29">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance29" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill29" tabindex="-1" title="%{testSkill29}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP29" tabindex="357"/>
</div>
<!-- Skill 30 -->
<div class="subitem-skillsTab-flex-container-skill">
<input type="text" value="" name="attr_skillName30" maxlength="20" tabindex="358"/>
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp30">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown30">
<div class="downArrow"></div>
</button>
</div>
</div>
<div class="custom-select-skill">
<select name="attr_skillType30">
<option value="everyman" selected>Every</option>
<option value="everymanPS" selected>Every PS</option>
<option value="none" selected>-</option>
<option value="str">STR</option>
<option value="dex">DEX</option>
<option value="con">CON</option>
<option value="int">INT</option>
<option value="ego">EGO</option>
<option value="pre">PRE</option>
<option value="ak">AK</option>
<option value="intAK">AK (INT)</option>
<option value="ck">CK</option>
<option value="intCK">CK (INT)</option>
<option value="cuk">CuK</option>
<option value="intCuK">CuK (INT)</option>
<option value="ks">KS</option>
<option value="intKS">KS (INT)</option>
<option value="ps">PS</option>
<option value="intPS">PS (INT)</option>
<option value="dexPS">PS (DEX)</option>
<option value="ss">SS</option>
<option value="intSS">SS (INT)</option>
<option value="tf">TF</option>
<option value="combat">Combat</option>
<option value="other">Other</option>
<option value="group">Group</option>
</select>
</div>
<input type="text" value="0" name="attr_skillRollChance30" readonly tabindex="-1"/>
<button type="action" class='button buttonRoll' name="act_testSkill30" tabindex="-1" title="%{testSkill30}" >Roll</button>
<input type="number" value="0" min="0" name="attr_skillCP30" tabindex="359"/>
</div>
</div>
<!-- Combat skills section -->
<div class="item-skillsTab-grid-container-combat-skills">
<div class="subitem-skillsTab-flex-container-combat-skill">
<h1>Combat Skills</h1>
<h1>Type</h1>
<h1>Levels</h1>
<h1>CP</h1>
</div>
<div class="subitem-skillsTab-flex-container-combat-skill">
<input type="text" value="" name="attr_skillName31" maxlength="23" tabindex="360"/>
<div class="subitem-skillsTab-flex-container-combat-skill-movers">
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp31">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown31">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
<div class="custom-select">
<select name="attr_skillType31">
<option value="none" selected>-</option>
<option value="Fam1">WF1</option>
<option value="Fam2">WF2</option>
<option value="ELM">ELM</option>
<option value="CSL2">CSL2</option>
<option value="CSL3">CSL3</option>
<option value="CSL5">CSL5</option>
<option value="CSL8">CSL8</option>
<option value="MCSL1">MCSL1</option>
<option value="MCSL3">MCSL3</option>
<option value="MCSL6">MCSL6</option>
<option value="PSL1">PSL1</option>
<option value="PSL2">PSL2</option>
<option value="PSL3">PSL3</option>
</select>
</div>
<input type="number" value="0" min="0" name="attr_skillLevels31" tabindex="361"/>
<input type="text" value="0" name="attr_skillCP31" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-combat-skill">
<input type="text" value="" name="attr_skillName32" maxlength="23" tabindex="362"/>
<div class="subitem-skillsTab-flex-container-combat-skill-movers">
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp32">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown32">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
<div class="custom-select">
<select name="attr_skillType32">
<option value="none" selected>-</option>
<option value="Fam1">WF1</option>
<option value="Fam2">WF2</option>
<option value="ELM">ELM</option>
<option value="CSL2">CSL2</option>
<option value="CSL3">CSL3</option>
<option value="CSL8">CSL8</option>
<option value="CSL5">CSL5</option>
<option value="MCSL1">MCSL1</option>
<option value="MCSL3">MCSL3</option>
<option value="MCSL6">MCSL6</option>
<option value="PSL1">PSL1</option>
<option value="PSL2">PSL2</option>
<option value="PSL3">PSL3</option>
</select>
</div>
<input type="number" value="0" min="0" name="attr_skillLevels32" tabindex="363"/>
<input type="text" value="0" name="attr_skillCP32" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-combat-skill">
<input type="text" value="" name="attr_skillName33" maxlength="23" tabindex="364"/>
<div class="subitem-skillsTab-flex-container-combat-skill-movers">
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp33">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown33">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
<div class="custom-select">
<select name="attr_skillType33">
<option value="none" selected>-</option>
<option value="Fam1">WF1</option>
<option value="Fam2">WF2</option>
<option value="ELM">ELM</option>
<option value="CSL2">CSL2</option>
<option value="CSL3">CSL3</option>
<option value="CSL5">CSL5</option>
<option value="CSL8">CSL8</option>
<option value="MCSL1">MCSL1</option>
<option value="MCSL3">MCSL3</option>
<option value="MCSL6">MCSL6</option>
<option value="PSL1">PSL1</option>
<option value="PSL2">PSL2</option>
<option value="PSL3">PSL3</option>
</select>
</div>
<input type="number" value="0" min="0" name="attr_skillLevels33" tabindex="365"/>
<input type="text" value="0" name="attr_skillCP33" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-combat-skill">
<input type="text" value="" name="attr_skillName34" maxlength="23" tabindex="366"/>
<div class="subitem-skillsTab-flex-container-combat-skill-movers">
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp34">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown34">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
<div class="custom-select">
<select name="attr_skillType34">
<option value="none" selected>-</option>
<option value="Fam1">WF1</option>
<option value="Fam2">WF2</option>
<option value="ELM">ELM</option>
<option value="CSL2">CSL2</option>
<option value="CSL3">CSL3</option>
<option value="CSL5">CSL5</option>
<option value="CSL8">CSL8</option>
<option value="MCSL1">MCSL1</option>
<option value="MCSL3">MCSL3</option>
<option value="MCSL6">MCSL6</option>
<option value="PSL1">PSL1</option>
<option value="PSL2">PSL2</option>
<option value="PSL3">PSL3</option>
</select>
</div>
<input type="number" value="0" min="0" name="attr_skillLevels34" tabindex="367"/>
<input type="text" value="0" name="attr_skillCP34" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-combat-skill">
<input type="text" value="" name="attr_skillName35" maxlength="23" tabindex="368"/>
<div class="subitem-skillsTab-flex-container-combat-skill-movers">
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp35">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown35">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
<div class="custom-select">
<select name="attr_skillType35">
<option value="none" selected>-</option>
<option value="Fam1">WF1</option>
<option value="Fam2">WF2</option>
<option value="ELM">ELM</option>
<option value="CSL2">CSL2</option>
<option value="CSL3">CSL3</option>
<option value="CSL5">CSL5</option>
<option value="CSL8">CSL8</option>
<option value="MCSL1">MCSL1</option>
<option value="MCSL3">MCSL3</option>
<option value="MCSL6">MCSL6</option>
<option value="PSL1">PSL1</option>
<option value="PSL2">PSL2</option>
<option value="PSL3">PSL3</option>
</select>
</div>
<input type="number" value="0" min="0" name="attr_skillLevels35" tabindex="369"/>
<input type="text" value="0" name="attr_skillCP35" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-combat-skill">
<input type="text" value="" name="attr_skillName36" maxlength="23" tabindex="370"/>
<div class="subitem-skillsTab-flex-container-combat-skill-movers">
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp36">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown36">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
<div class="custom-select">
<select name="attr_skillType36">
<option value="none" selected>-</option>
<option value="Fam1">WF1</option>
<option value="Fam2">WF2</option>
<option value="ELM">ELM</option>
<option value="CSL2">CSL2</option>
<option value="CSL3">CSL3</option>
<option value="CSL5">CSL5</option>
<option value="CSL8">CSL8</option>
<option value="MCSL1">MCSL1</option>
<option value="MCSL3">MCSL3</option>
<option value="MCSL6">MCSL6</option>
<option value="PSL1">PSL1</option>
<option value="PSL2">PSL2</option>
<option value="PSL3">PSL3</option>
</select>
</div>
<input type="number" value="0" min="0" name="attr_skillLevels36" tabindex="371"/>
<input type="text" value="0" name="attr_skillCP36" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-combat-skill">
<input type="text" value="" name="attr_skillName37" maxlength="23" tabindex="372"/>
<div class="subitem-skillsTab-flex-container-combat-skill-movers">
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp37">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown37">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
<div class="custom-select">
<select name="attr_skillType37">
<option value="none" selected>-</option>
<option value="Fam1">WF1</option>
<option value="Fam2">WF2</option>
<option value="ELM">ELM</option>
<option value="CSL2">CSL2</option>
<option value="CSL3">CSL3</option>
<option value="CSL5">CSL5</option>
<option value="CSL8">CSL8</option>
<option value="MCSL1">MCSL1</option>
<option value="MCSL3">MCSL3</option>
<option value="MCSL6">MCSL6</option>
<option value="PSL1">PSL1</option>
<option value="PSL2">PSL2</option>
<option value="PSL3">PSL3</option>
</select>
</div>
<input type="number" value="0" min="0" name="attr_skillLevels37" tabindex="373"/>
<input type="text" value="0" name="attr_skillCP37" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-combat-levels">
<h1>All HTH Levels</h1>
<input type="number" value="0" min="0" name="attr_skillLevels38" tabindex="375"/>
<input type="text" value="0" name="attr_skillCP38" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-combat-levels">
<h1>All Range Levels</h1>
<input type="number" value="0" min="0" name="attr_skillLevels39" tabindex="377"/>
<input type="text" value="0" name="attr_skillCP39" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-combat-levels">
<h1>All Combat Levels</h1>
<input type="number" value="0" min="0" name="attr_skillLevels40" tabindex="379"/>
<input type="text" value="0" name="attr_skillCP40" readonly tabindex="-1"/>
</div>
</div>
<!-- Language skills section -->
<div class="item-skillsTab-flex-container-languages">
<!-- Language skills heading -->
<div class="subitem-skillsTab-flex-container-language-heading">
<h1>Languages</h1>
<h1>Fluency</h1>
<h1>Lit.</h1>
<h1>CP</h1>
</div>
<!-- Language skill 01 (41 overall) -->
<div class="subitem-skillsTab-flex-container-language">
<input type="text" value="Native Language" name="attr_skillName41" maxlength="23" tabindex="380"/>
<div class="subitem-skillsTab-flex-container-language-movers">
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp41">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown41">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
<div class="custom-select">
<select name="attr_skillFluency41">
<option value="native" selected >Native</option>
<option value="none">-</option>
<option value="basic" >Basic</option>
<option value="fluent" >Fluent</option>
<option value="accent" >Accent</option>
<option value="idiomatic">Idiomatic</option>
<option value="imitate" >Imitate</option>
</select>
</div>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_skillLiteracy41">
<span class="checkmark-small"></span>
</label>
<input type="text" value="0" name="attr_skillCP41" readonly tabindex="-1"/>
</div>
<!-- Language skill 02 (42 overall) -->
<div class="subitem-skillsTab-flex-container-language">
<input type="text" value="" name="attr_skillName42" maxlength="23" tabindex="381"/>
<div class="subitem-skillsTab-flex-container-language-movers">
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp42">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown42">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
<div class="custom-select">
<select name="attr_skillFluency42">
<option value="native">Native</option>
<option value="none" selected >-</option>
<option value="basic" >Basic</option>
<option value="fluent" >Fluent</option>
<option value="accent" >Accent</option>
<option value="idiomatic">Idiomatic</option>
<option value="imitate" >Imitate</option>
</select>
</div>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_skillLiteracy42">
<span class="checkmark-small"></span>
</label>
<input type="text" value="0" name="attr_skillCP42" readonly tabindex="-1"/>
</div>
<!-- Language skill 03 (43 overall) -->
<div class="subitem-skillsTab-flex-container-language">
<input type="text" value="" name="attr_skillName43" maxlength="23" tabindex="382"/>
<div class="subitem-skillsTab-flex-container-language-movers">
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp43">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown43">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
<div class="custom-select">
<select name="attr_skillFluency43">
<option value="native">Native</option>
<option value="none" selected >-</option>
<option value="basic" >Basic</option>
<option value="fluent" >Fluent</option>
<option value="accent" >Accent</option>
<option value="idiomatic">Idiomatic</option>
<option value="imitate" >Imitate</option>
</select>
</div>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_skillLiteracy43">
<span class="checkmark-small"></span>
</label>
<input type="text" value="0" name="attr_skillCP43" readonly tabindex="-1"/>
</div>
<!-- Language skill 04 (44 overall) -->
<div class="subitem-skillsTab-flex-container-language">
<input type="text" value="" name="attr_skillName44" maxlength="23" tabindex="383"/>
<div class="subitem-skillsTab-flex-container-language-movers">
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp44">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown44">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
<div class="custom-select">
<select name="attr_skillFluency44">
<option value="native">Native</option>
<option value="none" selected >-</option>
<option value="basic" >Basic</option>
<option value="fluent" >Fluent</option>
<option value="accent" >Accent</option>
<option value="idiomatic">Idiomatic</option>
<option value="imitate" >Imitate</option>
</select>
</div>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_skillLiteracy44">
<span class="checkmark-small"></span>
</label>
<input type="text" value="0" name="attr_skillCP44" readonly tabindex="-1"/>
</div>
<!-- Language skill 05 (45 overall) -->
<div class="subitem-skillsTab-flex-container-language">
<input type="text" value="" name="attr_skillName45" maxlength="23" tabindex="384"/>
<div class="subitem-skillsTab-flex-container-language-movers">
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp45">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown45">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
<div class="custom-select">
<select name="attr_skillFluency45">
<option value="native">Native</option>
<option value="none" selected >-</option>
<option value="basic" >Basic</option>
<option value="fluent" >Fluent</option>
<option value="accent" >Accent</option>
<option value="idiomatic">Idiomatic</option>
<option value="imitate" >Imitate</option>
</select>
</div>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_skillLiteracy45">
<span class="checkmark-small"></span>
</label>
<input type="text" value="0" name="attr_skillCP45" readonly tabindex="-1"/>
</div>
<!-- Language skill 06 (46 overall) -->
<div class="subitem-skillsTab-flex-container-language">
<input type="text" value="" name="attr_skillName46" maxlength="23" tabindex="385"/>
<div class="subitem-skillsTab-flex-container-language-movers">
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp46">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown46">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
<div class="custom-select">
<select name="attr_skillFluency46">
<option value="native">Native</option>
<option value="none" selected >-</option>
<option value="basic" >Basic</option>
<option value="fluent" >Fluent</option>
<option value="accent" >Accent</option>
<option value="idiomatic">Idiomatic</option>
<option value="imitate" >Imitate</option>
</select>
</div>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_skillLiteracy46">
<span class="checkmark-small"></span>
</label>
<input type="text" value="0" name="attr_skillCP46" readonly tabindex="-1"/>
</div>
<!-- Language skill 07 (47 overall) -->
<div class="subitem-skillsTab-flex-container-language">
<input type="text" value="" name="attr_skillName47" maxlength="23" tabindex="386"/>
<div class="subitem-skillsTab-flex-container-language-movers">
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp47">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown47">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
<div class="custom-select">
<select name="attr_skillFluency47">
<option value="native">Native</option>
<option value="none" selected >-</option>
<option value="basic" >Basic</option>
<option value="fluent" >Fluent</option>
<option value="accent" >Accent</option>
<option value="idiomatic">Idiomatic</option>
<option value="imitate" >Imitate</option>
</select>
</div>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_skillLiteracy47">
<span class="checkmark-small"></span>
</label>
<input type="text" value="0" name="attr_skillCP47" readonly tabindex="-1"/>
</div>
<!-- Language skill 08 (48 overall) -->
<div class="subitem-skillsTab-flex-container-language">
<input type="text" value="" name="attr_skillName48" maxlength="23" tabindex="387"/>
<div class="subitem-skillsTab-flex-container-language-movers">
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp48">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown48">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
<div class="custom-select">
<select name="attr_skillFluency48">
<option value="native">Native</option>
<option value="none" selected >-</option>
<option value="basic" >Basic</option>
<option value="fluent" >Fluent</option>
<option value="accent" >Accent</option>
<option value="idiomatic">Idiomatic</option>
<option value="imitate" >Imitate</option>
</select>
</div>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_skillLiteracy48">
<span class="checkmark-small"></span>
</label>
<input type="text" value="0" name="attr_skillCP48" readonly tabindex="-1"/>
</div>
<!-- Language skill 09 (49 overall) -->
<div class="subitem-skillsTab-flex-container-language">
<input type="text" value="" name="attr_skillName49" maxlength="23" tabindex="388"/>
<div class="subitem-skillsTab-flex-container-language-movers">
<div class="skill-mover-plus-minus-enclosure">
<div class="skill-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_skillUp49">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_skillDown49">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
<div class="custom-select">
<select name="attr_skillFluency49">
<option value="native">Native</option>
<option value="none" selected >-</option>
<option value="basic" >Basic</option>
<option value="fluent" >Fluent</option>
<option value="accent" >Accent</option>
<option value="idiomatic">Idiomatic</option>
<option value="imitate" >Imitate</option>
</select>
</div>
<label class="container-checkbox-small">
<input type="checkbox" name="attr_skillLiteracy49">
<span class="checkmark-small"></span>
</label>
<input type="text" value="0" name="attr_skillCP49" readonly tabindex="-1"/>
</div>
</div>
<!-- Enhancers and Levels -->
<div class="item-skillsTab-grid-container-enhancers">
<div class="subitem-skillsTab-flex-container-enhancers-heading">
<h1>Enhancer</h1>
<h1>CP</h1>
</div>
<div class="subitem-skillsTab-flex-container-enhancers-row">
<label class="container-checkbox-small">
<input type="checkbox" name="attr_enhancerJack">
<span class="checkmark-small"></span>
</label>
<h1>Jack of all Trades</h1>
<input type="text" value="0" name="attr_enhancerJackCP" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-enhancers-row">
<label class="container-checkbox-small">
<input type="checkbox" name="attr_enhancerLing">
<span class="checkmark-small"></span>
</label>
<h1>Linguist</h1>
<input type="text" value="0" name="attr_enhancerLingCP" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-enhancers-row">
<label class="container-checkbox-small">
<input type="checkbox" name="attr_enhancerSch">
<span class="checkmark-small"></span>
</label>
<h1>Scholar</h1>
<input type="text" value="0" name="attr_enhancerSchCP" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-enhancers-row">
<label class="container-checkbox-small">
<input type="checkbox" name="attr_enhancerSci">
<span class="checkmark-small"></span>
</label>
<h1>Scientist</h1>
<input type="text" value="0" name="attr_enhancerSciCP" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-enhancers-row">
<label class="container-checkbox-small">
<input type="checkbox" name="attr_enhancerTrav">
<span class="checkmark-small"></span>
</label>
<h1>Traveler</h1>
<input type="text" value="0" name="attr_enhancerTravCP" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-enhancers-row">
<label class="container-checkbox-small">
<input type="checkbox" name="attr_enhancerWell">
<span class="checkmark-small"></span>
</label>
<h1>Well-Connected</h1>
<input type="text" value="0" name="attr_enhancerWellCP" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-levels-row">
<h1>Interaction Skill Levels</h1>
<input type="number" name="attr_interactionLevels" min="0" value="0" tabindex="390"/>
<input type="text" name="attr_interactionLevelsCP" value="0" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-levels-row">
<h1>Intellect Skill Levels</h1>
<input type="number" name="attr_intellectLevels" min="0" value="0" tabindex="391"/>
<input type="text" name="attr_intellectLevelsCP" value="0" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-levels-row">
<h1>Agility Skill Levels</h1>
<input type="number" name="attr_agilityLevels" min="0" value="0" tabindex="392"/>
<input type="text" name="attr_agilityLevelsCP" value="0" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-levels-row">
<h1>Non-combat Skill Levels</h1>
<input type="number" name="attr_noncombatLevels" min="0" value="0" tabindex="393"/>
<input type="text" name="attr_noncombatLevelsCP" value="0" readonly tabindex="-1"/>
</div>
<div class="subitem-skillsTab-flex-container-levels-row">
<h1>Overall Levels</h1>
<input type="number" name="attr_overallLevels" min="0" value="0" tabindex="394"/>
<input type="text" name="attr_overallLevelsCP" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
</div>
<!-- --------------------------------------------------------------------------------- -->
<!-- Powers Tab -->
<!-- --------------------------------------------------------------------------------- -->
<div class="sheet-powers">
<div class="grid-container-powers">
<!-- Power Combat Mods -->
<div class="item-powers-combat-mods">
<!-- Range Maneuvers -->
<div class="item-powers-range-mods">
<div class="custom-select-alternate">
<select name="attr_powerManeuver" title="@oowerManeuver">
<option value="haymaker">Haymaker</option>
<option value="multipleAttack">Multiple Atk</option>
<option value="strike" selected>Strike</option>
</select>
</div>
<h1>CSL:</h1>
<input type="number" name="attr_powerCSL" title="@{powerCSL}" step="2" min="0" max="20" value="0" tabindex="-1"/>
<h1>Braced:</h1>
<label class="container-checkbox-small-dark">
<input type="checkbox" name="attr_checkBrace">
<span class="checkmark-small-dark" title="@{checkBrace}"></span>
</label>
<h1>Set:</h1>
<label class="container-checkbox-small-dark">
<input type="checkbox" name="attr_checkSet">
<span class="checkmark-small-dark" title="@{checkSet}"></span>
</label>
<button type="action" class="button buttonRollPowerArmor" tabindex="-1" name="act_activateArmor01" title="%{activateArmor01}">Armor</button>
</div>
<!-- Range Modifier Table -->
<div class="subitem-tab-gear-slide-flex-container-range-modifiers">
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-container-column">
<h2>Range (m)</h2>
<h2>OCV Mod:</h2>
</div>
</div>
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-button-container">
<label class="custom-radio-button-container">
<input type="radio" name="attr_rangePower" value="0" checked>
<span class="custom-radio-button"></span>
</label>
</div>
<div class="subitem-range-modifier-container-column">
<h2>0-8</h2>
<h2>0</h2>
</div>
</div>
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-button-container">
<label class="custom-radio-button-container">
<input type="radio" name="attr_rangePower" value="9">
<span class="custom-radio-button"></span>
</label>
</div>
<div class="subitem-range-modifier-container-column">
<h2>9-16</h2>
<h2>-2</h2>
</div>
</div>
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-button-container">
<label class="custom-radio-button-container">
<input type="radio" name="attr_rangePower" value="17">
<span class="custom-radio-button"></span>
</label>
</div>
<div class="subitem-range-modifier-container-column">
<h2>17-32</h2>
<h2>-4</h2>
</div>
</div>
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-button-container">
<label class="custom-radio-button-container">
<input type="radio" name="attr_rangePower" value="33">
<span class="custom-radio-button"></span>
</label>
</div>
<div class="subitem-range-modifier-container-column">
<h2>33-64</h2>
<h2>-6</h2>
</div>
</div>
<div class="subitem-tab-gear-slide-range-modifier-container">
<div class="subitem-range-modifier-button-container">
<label class="custom-radio-button-container">
<input type="radio" name="attr_rangePower" value="65">
<span class="custom-radio-button"></span>
</label>
</div>
<div class="subitem-range-modifier-container-column">
<h2>65-125</h2>
<h2>-8</h2>
</div>
</div>
</div>
</div>
<!-- Power Health Status -->
<div class="item-powers-health">
<div class="item-health-stat-enclosure">
<h2>BODY</h2>
<div class="item-health-stat">
<input type="text" name="attr_CurrentBODY" title="@{CurrentBODY}" value="10" maxlength="3" pattern="[0-9]+" tabindex="-1"/>
<div class="item-health-stat-plus-minus-enclosure ">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_bodyPlus">
<span>&#10095;</span>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_bodyMinus">
<span>&#10094;</span>
</button>
</div>
</div>
</div>
<div class="item-health-stat-enclosure">
<h2>STUN</h2>
<div class="item-health-stat">
<input type="text" name="attr_CurrentSTUN" title="@{CurrentSTUN}" value="20" maxlength="3" pattern="[0-9]+" tabindex="-1"/>
<div class="item-health-stat-plus-minus-enclosure ">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_stunPlus">
<span>&#10095;</span>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_stunMinus">
<span>&#10094;</span>
</button>
</div>
</div>
</div>
<div class="item-health-stat-enclosure">
<h2>END</h2>
<div class="item-health-stat">
<input type="text" name="attr_CurrentEND" title="@{CurrentEND}" value="20" maxlength="3" pattern="[0-9]+" tabindex="-1"/>
<div class="item-health-stat-plus-minus-enclosure ">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_endurancePlus">
<span>&#10095;</span>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_enduranceMinus">
<span>&#10094;</span>
</button>
</div>
</div>
</div>
<div class="item-health-stat-enclosure">
<button type="action" class="button buttonRecover" tabindex="-1" name="act_recoverHealth" title="%{recoverHealth}">Recover</button>
<button type="action" class="button buttonReset" tabindex="-1" name="act_resetHealth" title="%{resetHealth}">Reset</button>
</div>
</div>
<!-- Upper set of powers (01-10) -->
<div class="flex-container-upper-powers">
<input type="hidden" class="item-upper-power-selection" name="attr_upperPowerSelection" value="power01"/>
<div class="flex-container-power-actions">
<input type="hidden" class="item-upper-power-action01" name="attr_powerAction01" value="false"/>
<input type="hidden" class="item-upper-power-action02" name="attr_powerAction02" value="false"/>
<input type="hidden" class="item-upper-power-action03" name="attr_powerAction03" value="false"/>
<input type="hidden" class="item-upper-power-action04" name="attr_powerAction04" value="false"/>
<input type="hidden" class="item-upper-power-action05" name="attr_powerAction05" value="false"/>
<input type="hidden" class="item-upper-power-action06" name="attr_powerAction06" value="false"/>
<input type="hidden" class="item-upper-power-action07" name="attr_powerAction07" value="false"/>
<input type="hidden" class="item-upper-power-action08" name="attr_powerAction08" value="false"/>
<input type="hidden" class="item-upper-power-action09" name="attr_powerAction09" value="false"/>
<input type="hidden" class="item-upper-power-action10" name="attr_powerAction10" value="false"/>
<div class="item-power-action-block">
<div class="item-power-action01">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll01" title="%powerRoll01">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND01" title="%{buttonPowerEND01} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action02">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll02" title="%powerRoll02">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND02" title="%{buttonPowerEND02} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action03">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll03" title="%powerRoll03">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND03" title="%{buttonPowerEND03} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action04">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll04" title="%powerRoll04">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND04" title="%{buttonPowerEND04} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action05">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll05" title="%powerRoll05">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND05" title="%{buttonPowerEND05} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action06">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll06" title="%powerRoll06">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND06" title="%{buttonPowerEND06} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action07">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll07" title="%powerRoll07">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND07" title="%{buttonPowerEND07} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action08">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll08" title="%powerRoll08">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND08" title="%{buttonPowerEND08} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action09">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll09" title="%powerRoll09">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND09" title="%{buttonPowerEND09} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action10">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll10" title="%powerRoll00">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND10" title="%{buttonPowerEND10} " tabindex="-1">END</button>
</div>
</div>
</div>
<div class="flex-container-power-selectors">
<button type="action" name="act_power01" ><span name="attr_powerName01"></span></button>
<button type="action" name="act_power02" ><span name="attr_powerName02"></span></button>
<button type="action" name="act_power03" ><span name="attr_powerName03"></span></button>
<button type="action" name="act_power04" ><span name="attr_powerName04"></span></button>
<button type="action" name="act_power05" ><span name="attr_powerName05"></span></button>
<button type="action" name="act_power06" ><span name="attr_powerName06"></span></button>
<button type="action" name="act_power07" ><span name="attr_powerName07"></span></button>
<button type="action" name="act_power08" ><span name="attr_powerName08"></span></button>
<button type="action" name="act_power09" ><span name="attr_powerName09"></span></button>
<button type="action" name="act_power10" ><span name="attr_powerName10"></span></button>
</div>
<!-- Power Slides -->
<div class="grid-container-power-slides">
<!-- Power 01 -->
<div class="item-power-slide01">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP01" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName01" title="@{powerName01}" placeholder="Power" value="" maxlength="20" tabindex="400"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp01">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown01">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType01" title="@powerType01">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect01" title="@powerEffect01" maxlength="25" tabindex="401"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice01" title="@powerDice01" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType01">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack01">
<span class="checkmark-small-light" title="@{powerAttack01}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage01">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod01" title="@powerStunMod01" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate01">
<span class="checkmark-small-light" title="@{powerActivate01}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll01" title="@{powerSkillRoll01}" value="18" min="0" max="30" tabindex="404"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE01">
<span class="checkmark-small-light" title="@{powerAoE01}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV01">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod01">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND01">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND01" title="@powerEND01" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages01" min="0" value="0" step="0.25" tabindex="405"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations01" min="0" value="0" step="0.25" tabindex="406"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost01" min="0" value="0" tabindex="407"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost01" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText01" placeholder="Power description" title="@powerText01" maxlength="512" tabindex="408"></textarea>
</div>
</div>
</div>
<!-- Power 02 -->
<div class="item-power-slide02">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP02" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName02" title="@{powerName02}" placeholder="Power" value="" maxlength="20" tabindex="400"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp02">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown02">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType02" title="@powerType02">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect02" title="@powerEffect02" maxlength="25" tabindex="401"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice02" title="@powerDice02" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType02">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack02">
<span class="checkmark-small-light" title="@{powerAttack02}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage02">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod02" title="@powerStunMod02" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate02">
<span class="checkmark-small-light" title="@{powerActivate02}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll02" title="@{powerSkillRoll02}" value="18" min="0" max="30" tabindex="404"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE02">
<span class="checkmark-small-light" title="@{powerAoE02}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV02">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod02">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND02">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND02" title="@powerEND02" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages02" min="0" value="0" step="0.25" tabindex="405"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations02" min="0" value="0" step="0.25" tabindex="406"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost02" min="0" value="0" tabindex="407"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost02" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText02" placeholder="Power description" title="@powerText02" maxlength="512" tabindex="408"></textarea>
</div>
</div>
</div>
<!-- Power 03 -->
<div class="item-power-slide03">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP03" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName03" title="@{powerName03}" placeholder="Power" value="" maxlength="20" tabindex="400"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp03">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown03">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType03" title="@powerType03">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect03" title="@powerEffect03" maxlength="25" tabindex="401"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice03" title="@powerDice03" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType03">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack03">
<span class="checkmark-small-light" title="@{powerAttack03}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage03">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod03" title="@powerStunMod03" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate03">
<span class="checkmark-small-light" title="@{powerActivate03}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll03" title="@{powerSkillRoll03}" value="18" min="0" max="30" tabindex="404"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE03">
<span class="checkmark-small-light" title="@{powerAoE03}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV03">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod03">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND03">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND03" title="@powerEND03" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages03" min="0" value="0" step="0.25" tabindex="405"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations03" min="0" value="0" step="0.25" tabindex="406"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost03" min="0" value="0" tabindex="407"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost03" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText03" placeholder="Power description" title="@powerText03" maxlength="512" tabindex="408"></textarea>
</div>
</div>
</div>
<!-- Power 04 -->
<div class="item-power-slide04">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP04" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName04" title="@{powerName04}" placeholder="Power" value="" maxlength="20" tabindex="400"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp04">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown04">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType04" title="@powerType04">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect04" title="@powerEffect04" maxlength="25" tabindex="401"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice04" title="@powerDice04" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType04">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack04">
<span class="checkmark-small-light" title="@{powerAttack04}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage04">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod04" title="@powerStunMod04" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate04">
<span class="checkmark-small-light" title="@{powerActivate04}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll04" title="@{powerSkillRoll04}" value="18" min="0" max="30" tabindex="404"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE04">
<span class="checkmark-small-light" title="@{powerAoE04}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV04">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod04">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND04">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND04" title="@powerEND04" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages04" min="0" value="0" step="0.25" tabindex="405"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations04" min="0" value="0" step="0.25" tabindex="406"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost04" min="0" value="0" tabindex="407"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost04" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText04" placeholder="Power description" title="@powerText04" maxlength="512" tabindex="408"></textarea>
</div>
</div>
</div>
<!-- Power 05 -->
<div class="item-power-slide05">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP05" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName05" title="@{powerName05}" placeholder="Power" value="" maxlength="20" tabindex="400"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp05">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown05">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType05" title="@powerType05">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect05" title="@powerEffect05" maxlength="25" tabindex="401"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice05" title="@powerDice05" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType05">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack05">
<span class="checkmark-small-light" title="@{powerAttack05}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage05">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod05" title="@powerStunMod05" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate05">
<span class="checkmark-small-light" title="@{powerActivate05}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll05" title="@{powerSkillRoll05}" value="18" min="0" max="30" tabindex="404"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE05">
<span class="checkmark-small-light" title="@{powerAoE05}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV05">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod05">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND05">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND05" title="@powerEND05" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages05" min="0" value="0" step="0.25" tabindex="405"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations05" min="0" value="0" step="0.25" tabindex="406"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost05" min="0" value="0" tabindex="407"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost05" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText05" placeholder="Power description" title="@powerText05" maxlength="512" tabindex="408"></textarea>
</div>
</div>
</div>
<!-- Power 06 -->
<div class="item-power-slide06">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP06" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName06" title="@{powerName06}" placeholder="Power" value="" maxlength="20" tabindex="400"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp06">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown06">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType06" title="@powerType06">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect06" title="@powerEffect06" maxlength="25" tabindex="401"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice06" title="@powerDice06" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType06">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack06">
<span class="checkmark-small-light" title="@{powerAttack06}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage06">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod06" title="@powerStunMod06" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate06">
<span class="checkmark-small-light" title="@{powerActivate06}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll06" title="@{powerSkillRoll06}" value="18" min="0" max="30" tabindex="404"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE06">
<span class="checkmark-small-light" title="@{powerAoE06}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV06">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod06">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND06">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND06" title="@powerEND06" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages06" min="0" value="0" step="0.25" tabindex="405"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations06" min="0" value="0" step="0.25" tabindex="406"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost06" min="0" value="0" tabindex="407"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost06" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText06" placeholder="Power description" title="@powerText06" maxlength="512" tabindex="408"></textarea>
</div>
</div>
</div>
<!-- Power 07 -->
<div class="item-power-slide07">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP07" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName07" title="@{powerName07}" placeholder="Power" value="" maxlength="20" tabindex="400"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp07">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown07">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType07" title="@powerType07">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect07" title="@powerEffect07" maxlength="25" tabindex="401"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice07" title="@powerDice07" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType07">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack07">
<span class="checkmark-small-light" title="@{powerAttack07}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage07">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod07" title="@powerStunMod07" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate07">
<span class="checkmark-small-light" title="@{powerActivate07}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll07" title="@{powerSkillRoll07}" value="18" min="0" max="30" tabindex="404"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE07">
<span class="checkmark-small-light" title="@{powerAoE07}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV07">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod07">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND07">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND07" title="@powerEND07" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages07" min="0" value="0" step="0.25" tabindex="405"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations07" min="0" value="0" step="0.25" tabindex="406"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost07" min="0" value="0" tabindex="407"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost07" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText07" placeholder="Power description" title="@powerText07" maxlength="512" tabindex="408"></textarea>
</div>
</div>
</div>
<!-- Power 08 -->
<div class="item-power-slide08">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP08" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName08" title="@{powerName08}" placeholder="Power" value="" maxlength="20" tabindex="400"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp08">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown08">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType08" title="@powerType08">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect08" title="@powerEffect08" maxlength="25" tabindex="401"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice08" title="@powerDice08" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType08">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack08">
<span class="checkmark-small-light" title="@{powerAttack08}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage08">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod08" title="@powerStunMod08" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate08">
<span class="checkmark-small-light" title="@{powerActivate08}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll08" title="@{powerSkillRoll08}" value="18" min="0" max="30" tabindex="404"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE08">
<span class="checkmark-small-light" title="@{powerAoE08}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV08">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod08">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND08">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND08" title="@powerEND08" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages08" min="0" value="0" step="0.25" tabindex="405"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations08" min="0" value="0" step="0.25" tabindex="406"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost08" min="0" value="0" tabindex="407"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost08" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText08" placeholder="Power description" title="@powerText08" maxlength="512" tabindex="408"></textarea>
</div>
</div>
</div>
<!-- Power 09 -->
<div class="item-power-slide09">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP09" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName09" title="@{powerName09}" placeholder="Power" value="" maxlength="20" tabindex="400"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp09">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown09">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType09" title="@powerType09">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect09" title="@powerEffect09" maxlength="25" tabindex="401"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice09" title="@powerDice09" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType09">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack09">
<span class="checkmark-small-light" title="@{powerAttack09}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage09">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod09" title="@powerStunMod09" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate09">
<span class="checkmark-small-light" title="@{powerActivate09}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll09" title="@{powerSkillRoll09}" value="18" min="0" max="30" tabindex="404"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE09">
<span class="checkmark-small-light" title="@{powerAoE09}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV09">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod09">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND09">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND09" title="@powerEND09" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages09" min="0" value="0" step="0.25" tabindex="405"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations09" min="0" value="0" step="0.25" tabindex="406"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost09" min="0" value="0" tabindex="407"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost09" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText09" placeholder="Power description" title="@powerText09" maxlength="512" tabindex="408"></textarea>
</div>
</div>
</div>
<!-- Power 10 -->
<div class="item-power-slide10">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP10" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName10" title="@{powerName10}" placeholder="Power" value="" maxlength="20" tabindex="400"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp10">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown10">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType10" title="@powerType10">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect10" title="@powerEffect10" maxlength="25" tabindex="401"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice10" title="@powerDice10" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType10">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack10">
<span class="checkmark-small-light" title="@{powerAttack10}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage10">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod10" title="@powerStunMod10" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate10">
<span class="checkmark-small-light" title="@{powerActivate10}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll10" title="@{powerSkillRoll10}" value="18" min="0" max="30" tabindex="404"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE10">
<span class="checkmark-small-light" title="@{powerAoE10}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV10">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod10">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND10">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND10" title="@powerEND10" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages10" min="0" value="0" step="0.25" tabindex="455"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations10" min="0" value="0" step="0.25" tabindex="456"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost10" min="0" value="0" tabindex="457"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost10" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText10" placeholder="Power description" title="@powerText10" maxlength="512" tabindex="458"></textarea>
</div>
</div>
</div>
</div>
</div>
<!-- Lower set of powers (11-20) -->
<div class="flex-container-lower-powers">
<input type="hidden" class="item-lower-power-selection" name="attr_lowerPowerSelection" value="power11"/>
<div class="flex-container-power-actions">
<input type="hidden" class="item-lower-power-action11" name="attr_powerAction11" value="false"/>
<input type="hidden" class="item-lower-power-action12" name="attr_powerAction12" value="false"/>
<input type="hidden" class="item-lower-power-action13" name="attr_powerAction13" value="false"/>
<input type="hidden" class="item-lower-power-action14" name="attr_powerAction14" value="false"/>
<input type="hidden" class="item-lower-power-action15" name="attr_powerAction15" value="false"/>
<input type="hidden" class="item-lower-power-action16" name="attr_powerAction16" value="false"/>
<input type="hidden" class="item-lower-power-action17" name="attr_powerAction17" value="false"/>
<input type="hidden" class="item-lower-power-action18" name="attr_powerAction18" value="false"/>
<input type="hidden" class="item-lower-power-action19" name="attr_powerAction19" value="false"/>
<input type="hidden" class="item-lower-power-action20" name="attr_powerAction20" value="false"/>
<div class="item-power-action-block">
<div class="item-power-action11">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll11" title="%powerRoll11">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND11" title="%{buttonPowerEND11} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action12">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll12" title="%powerRoll12">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND12" title="%{buttonPowerEND12} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action13">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll13" title="%powerRoll13">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND13" title="%{buttonPowerEND13} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action14">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll14" title="%powerRoll14">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND14" title="%{buttonPowerEND14} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action15">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll15" title="%powerRoll15">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND15" title="%{buttonPowerEND15} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action16">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll16" title="%powerRoll16">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND16" title="%{buttonPowerEND16} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action17">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll17" title="%powerRoll17">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND17" title="%{buttonPowerEND17} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action18">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll18" title="%powerRoll18">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND18" title="%{buttonPowerEND18} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action19">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll19" title="%powerRoll19">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND19" title="%{buttonPowerEND19} " tabindex="-1">END</button>
</div>
</div>
<div class="item-power-action-block">
<div class="item-power-action20">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_powerRoll20" title="%powerRoll20">Roll</button>
<button type="action" class="button button-Power-END" tabindex="-1" name="act_buttonPowerEND20" title="%{buttonPowerEND20} " tabindex="-1">END</button>
</div>
</div>
</div>
<div class="flex-container-power-selectors">
<button type="action" name="act_power11" ><span name="attr_powerName11"></span></button>
<button type="action" name="act_power12" ><span name="attr_powerName12"></span></button>
<button type="action" name="act_power13" ><span name="attr_powerName13"></span></button>
<button type="action" name="act_power14" ><span name="attr_powerName14"></span></button>
<button type="action" name="act_power15" ><span name="attr_powerName15"></span></button>
<button type="action" name="act_power16" ><span name="attr_powerName16"></span></button>
<button type="action" name="act_power17" ><span name="attr_powerName17"></span></button>
<button type="action" name="act_power18" ><span name="attr_powerName18"></span></button>
<button type="action" name="act_power19" ><span name="attr_powerName19"></span></button>
<button type="action" name="act_power20" ><span name="attr_powerName20"></span></button>
</div>
<div class="grid-container-power-slides">
<!-- Power 11 -->
<div class="item-power-slide11">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP11" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName11" title="@{powerName11}" placeholder="Power" value="" maxlength="20" tabindex="450"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp11">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown11">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType11" title="@powerType11">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect11" title="@powerEffect11" maxlength="25" tabindex="451"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice11" title="@powerDice11" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType11">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack11">
<span class="checkmark-small-light" title="@{powerAttack11}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage11">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod11" title="@powerStunMod11" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate11">
<span class="checkmark-small-light" title="@{powerActivate11}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll11" title="@{powerSkillRoll11}" value="18" min="0" max="30" tabindex="454"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE11">
<span class="checkmark-small-light" title="@{powerAoE11}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV11">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod11">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND11">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND11" title="@powerEND11" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages11" min="0" value="0" step="0.25" tabindex="455"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations11" min="0" value="0" step="0.25" tabindex="456"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost11" min="0" value="0" tabindex="457"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost11" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText11" placeholder="Power description" title="@powerText11" maxlength="512" tabindex="458"></textarea>
</div>
</div>
</div>
<!-- Power 12 -->
<div class="item-power-slide12">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP12" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName12" title="@{powerName12}" placeholder="Power" value="" maxlength="20" tabindex="450"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp12">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown12">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType12" title="@powerType12">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect12" title="@powerEffect12" maxlength="25" tabindex="451"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice12" title="@powerDice12" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType12">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack12">
<span class="checkmark-small-light" title="@{powerAttack12}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage12">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod12" title="@powerStunMod12" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate12">
<span class="checkmark-small-light" title="@{powerActivate12}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll12" title="@{powerSkillRoll12}" value="18" min="0" max="30" tabindex="454"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE12">
<span class="checkmark-small-light" title="@{powerAoE12}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV12">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod12">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND12">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND12" title="@powerEND12" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages12" min="0" value="0" step="0.25" tabindex="455"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations12" min="0" value="0" step="0.25" tabindex="456"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost12" min="0" value="0" tabindex="457"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost12" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText12" placeholder="Power description" title="@powerText12" maxlength="512" tabindex="458"></textarea>
</div>
</div>
</div>
<!-- Power 13 -->
<div class="item-power-slide13">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP13" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName13" title="@{powerName13}" placeholder="Power" value="" maxlength="20" tabindex="450"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp13">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown13">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType13" title="@powerType13">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect13" title="@powerEffect13" maxlength="25" tabindex="451"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice13" title="@powerDice13" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType13">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack13">
<span class="checkmark-small-light" title="@{powerAttack13}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage13">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod13" title="@powerStunMod13" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate13">
<span class="checkmark-small-light" title="@{powerActivate13}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll13" title="@{powerSkillRoll13}" value="18" min="0" max="30" tabindex="454"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE13">
<span class="checkmark-small-light" title="@{powerAoE13}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV13">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod13">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND13">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND13" title="@powerEND13" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages13" min="0" value="0" step="0.25" tabindex="455"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations13" min="0" value="0" step="0.25" tabindex="456"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost13" min="0" value="0" tabindex="457"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost13" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText13" placeholder="Power description" title="@powerText13 maxlength="512" tabindex="458"></textarea>
</div>
</div>
</div>
<!-- Power 14 -->
<div class="item-power-slide14">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP14" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName14" title="@{powerName14}" placeholder="Power" value="" maxlength="20" tabindex="450"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp14">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown14">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType14" title="@powerType14">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect14" title="@powerEffect14" maxlength="25" tabindex="451"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice14" title="@powerDice14" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType14">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack14">
<span class="checkmark-small-light" title="@{powerAttack14}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage14">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod14" title="@powerStunMod14" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate14">
<span class="checkmark-small-light" title="@{powerActivate14}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll14" title="@{powerSkillRoll14}" value="18" min="0" max="30" tabindex="454"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE14">
<span class="checkmark-small-light" title="@{powerAoE14}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV14">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod14">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND14">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND14" title="@powerEND14" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages14" min="0" value="0" step="0.25" tabindex="455"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations14" min="0" value="0" step="0.25" tabindex="456"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost14" min="0" value="0" tabindex="457"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost14" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText14" placeholder="Power description" title="@powerText14" maxlength="512" tabindex="458"></textarea>
</div>
</div>
</div>
<!-- Power 15 -->
<div class="item-power-slide15">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP15" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName15" title="@{powerName15}" placeholder="Power" value="" maxlength="20" tabindex="450"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp15">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown15">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType15" title="@powerType15">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect15" title="@powerEffect15" maxlength="25" tabindex="451"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice15" title="@powerDice15" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType15">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack15">
<span class="checkmark-small-light" title="@{powerAttack15}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage15">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod15" title="@powerStunMod15" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate15">
<span class="checkmark-small-light" title="@{powerActivate15}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll15" title="@{powerSkillRoll15}" value="18" min="0" max="30" tabindex="454"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE15">
<span class="checkmark-small-light" title="@{powerAoE15}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV15">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod15">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND15">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND15" title="@powerEND15" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages15" min="0" value="0" step="0.25" tabindex="455"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations15" min="0" value="0" step="0.25" tabindex="456"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost15" min="0" value="0" tabindex="457"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost15" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText15" placeholder="Power description" title="@powerText15" maxlength="512" tabindex="458"></textarea>
</div>
</div>
</div>
<!-- Power 16 -->
<div class="item-power-slide16">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP16" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName16" title="@{powerName16}" placeholder="Power" value="" maxlength="20" tabindex="450"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp16">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown16">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType16" title="@powerType16">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect16" title="@powerEffect16" maxlength="25" tabindex="451"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice16" title="@powerDice16" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType16">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack16">
<span class="checkmark-small-light" title="@{powerAttack16}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage16">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod16" title="@powerStunMod16" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate16">
<span class="checkmark-small-light" title="@{powerActivate16}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll16" title="@{powerSkillRoll16}" value="18" min="0" max="30" tabindex="454"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE16">
<span class="checkmark-small-light" title="@{powerAoE16}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV16">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod16">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND16">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND16" title="@powerEND16" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages16" min="0" value="0" step="0.25" tabindex="455"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations16" min="0" value="0" step="0.25" tabindex="456"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost16" min="0" value="0" tabindex="457"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost16" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText16" placeholder="Power description" title="@powerText16" maxlength="512" tabindex="458"></textarea>
</div>
</div>
</div>
<!-- Power 17 -->
<div class="item-power-slide17">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP17" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName17" title="@{powerName17}" placeholder="Power" value="" maxlength="20" tabindex="450"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp17">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown17">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType17" title="@powerType17">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect17" title="@powerEffect17" maxlength="25" tabindex="451"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice17" title="@powerDice17" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType17">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack17">
<span class="checkmark-small-light" title="@{powerAttack17}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage17">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod17" title="@powerStunMod17" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate17">
<span class="checkmark-small-light" title="@{powerActivate17}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll17" title="@{powerSkillRoll17}" value="18" min="0" max="30" tabindex="454"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE17">
<span class="checkmark-small-light" title="@{powerAoE17}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV17">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod17">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND17">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND17" title="@powerEND17" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages17" min="0" value="0" step="0.25" tabindex="455"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations17" min="0" value="0" step="0.25" tabindex="456"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost17" min="0" value="0" tabindex="457"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost17" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText17" placeholder="Power description" title="@powerText17" maxlength="512" tabindex="458"></textarea>
</div>
</div>
</div>
<!-- Power 18 -->
<div class="item-power-slide18">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP18" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName18" title="@{powerName18}" placeholder="Power" value="" maxlength="20" tabindex="450"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp18">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown18">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType18" title="@powerType18">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect18" title="@powerEffect18" maxlength="25" tabindex="451"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice18" title="@powerDice18" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType18">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack18">
<span class="checkmark-small-light" title="@{powerAttack18}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage18">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod18" title="@powerStunMod18" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate18">
<span class="checkmark-small-light" title="@{powerActivate18}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll18" title="@{powerSkillRoll18}" value="18" min="0" max="30" tabindex="454"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE18">
<span class="checkmark-small-light" title="@{powerAoE18}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV18">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod18">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND18">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND18" title="@powerEND18" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages18" min="0" value="0" step="0.25" tabindex="455"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations18" min="0" value="0" step="0.25" tabindex="456"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost18" min="0" value="0" tabindex="457"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost18" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText18" placeholder="Power description" title="@powerText18" maxlength="512" tabindex="458"></textarea>
</div>
</div>
</div>
<!-- Power 19 -->
<div class="item-power-slide19">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP19" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName19" title="@{powerName19}" placeholder="Power" value="" maxlength="20" tabindex="450"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp19">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown19">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType19" title="@powerType19">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect19" title="@powerEffect19" maxlength="25" tabindex="451"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice19" title="@powerDice19" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType19">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack19">
<span class="checkmark-small-light" title="@{powerAttack19}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage19">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod19" title="@powerStunMod19" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate19">
<span class="checkmark-small-light" title="@{powerActivate19}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll19" title="@{powerSkillRoll19}" value="18" min="0" max="30" tabindex="454"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE19">
<span class="checkmark-small-light" title="@{powerAoE19}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV19">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod19">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND19">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND19" title="@powerEND19" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages19" min="0" value="0" step="0.25" tabindex="455"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations19" min="0" value="0" step="0.25" tabindex="456"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost19" min="0" value="0" tabindex="457"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost19" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText19" placeholder="Power description" title="@powerText19" maxlength="512" tabindex="458"></textarea>
</div>
</div>
</div>
<!-- Power 20 -->
<div class="item-power-slide20">
<div class ="item-power-block-heading">
<div class="item-power-block-heading-container">
<input type="text" name="attr_powerCP20" value="0" readonly tabindex="-1"/>
<h1>CP</h1>
</div>
<input type="text" name="attr_powerName20" title="@{powerName20}" placeholder="Power" value="" maxlength="20" tabindex="450"/>
<div class="item-power-block-heading-container">
<div class="power-mover-plus-minus-enclosure">
<div class="power-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_powerUp20">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_powerDown20">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-power-block">
<div class="item-power-block-stats">
<div class="item-power-block-stats-row">
<h1>Power Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerType20" title="@powerType20">
<option value="single" selected>Single Power</option>
<option value="multipower">Multipower</option>
<option value="variableSlot">Variable Slot</option>
<option value="fixedSlot">Fixed Slot</option>
<option value="powerPool">Power Pool</option>
<option value="compound">Compound</option>
<option value="unified">Unified</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>Effect:</h1>
<input type="text" name="attr_powerEffect20" title="@powerEffect20" maxlength="25" tabindex="451"/>
</div>
<div class="item-power-block-stats-row">
<h1>Dice:</h1>
<input type="text" name="attr_powerDice20" title="@powerDice20" value="0" maxlength="16" tabindex="402"/>
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageType20">
<option value="power" selected>Power</option>
<option value="normal">Normal</option>
<option value="killing">Killing</option>
<option value="HTH">HTH</option>
<option value="HKA">HKA</option>
<option value="mental">Mental</option>
</select>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>ATK?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAttack20">
<span class="checkmark-small-light" title="@{powerAttack20}"></span>
</label>
<h1>DA:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDamageAdvantage20">
<option value="0" selected>0</option>
<option value="0.25">0.25</option>
<option value="0.5">0.50</option>
<option value="0.75">0.75</option>
<option value="1">1</option>
<option value="1.25">1.25</option>
<option value="1.5">1.50</option>
<option value="1.75">1.75</option>
<option value="2">2</option>
</select>
</div>
<h1>Sx:</h1>
<input type="number" name="attr_powerStunMod20" title="@powerStunMod20" value="0" maxlength="1" min="-2" max="2" step="1" tabindex="403"/>
</div>
<div class="item-power-block-stats-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerActivate20">
<span class="checkmark-small-light" title="@{powerActivate20}"></span>
</label>
<h1>Skill:</h1>
<input type="number" name="attr_powerSkillRoll20" title="@{powerSkillRoll20}" value="18" min="0" max="30" tabindex="454"/>
<h1>AoE?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_powerAoE20">
<span class="checkmark-small-light" title="@{powerAoE20}"></span>
</label>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>DCV:</h1>
<div class="custom-select-alternate">
<select name="attr_powerDCV20">
<option value="full" selected>Full</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
<div class="item-power-block-stats-half-row">
<h1>RMod:</h1>
<div class="custom-select-alternate">
<select name="attr_powerRMod20">
<option value="standard" selected>STD</option>
<option value="half">Half</option>
<option value="zero">Zero</option>
</select>
</div>
</div>
</div>
<div class="item-power-block-stats-row">
<h1>END:</h1>
<div class="custom-select-alternate">
<select name="attr_powerReducedEND20">
<option value="noEND">None</option>
<option value="costsENDhalf">Costs END (half)</option>
<option value="costsENDfull">Costs END (full)</option>
<option value="zeroENDAF">Zero (AF)</option>
<option value="zeroEND">Zero</option>
<option value="reducedENDAF">Reduced (AF)</option>
<option value="reducedEND">Reduced</option>
<option value="standardEND" selected>Standard</option>
<option value="increasedENDx2">Increase x2</option>
<option value="increasedENDx3">Increase x3</option>
<option value="increasedENDx4">Increase x4</option>
<option value="increasedENDx5">Increase x5</option>
<option value="increasedENDx6">Increase x6</option>
<option value="increasedENDx7">Increase x7</option>
<option value="increasedENDx8">Increase x8</option>
<option value="increasedENDx9">Increase x9</option>
<option value="increasedENDx10">Increase x10</option>
</select>
</div>
<input type="text" name="attr_powerEND20" title="@powerEND20" value="0" readonly tabindex="-1"/>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Adv:</h1>
<input type="number" name="attr_powerAdvantages20" min="0" value="0" step="0.25" tabindex="455"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Lim:</h1>
<input type="number" name="attr_powerLimitations20" min="0" value="0" step="0.25" tabindex="456"/>
</div>
</div>
<div class="item-power-block-stats-row">
<div class="item-power-block-stats-half-row">
<h1>Base:</h1>
<input type="number" name="attr_powerBaseCost20" min="0" value="0" tabindex="457"/>
</div>
<div class="item-power-block-stats-half-row">
<h1>Active:</h1>
<input type="text" name="attr_powerActiveCost20" value="0" readonly tabindex="-1"/>
</div>
</div>
</div>
<div class ="item-power-block-text">
<textarea name="attr_powerText20" placeholder="Power description" title="@powerText20" maxlength="512" tabindex="458"></textarea>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
<!-- --------------------------------------------------------------------------------- -->
<!-- Perks, Talents, and Complications tab -->
<!-- --------------------------------------------------------------------------------- -->
<div class="sheet-complications">
<div class="grid-container-complications-talents">
<div class="flex-container-talents-title">
<h2> Perks and Talents</h2>
</div>
<div class="flex-container-talents">
<input type="hidden" class="item-talent-selection" name="attr_talentSelection" value="talent01"/>
<div class="flex-container-talent-selectors">
<button type="action" name="act_talent01" ><span name="attr_talentName01"></span></button>
<button type="action" name="act_talent02" ><span name="attr_talentName02"></span></button>
<button type="action" name="act_talent03" ><span name="attr_talentName03"></span></button>
<button type="action" name="act_talent04" ><span name="attr_talentName04"></span></button>
<button type="action" name="act_talent05" ><span name="attr_talentName05"></span></button>
<button type="action" name="act_talent06" ><span name="attr_talentName06"></span></button>
<button type="action" name="act_talent07" ><span name="attr_talentName07"></span></button>
<button type="action" name="act_talent08" ><span name="attr_talentName08"></span></button>
<button type="action" name="act_talent09" ><span name="attr_talentName09"></span></button>
<button type="action" name="act_talent10" ><span name="attr_talentName10"></span></button>
</div>
<div class="container-talent-slides">
<!-- Talent 1 -->
<div class="item-talent-slide01">
<div class ="item-talent-block-heading">
<input type="text" name="attr_talentName01" maxlength="26" title="@{talentName01}" placeholder="Talent" value="" tabindex="450"/>
<div class="item-talent-block-heading-container">
<div class="talent-mover-plus-minus-enclosure">
<div class="talent-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_talentUp01">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_talentDown01">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-talent-block-stats">
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_talentCP01" title="@{talentCP01}" value="0" min="0" tabindex="451"/>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_talentDice01" title="@talentDice01" value="0" maxlength="16" tabindex="452"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_talentActivate01">
<span class="checkmark-small-light" title="@{talentActivate01}"></span>
</label>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_talentRollChance01" title="@{talentRollChance01}" value="18" min="0" max="30" tabindex="453"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_talentRoll01" title="@{talentRoll01}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showTalentRoll01" title="%{showTalentRoll01}">Show</button>
</div>
</div>
<div class="item-talent-block-text">
<textarea name="attr_talentText01" placeholder="Description" title="@talentText01" maxlength="512" tabindex="454"></textarea>
</div>
</div>
<!-- Talent 2 -->
<div class="item-talent-slide02">
<div class ="item-talent-block-heading">
<input type="text" name="attr_talentName02" maxlength="26" title="@{talentName02}" placeholder="Talent" value="" tabindex="450"/>
<div class="item-talent-block-heading-container">
<div class="talent-mover-plus-minus-enclosure">
<div class="talent-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_talentUp02">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_talentDown02">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-talent-block-stats">
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_talentCP02" title="@{talentCP02}" value="0" min="0" tabindex="451"/>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_talentDice02" title="@talentDice02" value="0" maxlength="16" tabindex="452"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_talentActivate02">
<span class="checkmark-small-light" title="@{talentActivate02}"></span>
</label>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_talentRollChance02" title="@{talentRollChance02}" value="18" min="0" max="30" tabindex="453"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_talentRoll02" title="@{talentRoll02}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showTalentRoll02" title="%{showTalentRoll02}">Show</button>
</div>
</div>
<div class="item-talent-block-text">
<textarea name="attr_talentText02" placeholder="Description" title="@talentText02" maxlength="512" tabindex="454"></textarea>
</div>
</div>
<!-- Talent 3 -->
<div class="item-talent-slide03">
<div class ="item-talent-block-heading">
<input type="text" name="attr_talentName03" maxlength="26" title="@{talentName03}" placeholder="Talent" value="" tabindex="450"/>
<div class="item-talent-block-heading-container">
<div class="talent-mover-plus-minus-enclosure">
<div class="talent-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_talentUp03">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_talentDown03">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-talent-block-stats">
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_talentCP03" title="@{talentCP03}" value="0" min="0" tabindex="451"/>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_talentDice03" title="@talentDice03" value="0" maxlength="16" tabindex="452"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_talentActivate03">
<span class="checkmark-small-light" title="@{talentActivate03}"></span>
</label>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_talentRollChance03" title="@{talentRollChance03}" value="18" min="0" max="30" tabindex="453"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_talentRoll03" title="@{talentRoll03}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showTalentRoll03" title="%{showTalentRoll03}">Show</button>
</div>
</div>
<div class="item-talent-block-text">
<textarea name="attr_talentText03" placeholder="Description" title="@talentText03" maxlength="512" tabindex="454"></textarea>
</div>
</div>
<!-- Talent 4 -->
<div class="item-talent-slide04">
<div class ="item-talent-block-heading">
<input type="text" name="attr_talentName04" maxlength="26" title="@{talentName04}" placeholder="Talent" value="" tabindex="450"/>
<div class="item-talent-block-heading-container">
<div class="talent-mover-plus-minus-enclosure">
<div class="talent-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_talentUp04">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_talentDown04">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-talent-block-stats">
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_talentCP04" title="@{talentCP04}" value="0" min="0" tabindex="451"/>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_talentDice04" title="@talentDice04" value="0" maxlength="16" tabindex="452"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_talentActivate04">
<span class="checkmark-small-light" title="@{talentActivate04}"></span>
</label>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_talentRollChance04" title="@{talentRollChance04}" value="18" min="0" max="30" tabindex="453"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_talentRoll04" title="@{talentRoll04}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showTalentRoll04" title="%{showTalentRoll04}">Show</button>
</div>
</div>
<div class="item-talent-block-text">
<textarea name="attr_talentText04" placeholder="Description" title="@talentText04" maxlength="512" tabindex="454"></textarea>
</div>
</div>
<!-- Talent 5 -->
<div class="item-talent-slide05">
<div class ="item-talent-block-heading">
<input type="text" name="attr_talentName05" maxlength="26" title="@{talentName05}" placeholder="Talent" value="" tabindex="450"/>
<div class="item-talent-block-heading-container">
<div class="talent-mover-plus-minus-enclosure">
<div class="talent-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_talentUp05">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_talentDown05">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-talent-block-stats">
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_talentCP05" title="@{talentCP05}" value="0" min="0" tabindex="451"/>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_talentDice05" title="@talentDice05" value="0" maxlength="16" tabindex="452"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_talentActivate05">
<span class="checkmark-small-light" title="@{talentActivate05}"></span>
</label>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_talentRollChance05" title="@{talentRollChance05}" value="18" min="0" max="30" tabindex="453"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_talentRoll05" title="@{talentRoll05}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showTalentRoll05" title="%{showTalentRoll05}">Show</button>
</div>
</div>
<div class="item-talent-block-text">
<textarea name="attr_talentText05" placeholder="Description" title="@talentText05" maxlength="512" tabindex="454"></textarea>
</div>
</div>
<!-- Talent 6 -->
<div class="item-talent-slide06">
<div class ="item-talent-block-heading">
<input type="text" name="attr_talentName06" maxlength="26" title="@{talentName06}" placeholder="Talent" value="" tabindex="450"/>
<div class="item-talent-block-heading-container">
<div class="talent-mover-plus-minus-enclosure">
<div class="talent-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_talentUp06">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_talentDown06">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-talent-block-stats">
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_talentCP06" title="@{talentCP06}" value="0" min="0" tabindex="451"/>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_talentDice06" title="@talentDice06" value="0" maxlength="16" tabindex="452"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_talentActivate06">
<span class="checkmark-small-light" title="@{talentActivate06}"></span>
</label>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_talentRollChance06" title="@{talentRollChance06}" value="18" min="0" max="30" tabindex="453"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_talentRoll06" title="@{talentRoll06}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showTalentRoll06" title="%{showTalentRoll06}">Show</button>
</div>
</div>
<div class="item-talent-block-text">
<textarea name="attr_talentText06" placeholder="Description" title="@talentText06" maxlength="512" tabindex="454"></textarea>
</div>
</div>
<!-- Talent 7 -->
<div class="item-talent-slide07">
<div class ="item-talent-block-heading">
<input type="text" name="attr_talentName07" maxlength="26" title="@{talentName07}" placeholder="Talent" value="" tabindex="450"/>
<div class="item-talent-block-heading-container">
<div class="talent-mover-plus-minus-enclosure">
<div class="talent-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_talentUp07">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_talentDown07">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-talent-block-stats">
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_talentCP07" title="@{talentCP07}" value="0" min="0" tabindex="451"/>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_talentDice07" title="@talentDice07" value="0" maxlength="16" tabindex="452"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_talentActivate07">
<span class="checkmark-small-light" title="@{talentActivate07}"></span>
</label>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_talentRollChance07" title="@{talentRollChance07}" value="18" min="0" max="30" tabindex="453"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_talentRoll07" title="@{talentRoll07}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showTalentRoll07" title="%{showTalentRoll07}">Show</button>
</div>
</div>
<div class="item-talent-block-text">
<textarea name="attr_talentText07" placeholder="Description" title="@talentText07" maxlength="512" tabindex="454"></textarea>
</div>
</div>
<!-- Talent 8 -->
<div class="item-talent-slide08">
<div class ="item-talent-block-heading">
<input type="text" name="attr_talentName08" maxlength="26" title="@{talentName08}" placeholder="Talent" value="" tabindex="450"/>
<div class="item-talent-block-heading-container">
<div class="talent-mover-plus-minus-enclosure">
<div class="talent-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_talentUp08">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_talentDown08">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-talent-block-stats">
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_talentCP08" title="@{talentCP08}" value="0" min="0" tabindex="451"/>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_talentDice08" title="@talentDice08" value="0" maxlength="16" tabindex="452"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_talentActivate08">
<span class="checkmark-small-light" title="@{talentActivate08}"></span>
</label>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_talentRollChance08" title="@{talentRollChance08}" value="18" min="0" max="30" tabindex="453"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_talentRoll08" title="@{talentRoll08}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showTalentRoll08" title="%{showTalentRoll08}">Show</button>
</div>
</div>
<div class="item-talent-block-text">
<textarea name="attr_talentText08" placeholder="Description" title="@talentText08" maxlength="512" tabindex="454"></textarea>
</div>
</div>
<!-- Talent 9 -->
<div class="item-talent-slide09">
<div class ="item-talent-block-heading">
<input type="text" name="attr_talentName09" maxlength="26" title="@{talentName09}" placeholder="Talent" value="" tabindex="450"/>
<div class="item-talent-block-heading-container">
<div class="talent-mover-plus-minus-enclosure">
<div class="talent-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_talentUp09">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_talentDown09">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-talent-block-stats">
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_talentCP09" title="@{talentCP09}" value="0" min="0" tabindex="451"/>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_talentDice09" title="@talentDice09" value="0" maxlength="16" tabindex="452"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_talentActivate09">
<span class="checkmark-small-light" title="@{talentActivate09}"></span>
</label>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_talentRollChance09" title="@{talentRollChance09}" value="18" min="0" max="30" tabindex="453"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_talentRoll09" title="@{talentRoll09}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showTalentRoll09" title="%{showTalentRoll09}">Show</button>
</div>
</div>
<div class="item-talent-block-text">
<textarea name="attr_talentText09" placeholder="Description" title="@talentText09" maxlength="512" tabindex="454"></textarea>
</div>
</div>
<!-- Talent 10 -->
<div class="item-talent-slide10">
<div class ="item-talent-block-heading">
<input type="text" name="attr_talentName10" maxlength="26" title="@{talentName10}" placeholder="Talent" value="" tabindex="450"/>
<div class="item-talent-block-heading-container">
<div class="talent-mover-plus-minus-enclosure">
<div class="talent-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_talentUp10">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_talentDown10">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-talent-block-stats">
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_talentCP10" title="@{talentCP10}" value="0" min="0" tabindex="451"/>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_talentDice10" title="@talentDice10" value="0" maxlength="16" tabindex="452"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<div class="item-talent-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_talentActivate10">
<span class="checkmark-small-light" title="@{talentActivate10}"></span>
</label>
</div>
<div class="item-talent-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_talentRollChance10" title="@{talentRollChance10}" value="18" min="0" max="30" tabindex="453"/>
</div>
</div>
<div class="item-talent-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_talentRoll10" title="@{talentRoll10}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showTalentRoll10" title="%{showTalentRoll10}">Show</button>
</div>
</div>
<div class="item-talent-block-text">
<textarea name="attr_talentText10" placeholder="Description" title="@talentText10" maxlength="512" tabindex="454"></textarea>
</div>
</div>
</div>
</div>
<div class="flex-container-talents-notes">
<div class="container-talents-text">
<textarea name="attr_complicationsTextLeft" title="@{complicationsTextLeft}" maxlength="2048" tabindex="670"></textarea>
</div>
</div>
<div class="flex-container-complications-title">
<h2> Complications</h2>
</div>
<div class="flex-container-complications">
<input type="hidden" class="item-complication-selection" name="attr_complicationSelection" value="complication01"/>
<div class="flex-container-complication-selectors">
<button type="action" name="act_complication01" ><span name="attr_complicationName01"></span></button>
<button type="action" name="act_complication02" ><span name="attr_complicationName02"></span></button>
<button type="action" name="act_complication03" ><span name="attr_complicationName03"></span></button>
<button type="action" name="act_complication04" ><span name="attr_complicationName04"></span></button>
<button type="action" name="act_complication05" ><span name="attr_complicationName05"></span></button>
<button type="action" name="act_complication06" ><span name="attr_complicationName06"></span></button>
<button type="action" name="act_complication07" ><span name="attr_complicationName07"></span></button>
<button type="action" name="act_complication08" ><span name="attr_complicationName08"></span></button>
<button type="action" name="act_complication09" ><span name="attr_complicationName09"></span></button>
<button type="action" name="act_complication10" ><span name="attr_complicationName10"></span></button>
</div>
<div class="container-complication-slides">
<!-- Complication 1 -->
<div class="item-complication-slide01">
<div class ="item-complication-block-heading">
<input type="text" name="attr_complicationName01" maxlength="26" placeholder="Complication" title="@{complicationName01}" value="" tabindex="460"/>
<div class="item-complication-block-heading-container">
<div class="complication-mover-plus-minus-enclosure">
<div class="complication-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_complicationUp01">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_complicationDown01">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-complication-block-stats">
<div class="item-complication-block-stats-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_complicationType01" title="@complicationType01">
<option value="none" selected></option>
<option value="accidental">Accidental Change</option>
<option value="dependence">Dependence</option>
<option value="dependent">Dependent NPC</option>
<option value="distinctive">Distinctive Features</option>
<option value="enraged">Enraged/Berserk</option>
<option value="hunted">Hunted</option>
<option value="reputation">Negative Reputation</option>
<option value="physical">Physical Complication</option>
<option value="psychological">Psychological Complication</option>
<option value="rival">Rival</option>
<option value="social">Social Complication</option>
<option value="susceptibility">Susceptibility</option>
<option value="unluck">Unluck</option>
<option value="vulnerability">Vulnerability</option>
<option value="custom">Custom</option>
</select>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_complicationCP01" title="@{complicationCP01}" value="0" min="0" step="5" tabindex="463"/>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_complicationDice01" title="@complicationDice01" value="0" maxlength="16" tabindex="464"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_complicationActivate01">
<span class="checkmark-small-light" title="@{complicationActivate01}"></span>
</label>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_complicationRollChance01" title="@{complicationRollChance01}" value="18" min="0" max="30" tabindex="465"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_complicationRoll01" title="@{complicationRoll01}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showcomplicationRoll01" title="%{showcomplicationRoll01}">Show</button>
</div>
</div>
<div class="item-complication-block-text">
<textarea name="attr_complicationText01" placeholder="Description" title="@complicationText01" maxlength="512" tabindex="466"></textarea>
</div>
</div>
<!-- Complication 2 -->
<div class="item-complication-slide02">
<div class ="item-complication-block-heading">
<input type="text" name="attr_complicationName02" maxlength="26" title="@{complicationName02}" placeholder="Complication" value="" tabindex="460"/>
<div class="item-complication-block-heading-container">
<div class="complication-mover-plus-minus-enclosure">
<div class="complication-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_complicationUp02">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_complicationDown02">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-complication-block-stats">
<div class="item-complication-block-stats-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_complicationType02" title="@complicationType02">
<option value="none" selected></option>
<option value="accidental">Accidental Change</option>
<option value="dependence">Dependence</option>
<option value="dependent">Dependent NPC</option>
<option value="distinctive">Distinctive Features</option>
<option value="enraged">Enraged/Berserk</option>
<option value="hunted">Hunted</option>
<option value="reputation">Negative Reputation</option>
<option value="physical">Physical Complication</option>
<option value="psychological">Psychological Complication</option>
<option value="rival">Rival</option>
<option value="social">Social Complication</option>
<option value="susceptibility">Susceptibility</option>
<option value="unluck">Unluck</option>
<option value="vulnerability">Vulnerability</option>
<option value="custom">Custom</option>
</select>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_complicationCP02" title="@{complicationCP02}" value="0" min="0" step="5" tabindex="463"/>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_complicationDice02" title="@complicationDice02" value="0" maxlength="16" tabindex="464"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_complicationActivate02">
<span class="checkmark-small-light" title="@{complicationActivate02}"></span>
</label>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_complicationRollChance02" title="@{complicationRollChance02}" value="18" min="0" max="30" tabindex="465"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_complicationRoll02" title="@{complicationRoll02}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showcomplicationRoll02" title="%{showcomplicationRoll02}">Show</button>
</div>
</div>
<div class="item-complication-block-text">
<textarea name="attr_complicationText02" placeholder="Description" title="@complicationText02" maxlength="512" tabindex="466"></textarea>
</div>
</div>
<!-- Complication 3 -->
<div class="item-complication-slide03">
<div class ="item-complication-block-heading">
<input type="text" name="attr_complicationName03" maxlength="26" title="@{complicationName03}" placeholder="Complication" value="" tabindex="460"/>
<div class="item-complication-block-heading-container">
<div class="complication-mover-plus-minus-enclosure">
<div class="complication-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_complicationUp03">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_complicationDown03">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-complication-block-stats">
<div class="item-complication-block-stats-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_complicationType03" title="@complicationType03">
<option value="none" selected></option>
<option value="accidental">Accidental Change</option>
<option value="dependence">Dependence</option>
<option value="dependent">Dependent NPC</option>
<option value="distinctive">Distinctive Features</option>
<option value="enraged">Enraged/Berserk</option>
<option value="hunted">Hunted</option>
<option value="reputation">Negative Reputation</option>
<option value="physical">Physical Complication</option>
<option value="psychological">Psychological Complication</option>
<option value="rival">Rival</option>
<option value="social">Social Complication</option>
<option value="susceptibility">Susceptibility</option>
<option value="unluck">Unluck</option>
<option value="vulnerability">Vulnerability</option>
<option value="custom">Custom</option>
</select>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_complicationCP03" title="@{complicationCP03}" value="0" min="0" step="5" tabindex="463"/>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_complicationDice03" title="@complicationDice03" value="0" maxlength="16" tabindex="464"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_complicationActivate03">
<span class="checkmark-small-light" title="@{complicationActivate03}"></span>
</label>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_complicationRollChance03" title="@{complicationRollChance03}" value="18" min="0" max="30" tabindex="465"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_complicationRoll03" title="@{complicationRoll03}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showcomplicationRoll03" title="%{showcomplicationRoll03}">Show</button>
</div>
</div>
<div class="item-complication-block-text">
<textarea name="attr_complicationText03" title="@complicationText03" maxlength="512" tabindex="466"></textarea>
</div>
</div>
<!-- Complication 4 -->
<div class="item-complication-slide04">
<div class ="item-complication-block-heading">
<input type="text" name="attr_complicationName04" maxlength="26" title="@{complicationName04}" placeholder="Complication" value="" tabindex="460"/>
<div class="item-complication-block-heading-container">
<div class="complication-mover-plus-minus-enclosure">
<div class="complication-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_complicationUp04">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_complicationDown04">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-complication-block-stats">
<div class="item-complication-block-stats-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_complicationType04" title="@complicationType04">
<option value="none" selected></option>
<option value="accidental">Accidental Change</option>
<option value="dependence">Dependence</option>
<option value="dependent">Dependent NPC</option>
<option value="distinctive">Distinctive Features</option>
<option value="enraged">Enraged/Berserk</option>
<option value="hunted">Hunted</option>
<option value="reputation">Negative Reputation</option>
<option value="physical">Physical Complication</option>
<option value="psychological">Psychological Complication</option>
<option value="rival">Rival</option>
<option value="social">Social Complication</option>
<option value="susceptibility">Susceptibility</option>
<option value="unluck">Unluck</option>
<option value="vulnerability">Vulnerability</option>
<option value="custom">Custom</option>
</select>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_complicationCP04" title="@{complicationCP04}" value="0" min="0" step="5" tabindex="463"/>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_complicationDice04" title="@complicationDice04" value="0" maxlength="16" tabindex="464"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_complicationActivate04">
<span class="checkmark-small-light" title="@{complicationActivate04}"></span>
</label>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_complicationRollChance04" title="@{complicationRollChance04}" value="18" min="0" max="30" tabindex="465"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_complicationRoll04" title="@{complicationRoll04}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showcomplicationRoll04" title="%{showcomplicationRoll04}">Show</button>
</div>
</div>
<div class="item-complication-block-text">
<textarea name="attr_complicationText04" placeholder="Description" title="@complicationText04" maxlength="512" tabindex="466"></textarea>
</div>
</div>
<!-- Complication 5 -->
<div class="item-complication-slide05">
<div class ="item-complication-block-heading">
<input type="text" name="attr_complicationName05" maxlength="26" title="@{complicationName05}" placeholder="Complication" value="" tabindex="460"/>
<div class="item-complication-block-heading-container">
<div class="complication-mover-plus-minus-enclosure">
<div class="complication-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_complicationUp05">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_complicationDown05">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-complication-block-stats">
<div class="item-complication-block-stats-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_complicationType05" title="@complicationType05">
<option value="none" selected></option>
<option value="accidental">Accidental Change</option>
<option value="dependence">Dependence</option>
<option value="dependent">Dependent NPC</option>
<option value="distinctive">Distinctive Features</option>
<option value="enraged">Enraged/Berserk</option>
<option value="hunted">Hunted</option>
<option value="reputation">Negative Reputation</option>
<option value="physical">Physical Complication</option>
<option value="psychological">Psychological Complication</option>
<option value="rival">Rival</option>
<option value="social">Social Complication</option>
<option value="susceptibility">Susceptibility</option>
<option value="unluck">Unluck</option>
<option value="vulnerability">Vulnerability</option>
<option value="custom">Custom</option>
</select>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_complicationCP05" title="@{complicationCP05}" value="0" min="0" step="5" tabindex="463"/>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_complicationDice05" title="@complicationDice05" value="0" maxlength="16" tabindex="464"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_complicationActivate05">
<span class="checkmark-small-light" title="@{complicationActivate05}"></span>
</label>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_complicationRollChance05" title="@{complicationRollChance05}" value="18" min="0" max="30" tabindex="465"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_complicationRoll05" title="@{complicationRoll05}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showcomplicationRoll05" title="%{showcomplicationRoll05}">Show</button>
</div>
</div>
<div class="item-complication-block-text">
<textarea name="attr_complicationText05" placeholder="Description" title="@complicationText05" maxlength="512" tabindex="466"></textarea>
</div>
</div>
<!-- Complication 6 -->
<div class="item-complication-slide06">
<div class ="item-complication-block-heading">
<input type="text" name="attr_complicationName06" maxlength="26" title="@{complicationName06}" placeholder="Complication" value="" tabindex="460"/>
<div class="item-complication-block-heading-container">
<div class="complication-mover-plus-minus-enclosure">
<div class="complication-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_complicationUp06">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_complicationDown06">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-complication-block-stats">
<div class="item-complication-block-stats-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_complicationType06" title="@complicationType06">
<option value="none" selected></option>
<option value="accidental">Accidental Change</option>
<option value="dependence">Dependence</option>
<option value="dependent">Dependent NPC</option>
<option value="distinctive">Distinctive Features</option>
<option value="enraged">Enraged/Berserk</option>
<option value="hunted">Hunted</option>
<option value="reputation">Negative Reputation</option>
<option value="physical">Physical Complication</option>
<option value="psychological">Psychological Complication</option>
<option value="rival">Rival</option>
<option value="social">Social Complication</option>
<option value="susceptibility">Susceptibility</option>
<option value="unluck">Unluck</option>
<option value="vulnerability">Vulnerability</option>
<option value="custom">Custom</option>
</select>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_complicationCP06" title="@{complicationCP06}" value="0" min="0" step="5" tabindex="463"/>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_complicationDice06" title="@complicationDice06" value="0" maxlength="16" tabindex="464"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_complicationActivate06">
<span class="checkmark-small-light" title="@{complicationActivate06}"></span>
</label>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_complicationRollChance06" title="@{complicationRollChance06}" value="18" min="0" max="30" tabindex="465"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_complicationRoll06" title="@{complicationRoll06}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showcomplicationRoll06" title="%{showcomplicationRoll06}">Show</button>
</div>
</div>
<div class="item-complication-block-text">
<textarea name="attr_complicationText06" placeholder="Description" title="@complicationText06" maxlength="512" tabindex="466"></textarea>
</div>
</div>
<!-- Complication 7 -->
<div class="item-complication-slide07">
<div class ="item-complication-block-heading">
<input type="text" name="attr_complicationName07" maxlength="26" title="@{complicationName07}" placeholder="Complication" value="" tabindex="460"/>
<div class="item-complication-block-heading-container">
<div class="complication-mover-plus-minus-enclosure">
<div class="complication-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_complicationUp07">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_complicationDown07">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-complication-block-stats">
<div class="item-complication-block-stats-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_complicationType07" title="@complicationType07">
<option value="none" selected></option>
<option value="accidental">Accidental Change</option>
<option value="dependence">Dependence</option>
<option value="dependent">Dependent NPC</option>
<option value="distinctive">Distinctive Features</option>
<option value="enraged">Enraged/Berserk</option>
<option value="hunted">Hunted</option>
<option value="reputation">Negative Reputation</option>
<option value="physical">Physical Complication</option>
<option value="psychological">Psychological Complication</option>
<option value="rival">Rival</option>
<option value="social">Social Complication</option>
<option value="susceptibility">Susceptibility</option>
<option value="unluck">Unluck</option>
<option value="vulnerability">Vulnerability</option>
<option value="custom">Custom</option>
</select>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_complicationCP07" title="@{complicationCP07}" value="0" min="0" step="5" tabindex="463"/>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_complicationDice07" title="@complicationDice07" value="0" maxlength="16" tabindex="464"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_complicationActivate07">
<span class="checkmark-small-light" title="@{complicationActivate07}"></span>
</label>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_complicationRollChance07" title="@{complicationRollChance07}" value="18" min="0" max="30" tabindex="465"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_complicationRoll07" title="@{complicationRoll07}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showcomplicationRoll07" title="%{showcomplicationRoll07}">Show</button>
</div>
</div>
<div class="item-complication-block-text">
<textarea name="attr_complicationText07" placeholder="Description" title="@complicationText07" maxlength="512" tabindex="466"></textarea>
</div>
</div>
<!-- Complication 8 -->
<div class="item-complication-slide08">
<div class ="item-complication-block-heading">
<input type="text" name="attr_complicationName08" maxlength="26" title="@{complicationName08}" placeholder="Complication" value="" tabindex="460"/>
<div class="item-complication-block-heading-container">
<div class="complication-mover-plus-minus-enclosure">
<div class="complication-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_complicationUp08">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_complicationDown08">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-complication-block-stats">
<div class="item-complication-block-stats-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_complicationType08" title="@complicationType08">
<option value="none" selected></option>
<option value="accidental">Accidental Change</option>
<option value="dependence">Dependence</option>
<option value="dependent">Dependent NPC</option>
<option value="distinctive">Distinctive Features</option>
<option value="enraged">Enraged/Berserk</option>
<option value="hunted">Hunted</option>
<option value="reputation">Negative Reputation</option>
<option value="physical">Physical Complication</option>
<option value="psychological">Psychological Complication</option>
<option value="rival">Rival</option>
<option value="social">Social Complication</option>
<option value="susceptibility">Susceptibility</option>
<option value="unluck">Unluck</option>
<option value="vulnerability">Vulnerability</option>
<option value="custom">Custom</option>
</select>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_complicationCP08" title="@{complicationCP08}" value="0" min="0" step="5" tabindex="463"/>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_complicationDice08" title="@complicationDice08" value="0" maxlength="16" tabindex="464"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_complicationActivate08">
<span class="checkmark-small-light" title="@{complicationActivate08}"></span>
</label>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_complicationRollChance08" title="@{complicationRollChance08}" value="18" min="0" max="30" tabindex="465"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_complicationRoll08" title="@{complicationRoll08}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showcomplicationRoll08" title="%{showcomplicationRoll08}">Show</button>
</div>
</div>
<div class="item-complication-block-text">
<textarea name="attr_complicationText08" placeholder="Description" title="@complicationText08" maxlength="512" tabindex="466"></textarea>
</div>
</div>
<!-- Complication 9 -->
<div class="item-complication-slide09">
<div class ="item-complication-block-heading">
<input type="text" name="attr_complicationName09" maxlength="26" title="@{complicationName09}" placeholder="Complication" value="" tabindex="460"/>
<div class="item-complication-block-heading-container">
<div class="complication-mover-plus-minus-enclosure">
<div class="complication-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_complicationUp09">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_complicationDown09">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-complication-block-stats">
<div class="item-complication-block-stats-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_complicationType09" title="@complicationType09">
<option value="none" selected></option>
<option value="accidental">Accidental Change</option>
<option value="dependence">Dependence</option>
<option value="dependent">Dependent NPC</option>
<option value="distinctive">Distinctive Features</option>
<option value="enraged">Enraged/Berserk</option>
<option value="hunted">Hunted</option>
<option value="reputation">Negative Reputation</option>
<option value="physical">Physical Complication</option>
<option value="psychological">Psychological Complication</option>
<option value="rival">Rival</option>
<option value="social">Social Complication</option>
<option value="susceptibility">Susceptibility</option>
<option value="unluck">Unluck</option>
<option value="vulnerability">Vulnerability</option>
<option value="custom">Custom</option>
</select>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_complicationCP09" title="@{complicationCP09}" value="0" min="0" step="5" tabindex="463"/>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_complicationDice09" title="@complicationDice09" value="0" maxlength="16" tabindex="464"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_complicationActivate09">
<span class="checkmark-small-light" title="@{complicationActivate09}"></span>
</label>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_complicationRollChance09" title="@{complicationRollChance09}" value="18" min="0" max="30" tabindex="465"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_complicationRoll09" title="@{complicationRoll09}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showcomplicationRoll09" title="%{showcomplicationRoll09}">Show</button>
</div>
</div>
<div class="item-complication-block-text">
<textarea name="attr_complicationText09" placeholder="Description" title="@complicationText09" maxlength="512" tabindex="466"></textarea>
</div>
</div>
<!-- Complication 10 -->
<div class="item-complication-slide10">
<div class ="item-complication-block-heading">
<input type="text" name="attr_complicationName10" maxlength="26" title="@{complicationName10}" placeholder="Complication" value="" tabindex="460"/>
<div class="item-complication-block-heading-container">
<div class="complication-mover-plus-minus-enclosure">
<div class="complication-mover-plus-minus-button">
<button type="action" class="button buttonPlus" tabindex="-1" name="act_complicationUp10">
<div class="upArrow"></div>
</button>
<button type="action" class="button buttonMinus" tabindex="-1" name="act_complicationDown10">
<div class="downArrow"></div>
</button>
</div>
</div>
</div>
</div>
<div class="item-complication-block-stats">
<div class="item-complication-block-stats-row">
<h1>Type:</h1>
<div class="custom-select-alternate">
<select name="attr_complicationType10" title="@complicationType10">
<option value="none" selected></option>
<option value="accidental">Accidental Change</option>
<option value="dependence">Dependence</option>
<option value="dependent">Dependent NPC</option>
<option value="distinctive">Distinctive Features</option>
<option value="enraged">Enraged/Berserk</option>
<option value="hunted">Hunted</option>
<option value="reputation">Negative Reputation</option>
<option value="physical">Physical Complication</option>
<option value="psychological">Psychological Complication</option>
<option value="rival">Rival</option>
<option value="social">Social Complication</option>
<option value="susceptibility">Susceptibility</option>
<option value="unluck">Unluck</option>
<option value="vulnerability">Vulnerability</option>
<option value="custom">Custom</option>
</select>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>CP:</h1>
<input type="number" name="attr_complicationCP10" title="@{complicationCP10}" value="0" min="0" step="5" tabindex="463"/>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Dice:</h1>
<input type="text" name="attr_complicationDice10" title="@complicationDice10" value="0" maxlength="16" tabindex="464"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<div class="item-complication-block-stats-half-row">
<h1>Roll?</h1>
<label class="container-checkbox-small-light">
<input type="checkbox" name="attr_complicationActivate10">
<span class="checkmark-small-light" title="@{complicationActivate10}"></span>
</label>
</div>
<div class="item-complication-block-stats-half-row">
<h1>Activation:</h1>
<input type="number" name="attr_complicationRollChance10" title="@{complicationRollChance10}" value="18" min="0" max="30" tabindex="465"/>
</div>
</div>
<div class="item-complication-block-stats-row">
<button type="action" class="button buttonRollPower" tabindex="-1" name="act_complicationRoll10" title="@{complicationRoll10}">Roll</button>
<button type="action" class="button buttonRollShow" tabindex="-1" name="act_showcomplicationRoll10" title="%{showcomplicationRoll10}">Show</button>
</div>
</div>
<div class="item-complication-block-text">
<textarea name="attr_complicationText10" placeholder="Description" title="@complicationText10" maxlength="512" tabindex="466"></textarea>
</div>
</div>
</div>
</div>
<div class="flex-container-complications-notes">
<div class="container-complications-text">
<textarea name="attr_complicationsTextRight" title="@{complicationsTextRight}" maxlength="2048" tabindex="671"></textarea>
</div>
</div>
</div>
</div>
<!-- --------------------------------------------------------------------------------- -->
<!-- Options tab -->
<!-- --------------------------------------------------------------------------------- -->
<div class="sheet-options">
<div class="grid-container-tab-options">
<div class="item-options">
<div class="item-options-row">
<label class="container-checkbox">
<input type="checkbox" name="attr_useCharacteristicMaximums">
<span class="checkmark" title="@{useCharacteristicMaximums}"></span>
</label>
<h1>Use Characteristic Maximums</h1>
</div>
<div class="item-options-row">
<label class="container-checkbox">
<input type="checkbox" checked="checked" name="attr_optionLiteracyCostsPoints">
<span class="checkmark" title="@{optionLiteracyCostsPoints}"></span>
</label>
<h1>Literacy costs Character Points</h1>
</div>
<div class="item-options-row">
<label class="container-checkbox">
<input type="checkbox" name="attr_optionTakesNoSTUN">
<span class="checkmark" title="@{optionTakesNoSTUN}"></span>
</label>
<h1>Takes No STUN</h1>
</div>
<div class="item-options-row">
<label class="container-checkbox">
<input type="checkbox" name="attr_optionUntiring">
<span class="checkmark" title="@{optionUntiring}"></span>
</label>
<h1>Untiring (STR uses Zero END)</h1>
</div>
<div class="item-options-row">
<label class="container-checkbox">
<input type="checkbox" name="attr_optionSuperHeroicEndurance">
<span class="checkmark" title="@{optionSuperHeroicEndurance}"></span>
</label>
<h1>Superheroic Campaign Endurance</h1>
</div>
<div class="item-options-row">
<label class="container-checkbox">
<input type="checkbox" checked="checked" name="attr_optionWeaponDamageCap">
<span class="checkmark" title="@{optionWeaponDamageCap}"></span>
</label>
<h1>Weapon Damage limited to 2x Base Damage</h1>
</div>
<div class="item-options-row">
<label class="container-checkbox">
<input type="checkbox" checked="checked" name="attr_optionD6MinusOne">
<span class="checkmark" title="@{optionD6MinusOne}"></span>
</label>
<h1>Choose d6-1 over d3 when Adjusted Damage is ambiguous</h1>
</div>
<div class="item-options-row">
<label class="container-checkbox">
<input type="checkbox" name="attr_optionCarryAllSets">
<span class="checkmark" title="@{optionCarryAllSets}"></span>
</label>
<h1>Carry all Gear Sets</h1>
</div>
<div class="item-thematic-break">
</div>
<div class="item-options-row">
<label class="container-checkbox">
<input type="checkbox" checked="checked" name="attr_displayDegreeOfSuccess">
<span class="checkmark" title="@{displayDegreeOfSuccess}"></span>
</label>
<h1>Display Degree of Success</h1>
</div>
<div class="item-options-row">
<label class="container-checkbox">
<input type="checkbox" name="attr_optionHitLocationSystem">
<span class="checkmark" title="@{optionHitLocationSystem}"></span>
</label>
<h1>Use Hit Location System</h1>
</div>
<div class="item-options-row">
<label class="container-checkbox">
<input type="checkbox" checked="checked" name="attr_optionResetTargeting">
<span class="checkmark" title="@{optionResetTargeting}"></span>
</label>
<h1>Health Reset Buttons reset Combat Choices</h1>
</div>
<div class="item-options-row">
<label class="container-checkbox">
<input type="checkbox" name="attr_optionResetCSLs">
<span class="checkmark" title="@{optionResetCSLs}"></span>
</label>
<h1>Health Reset Buttons reset applied CSLs</h1>
</div>
<div class="item-options-row">
<label class="container-checkbox">
<input type="checkbox" checked="checked" name="attr_optionAutoSubtractEND">
<span class="checkmark" title="@{optionAutoSubtractEND}"></span>
</label>
<h1>Attack and Power Buttons apply END Costs</h1>
</div>
<div class="item-options-row">
<label class="container-checkbox">
<input type="checkbox" checked="checked" name="attr_showPowerDescriptions">
<span class="checkmark" title="@{showPowerDescriptions}"></span>
</label>
<h1>Show Power Descriptions in Chat</h1>
</div>
<div class="item-options-row">
<label class="container-checkbox">
<input type="checkbox" checked="checked" name="attr_showTallyBar">
<span class="checkmark" title="@{showTallyBar}"></span>
</label>
<h1>Show Tally Bar</h1>
</div>
<div class="item-options-row">
<label class="container-checkbox">
<input type="checkbox" checked="checked" name="attr_useTallyNet">
<span class="checkmark" title="@{useTallyNet}"></span>
</label>
<h1>Tally Net CP instead of Spent CP</h1>
</div>
<div class="item-options-row">
<input type="text" value="❖" maxlength= 1 name="attr_dingbat" title="@{dingbat}"/>
<h1>Name-Title Separator</h1>
</div>
<div class="item-options-row">
<div class="custom-select-option">
<select name="attr_whisperToGM">
<option value="" selected>Never</option>
<option value="/w GM ">Always</option>
<option value="?{Whisper to GM|No,|Yes,/w GM }">Prompt</option>
</select>
</div>
<h1>Whisper Rolls to GM</h1>
</div>
<div class="item-thematic-break">
</div>
<div class="item-options-row">
<label class="container-xbox">
<input type="checkbox" name="attr_activateDeleteChecks">
<span class="checkmark" title="@{activateDeleteChecks}"></span>
</label>
<h1>Activate Item Delete Mode. Deactivate to complete Deletion. </h1>
</div>
</div>
<div class="item-version-row">
<div class="item-version-label">
<h2>Version:</h2>
</div>
<div class="item-version-information">
<!-- Update version before release. -->
<input type="text" value="3.51" name="attr_version" title="@{version}" readonly tabindex="-1"/>
</div>
</div>
<!-- Hidden button used for chat damage. -->
<button type="action" class="button hiddenButton" tabindex="-1" name="act_hiddenDamageRoll" title="%{hiddenDamageRoll}">Roll</button>
</div>
</div>
<!-- --------------------------------------------------------------------------------- -->
<!-- Tally bar that appears below all tabs to keep track of point totals -->
<!-- --------------------------------------------------------------------------------- -->
<div class = "sheet-tallybar">
<div class="sheet-flex-tallybar">
<input class="tally-method" type="hidden" name="attr_tallyMethod" value="net"/>
<span>Char:</span>
<span><input class="tally" type="number" value="0" min="0" name=attr_characteristicsCost title="@{characteristicsCost}" readonly="true" tabindex="-1"/></span>
<span>Skills:</span>
<span><input class="tally" type="number" value="0" min="0" name=attr_skillsCost title="@{skillsCost}" readonly="true" tabindex="-1"/></span>
<span>Powers:</span>
<span><input class="tally" type="number" value="0" min="0" name=attr_powersPerksTalentsCost title="@{powersPerksTalentsCost}" readonly="true" tabindex="-1"/></span>
<div class="tally-spent">
<span>Spent:</span>
<span><input class="tally" type="number" value="0" min="0" name=attr_spentCharacterCost title="@{spentCharacterCost}" readonly="true" tabindex="-1"/></span>
</div>
<span>Complications:</span>
<span><input class="tally" type="number" value="0" min="0" name=attr_complicationsBenefit title="@{complicationsBenefit}" readonly="true" tabindex="-1"/></span>
<span>Bonus:</span>
<span><input class="tally" type="number" value="0" min="0" name=attr_bonusBenefit title="@{bonusBenefit}" tabindex="-1"/></span>
<span>EXP:</span>
<span><input class="tally" type="number" value="0" min="0" name=attr_experienceBenefit title="@{experienceBenefit}" tabindex="-1"/></span>
<div class="tally-net">
<span>Total:</span>
<span><input class="tally" type="number" value="0" min="0" name=attr_totalCharacterCost title="@{totalCharacterCost}" readonly="true" tabindex="-1"/></span>
</div>
</div>
</div>
<!-- Hidden sheet identifier -->
<input type="hidden" name="attr_sheet_name" value="HeroSystem6eHeroic"/>
<!-- Hidden maneuver selection history -->
<input type="hidden" name="attr_useManeuvers" value="true"/>
<input type="hidden" name="attr_weaponStates" value="KKKKKNOOOOOO"/>
<!-- Hidden variables for combat rolls -->
<input type="hidden" name="attr_rangeToTarget" value="0"/>
<input type="hidden" name="attr_targetOCVpenalty" value="0"/>
<input type="hidden" name="attr_rangeOCVpenalty" value="0"/>
<input type="hidden" name="attr_targetHitRoll" value="3d6cs0cf0"/>
<!-- Hidden variables to protect characteristics during option changes -->
<input type="hidden" name="attr_hiddenSTUN" value="20"/>
<input type="hidden" name="CurrentBODY_max" value="10"/>
<input type="hidden" name="CurrentSTUN_max" value="20"/>
<input type="hidden" name="CurrentEND_max" value="20"/>
<!-- Some hidden variables to help simplify skill point calculations -->
<input type="hidden" name="attr_hiddenSet1SkillsCost" value="0"/>
<input type="hidden" name="attr_hiddenSet2SkillsCost" value="0"/>
<input type="hidden" name="attr_hiddenSet3SkillsCost" value="0"/>
<input type="hidden" name="attr_hiddenCombatSkillsCost" value="0"/>
<input type="hidden" name="attr_hiddenLanguageSkillsCost" value="0"/>
<input type="hidden" name="attr_hiddenEnhancerSkillsCost" value="0"/>
<input type="hidden" name="attr_hiddenMartialSkillsCost" value="0"/>
<!-- Variables for displaying formatted numbers related carried weight -->
<input type="hidden" name="attr_liftWeight" value="0"/>
<input type="hidden" name="attr_freeCarry" value="0"/>
<input type="hidden" name="attr_carriedWeight" value="0"/>
<!-- Hidden variables for clean weapon damage strings -->
<input type="hidden" name="attr_hiddenWeaponDamage01" value="0"/>
<input type="hidden" name="attr_hiddenWeaponDamage02" value="0"/>
<input type="hidden" name="attr_hiddenWeaponDamage03" value="0"/>
<input type="hidden" name="attr_hiddenWeaponDamage04" value="0"/>
<input type="hidden" name="attr_hiddenWeaponDamage05" value="0"/>
<input type="hidden" name="attr_hiddenWeaponDamage06" value="0"/>
<input type="hidden" name="attr_hiddenWeaponSign01" value="1"/>
<input type="hidden" name="attr_hiddenWeaponSign02" value="1"/>
<input type="hidden" name="attr_hiddenWeaponSign03" value="1"/>
<input type="hidden" name="attr_hiddenWeaponSign04" value="1"/>
<input type="hidden" name="attr_hiddenWeaponSign05" value="1"/>
<input type="hidden" name="attr_hiddenWeaponSign06" value="1"/>
<input type="hidden" name="attr_hiddenMartialManeuverDamage01" value="0"/>
<input type="hidden" name="attr_hiddenMartialManeuverDamage02" value="0"/>
<input type="hidden" name="attr_hiddenMartialManeuverDamage03" value="0"/>
<input type="hidden" name="attr_hiddenMartialManeuverDamage04" value="0"/>
<input type="hidden" name="attr_hiddenMartialManeuverDamage05" value="0"/>
<input type="hidden" name="attr_hiddenMartialManeuverDamage06" value="0"/>
<input type="hidden" name="attr_hiddenMartialManeuverDamage07" value="0"/>
<input type="hidden" name="attr_hiddenMartialManeuverDamage08" value="0"/>
<input type="hidden" name="attr_hiddenMartialManeuverDamage09" value="0"/>
<input type="hidden" name="attr_hiddenMartialManeuverDamage10" value="0"/>
<!-- Hidden variables for attack and damage templates -->
<input type="hidden" name="attr_hiddenBasicDamage" value="2d6"/>
<input type="hidden" name="attr_hiddenBasicEndurance" value="2"/>
<input type="hidden" name="attr_hiddenDamage" value="4d6"/>
<input type="hidden" name="attr_hiddenIsNormal" value="true"/>
<input type="hidden" name="attr_hiddenIsContest" value="false"/>
<input type="hidden" name="attr_hiddenIsPower" value="false"/>
<input type="hidden" name="attr_hiddenIsMental" value="false"/>
<input type="hidden" name="attr_hiddenIsAoE" value="false"/>
<input type="hidden" name="attr_hiddenStunMod" value="0"/>
<input type="hidden" name="attr_hiddenMessage" value="Test"/>
<!-- Hidden variables for clean power dice strings -->
<input type="hidden" name="attr_hiddenPowerDice01" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice02" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice03" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice04" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice05" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice06" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice07" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice08" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice09" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice10" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice11" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice12" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice13" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice14" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice15" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice16" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice17" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice18" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice19" value="0"/>
<input type="hidden" name="attr_hiddenPowerDice20" value="0"/>
<!-- Hidden variable for token display -->
<input type="hidden" name="attr_currentDCV" value="0"/>
<!-- Set B armor variables -->
<input type="hidden" name="attr_armorName11" value=""/>
<input type="hidden" name="attr_armorPD11" value="0"/>
<input type="hidden" name="attr_armorED11" value="0"/>
<input type="hidden" name="attr_totalPD11" value="0"/>
<input type="hidden" name="attr_totalED11" value="0"/>
<input type="hidden" name="attr_armorEND11" value="0"/>
<input type="hidden" name="attr_armorActivation11" value="0"/>
<input type="hidden" name="attr_armorLocations11" value=""/>
<input type="hidden" name="attr_armorCarried11" value=""/>
<input type="hidden" name="attr_armorMass11" value="0"/>
<input type="hidden" name="attr_armorName12" value=""/>
<input type="hidden" name="attr_armorPD12" value="0"/>
<input type="hidden" name="attr_armorED12" value="0"/>
<input type="hidden" name="attr_totalPD12" value="0"/>
<input type="hidden" name="attr_totalED12" value="0"/>
<input type="hidden" name="attr_armorEND12" value="0"/>
<input type="hidden" name="attr_armorActivation12" value="0"/>
<input type="hidden" name="attr_armorLocations12" value=""/>
<input type="hidden" name="attr_armorCarried12" value=""/>
<input type="hidden" name="attr_armorMass12" value="0"/>
<input type="hidden" name="attr_armorName13" value=""/>
<input type="hidden" name="attr_armorPD13" value="0"/>
<input type="hidden" name="attr_armorED13" value="0"/>
<input type="hidden" name="attr_totalPD13" value="0"/>
<input type="hidden" name="attr_totalED13" value="0"/>
<input type="hidden" name="attr_armorEND13" value="0"/>
<input type="hidden" name="attr_armorActivation13" value="0"/>
<input type="hidden" name="attr_armorLocations13" value=""/>
<input type="hidden" name="attr_armorCarried13" value=""/>
<input type="hidden" name="attr_armorMass13" value="0"/>
<input type="hidden" name="attr_armorName14" value=""/>
<input type="hidden" name="attr_armorPD14" value="0"/>
<input type="hidden" name="attr_armorED14" value="0"/>
<input type="hidden" name="attr_totalPD14" value="0"/>
<input type="hidden" name="attr_totalED14" value="0"/>
<input type="hidden" name="attr_armorEND14" value="0"/>
<input type="hidden" name="attr_armorActivation14" value="0"/>
<input type="hidden" name="attr_armorLocations14" value=""/>
<input type="hidden" name="attr_armorCarried14" value=""/>
<input type="hidden" name="attr_armorMass14" value="0"/>
<!-- Set B weapon variables -->
<input type="hidden" name="attr_weaponName11" value=""/>
<input type="hidden" name="attr_weaponDamage11" value=""/>
<input type="hidden" name="attr_weaponAdjustedDamage11" value=""/>
<input type="hidden" name="attr_weaponDC11" value=""/>
<input type="hidden" name="attr_weaponAdjustedDC11" value=""/>
<input type="hidden" name="attr_weaponNormalDamage11" value=""/>
<input type="hidden" name="attr_weaponCSL11" value="0"/>
<input type="hidden" name="attr_weaponOCV11" value="0"/>
<input type="hidden" name="attr_weaponPenalty11" value="0"/>
<input type="hidden" name="attr_weaponAdvantage11" value="0"/>
<input type="hidden" name="attr_weaponRangeMod11" value="0"/>
<input type="hidden" name="attr_weaponStunMod11" value="0"/>
<input type="hidden" name="attr_weaponShots11" value="0"/>
<input type="hidden" name="attr_weaponStrength11" value=""/>
<input type="hidden" name="attr_weaponStrengthMin11" value=""/>
<input type="hidden" name="attr_weaponEnhancedByStr11" value=""/>
<input type="hidden" name="attr_weaponEndurance11" value=""/>
<input type="hidden" name="attr_weaponEndMod11" value=""/>
<input type="hidden" name="attr_weaponRange11" value="0"/>
<input type="hidden" name="attr_weaponAreaEffect11" value="0"/>
<input type="hidden" name="attr_weaponCarried11" value=""/>
<input type="hidden" name="attr_weaponMass11" value="0"/>
<input type="hidden" name="attr_rangeBasedOnStr11" value=""/>
<input type="hidden" name="attr_weaponName12" value=""/>
<input type="hidden" name="attr_weaponDamage12" value=""/>
<input type="hidden" name="attr_weaponAdjustedDamage12" value=""/>
<input type="hidden" name="attr_weaponDC12" value=""/>
<input type="hidden" name="attr_weaponAdjustedDC12" value=""/>
<input type="hidden" name="attr_weaponNormalDamage12" value=""/>
<input type="hidden" name="attr_weaponCSL12" value="0"/>
<input type="hidden" name="attr_weaponOCV12" value="0"/>
<input type="hidden" name="attr_weaponPenalty12" value="0"/>
<input type="hidden" name="attr_weaponAdvantage12" value="0"/>
<input type="hidden" name="attr_weaponRangeMod12" value="0"/>
<input type="hidden" name="attr_weaponStunMod12" value="0"/>
<input type="hidden" name="attr_weaponShots12" value="0"/>
<input type="hidden" name="attr_weaponStrength12" value=""/>
<input type="hidden" name="attr_weaponStrengthMin12" value=""/>
<input type="hidden" name="attr_weaponEnhancedByStr12" value=""/>
<input type="hidden" name="attr_weaponEndurance12" value=""/>
<input type="hidden" name="attr_weaponEndMod12" value=""/>
<input type="hidden" name="attr_weaponRange12" value="0"/>
<input type="hidden" name="attr_weaponAreaEffect12" value="0"/>
<input type="hidden" name="attr_weaponCarried12" value=""/>
<input type="hidden" name="attr_weaponMass12" value="0"/>
<input type="hidden" name="attr_rangeBasedOnStr12" value=""/>
<input type="hidden" name="attr_weaponName13" value=""/>
<input type="hidden" name="attr_weaponDamage13" value=""/>
<input type="hidden" name="attr_weaponAdjustedDamage13" value=""/>
<input type="hidden" name="attr_weaponDC13" value=""/>
<input type="hidden" name="attr_weaponAdjustedDC13" value=""/>
<input type="hidden" name="attr_weaponNormalDamage13" value=""/>
<input type="hidden" name="attr_weaponCSL13" value="0"/>
<input type="hidden" name="attr_weaponOCV13" value="0"/>
<input type="hidden" name="attr_weaponPenalty13" value="0"/>
<input type="hidden" name="attr_weaponAdvantage13" value="0"/>
<input type="hidden" name="attr_weaponRangeMod13" value="0"/>
<input type="hidden" name="attr_weaponStunMod13" value="0"/>
<input type="hidden" name="attr_weaponShots13" value="0"/>
<input type="hidden" name="attr_weaponStrength13" value=""/>
<input type="hidden" name="attr_weaponStrengthMin13" value=""/>
<input type="hidden" name="attr_weaponEnhancedByStr13" value=""/>
<input type="hidden" name="attr_weaponEndurance13" value=""/>
<input type="hidden" name="attr_weaponEndMod13" value=""/>
<input type="hidden" name="attr_weaponRange13" value="0"/>
<input type="hidden" name="attr_weaponAreaEffect13" value="0"/>
<input type="hidden" name="attr_weaponCarried13" value=""/>
<input type="hidden" name="attr_weaponMass13" value="0"/>
<input type="hidden" name="attr_rangeBasedOnStr13" value=""/>
<input type="hidden" name="attr_weaponName14" value=""/>
<input type="hidden" name="attr_weaponDamage14" value=""/>
<input type="hidden" name="attr_weaponAdjustedDamage14" value=""/>
<input type="hidden" name="attr_weaponDC14" value=""/>
<input type="hidden" name="attr_weaponAdjustedDC14" value=""/>
<input type="hidden" name="attr_weaponNormalDamage14" value=""/>
<input type="hidden" name="attr_weaponCSL14" value="0"/>
<input type="hidden" name="attr_weaponOCV14" value="0"/>
<input type="hidden" name="attr_weaponPenalty14" value="0"/>
<input type="hidden" name="attr_weaponAdvantage14" value="0"/>
<input type="hidden" name="attr_weaponRangeMod14" value="0"/>
<input type="hidden" name="attr_weaponStunMod14" value="0"/>
<input type="hidden" name="attr_weaponShots14" value="0"/>
<input type="hidden" name="attr_weaponStrength14" value=""/>
<input type="hidden" name="attr_weaponStrengthMin14" value=""/>
<input type="hidden" name="attr_weaponEnhancedByStr14" value=""/>
<input type="hidden" name="attr_weaponEndurance14" value=""/>
<input type="hidden" name="attr_weaponEndMod14" value=""/>
<input type="hidden" name="attr_weaponRange14" value="0"/>
<input type="hidden" name="attr_weaponAreaEffect14" value="0"/>
<input type="hidden" name="attr_weaponCarried14" value=""/>
<input type="hidden" name="attr_weaponMass14" value="0"/>
<input type="hidden" name="attr_rangeBasedOnStr14" value=""/>
<input type="hidden" name="attr_weaponName15" value=""/>
<input type="hidden" name="attr_weaponDamage15" value=""/>
<input type="hidden" name="attr_weaponAdjustedDamage15" value=""/>
<input type="hidden" name="attr_weaponDC15" value=""/>
<input type="hidden" name="attr_weaponAdjustedDC15" value=""/>
<input type="hidden" name="attr_weaponNormalDamage15" value=""/>
<input type="hidden" name="attr_weaponCSL15" value="0"/>
<input type="hidden" name="attr_weaponOCV15" value="0"/>
<input type="hidden" name="attr_weaponPenalty15" value="0"/>
<input type="hidden" name="attr_weaponAdvantage15" value="0"/>
<input type="hidden" name="attr_weaponRangeMod15" value="0"/>
<input type="hidden" name="attr_weaponStunMod15" value="0"/>
<input type="hidden" name="attr_weaponShots15" value="0"/>
<input type="hidden" name="attr_weaponStrength15" value=""/>
<input type="hidden" name="attr_weaponStrengthMin15" value=""/>
<input type="hidden" name="attr_weaponEnhancedByStr15" value=""/>
<input type="hidden" name="attr_weaponEndurance15" value=""/>
<input type="hidden" name="attr_weaponEndMod15" value=""/>
<input type="hidden" name="attr_weaponRange15" value="0"/>
<input type="hidden" name="attr_weaponAreaEffect15" value="0"/>
<input type="hidden" name="attr_weaponCarried15" value=""/>
<input type="hidden" name="attr_weaponMass15" value="0"/>
<input type="hidden" name="attr_rangeBasedOnStr15" value=""/>
<!-- Jackob's Roll Template -->
<!-- Basic checks -->
<rolltemplate class="sheet-rolltemplate-custom">
<div class="template-wrapper">
<div class="sheet-container sheet-color-{{color}}">
<div class="sheet-header">
{{#title}}<div class="sheet-title">{{title}}</div>{{/title}}
{{#subtitle}}<div class="sheet-subtitle">{{subtitle}}</div>{{/subtitle}}
</div>
<div class="sheet-content">
{{#allprops() title subtitle desc color}}
<div class="sheet-key">{{key}}</div>
<div class="sheet-value">{{value}}</div>
{{/allprops() title subtitle desc color}}
{{#desc}}<div class="sheet-desc">{{desc}}</div>{{/desc}}
</div>
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-custom-success-roll">
<div class="template-wrapper">
<div class="sheet-container sheet-color-{{color}}">
<div class="sheet-header">
{{#title}}<div class="sheet-title">{{title}}</div>{{/title}}
{{#subtitle}}<div class="sheet-subtitle">{{subtitle}}</div>{{/subtitle}}
</div>
<div class="sheet-content">
{{#SUCCESS}}
{{#^rollLess() computed::SUCCESS 0}}
<div class="sheet-key">Degree of Success</div>
<div class="sheet-value">{{SUCCESS}}</div>
{{/^rollLess() computed::SUCCESS 0}}
{{#rollLess() computed::SUCCESS 0}}
<div class="sheet-key">Degree of Failure</div>
<div class="sheet-value">{{SUCCESS}}</div>
{{/rollLess() computed::SUCCESS 0}}
{{/SUCCESS}}
{{#allprops() title subtitle desc color SUCCESS}}
<div class="sheet-key">{{key}}</div>
<div class="sheet-value">{{value}}</div>
{{/allprops() title subtitle desc color SUCCESS}}
{{#desc}}<div class="sheet-desc">{{desc}}</div>{{/desc}}
</div>
</div>
</div>
</rolltemplate>
<!-- Jackob's Roll Template for defensive actions (blocks)-->
<rolltemplate class="sheet-rolltemplate-custom-defense">
<div class="sheet-template-wrapper">
<div class="sheet-container sheet-color-{{color}}">
<div class="sheet-header">
{{#title}}<div class="sheet-title">{{title}}</div>{{/title}}
{{#subtitle}}<div class="sheet-subtitle">{{subtitle}}</div>{{/subtitle}}
{{#label}}<div class="sheet-label">{{label}}</div>{{/label}}
{{#data}}<div class="sheet-data">{{data}}</div>{{/data}}
</div>
<div class="sheet-content">
{{#allprops() title subtitle label data desc color}}
<div class="sheet-key">{{key}}</div>
<div class="sheet-value">{{value}}</div>
{{/allprops() title subtitle label data desc color}}
{{#desc}}<div class="sheet-desc">{{desc}}</div>{{/desc}}
</div>
</div>
</div>
</rolltemplate>
<!-- Jackob's Roll Template for armor activation-->
<rolltemplate class="sheet-rolltemplate-custom-activate">
<div class="sheet-template-wrapper">
<div class="sheet-container sheet-color-{{color}}">
<div class="sheet-header">
{{#title}}<div class="sheet-title">{{title}}</div>{{/title}}
{{#subtitle}}<div class="sheet-subtitle">{{subtitle}}</div>{{/subtitle}}
{{#PHASE12}}
{{#rollTotal() PHASE12 0}}
<div class="sheet-subtitle">Recovery: Full Phase Action</div>
{{/rollTotal() PHASE12 0}}
{{#^rollTotal() PHASE12 0}}
<div class="sheet-subtitle">Recovery: Post Segment 12</div>
{{/^rollTotal() PHASE12 0}}
{{/PHASE12}}
</div>
<div class="sheet-content">
{{#SUCCESS}}
{{#^rollLess() computed::SUCCESS 0}}
<div class="sheet-key">Activate Armor</div>
<div class="sheet-value">{{SUCCESS}}</div>
{{/^rollLess() computed::SUCCESS 0}}
{{#rollLess() computed::SUCCESS 0}}
<div class="sheet-key">Failed to Activate</div>
<div class="sheet-value">{{SUCCESS}}</div>
{{/rollLess() computed::SUCCESS 0}}
{{/SUCCESS}}
{{#rollTotal() PHASE12 0}}
<div class="sheet-key">Phase</div>
<div class="sheet-value">Full</div>
<div class="sheet-key">DCV</div>
<div class="sheet-value">1/2</div>
{{/rollTotal() PHASE12 0}}
{{#allprops() title subtitle desc color SUCCESS PHASE12}}
<div class="sheet-key">{{key}}</div>
<div class="sheet-value">{{value}}</div>
{{/allprops() title subtitle desc color SUCCESS PHASE12}}
{{#desc}}<div class="sheet-desc">{{desc}}</div>{{/desc}}
</div>
</div>
</div>
</rolltemplate>
<!-- Jackob's Roll Template for Powers -->
<rolltemplate class="sheet-rolltemplate-custom-power-attack">
<div class="sheet-template-wrapper">
<div class="sheet-container sheet-color-{{color}}">
<div class="sheet-header">
{{#title}}<div class="sheet-title">{{title}}</div>{{/title}}
{{#subtitle}}<div class="sheet-subtitle">{{subtitle}}</div>{{/subtitle}}
{{#label}}<div class="sheet-label">{{label}}</div>{{/label}}
{{#data}}<div class="sheet-data">{{data}}</div>{{/data}}
</div>
<div class="sheet-content">
{{#SUCCESS}}
{{#^rollLess() computed::SUCCESS 0}}
<div class="sheet-key">Activation</div>
<div class="sheet-value">{{SUCCESS}}</div>
{{/^rollLess() computed::SUCCESS 0}}
{{#rollLess() computed::SUCCESS 0}}
<div class="sheet-key">Failed to Activate</div>
<div class="sheet-value">{{SUCCESS}}</div>
{{/rollLess() computed::SUCCESS 0}}
{{/SUCCESS}}
{{#allprops() title subtitle label data desc color SUCCESS}}
<div class="sheet-key">{{key}}</div>
<div class="sheet-value">{{value}}</div>
{{/allprops() title subtitle label data desc color SUCCESS}}
{{#desc}}<div class="sheet-desc">{{desc}}</div>{{/desc}}
</div>
</div>
</div>
</rolltemplate>
<!-- Jackob's Roll Template used for showing talents, perks, and complications -->
<rolltemplate class="sheet-rolltemplate-custom-show">
<div class="sheet-template-wrapper">
<div class="sheet-container sheet-color-{{color}}">
<div class="sheet-header">
{{#title}}<div class="sheet-title">{{title}}</div>{{/title}}
{{#subtitle}}<div class="sheet-subtitle">{{subtitle}}</div>{{/subtitle}}
</div>
<div class="sheet-content">
{{#allprops() title subtitle desc color}}
<div class="sheet-key">{{key}}</div>
<div class="sheet-value">{{value}}</div>
{{/allprops() title subtitle desc color}}
{{#desc}}<div class="sheet-desc">{{desc}}</div>{{/desc}}
</div>
</div>
</div>
</rolltemplate>
<!-- Jackob's Roll Template for normal damage attacks -->
<!-- Includes row for computed BODY damage using July, 2021 Roll Parsing feature -->
<rolltemplate class="sheet-rolltemplate-custom-normal-attack">
<div class="sheet-template-wrapper">
<div class="sheet-container sheet-color-{{color}}">
<div class="sheet-header">
{{#title}}<div class="sheet-title">{{title}}</div>{{/title}}
{{#subtitle}}<div class="sheet-subtitle">{{subtitle}}</div>{{/subtitle}}
{{#label}}<div class="sheet-label">{{label}}</div>{{/label}}
{{#data}}<div class="sheet-data">{{data}}</div>{{/data}}
</div>
<div class="sheet-content">
{{#allprops() title subtitle label data desc color}}
<div class="sheet-key">{{key}}</div>
<div class="sheet-value">{{value}}</div>
{{/allprops() title subtitle label data desc color}}
{{#desc}}<div class="sheet-desc">{{desc}}</div>{{/desc}}
</div>
</div>
</div>
</rolltemplate>
<!-- Jackob's Roll Template for killing damage attacks -->
<rolltemplate class="sheet-rolltemplate-custom-attack">
<div class="sheet-template-wrapper">
<div class="sheet-container sheet-color-{{color}}">
<div class="sheet-header">
{{#title}}<div class="sheet-title">{{title}}</div>{{/title}}
{{#subtitle}}<div class="sheet-subtitle">{{subtitle}}</div>{{/subtitle}}
{{#label}}<div class="sheet-label">{{label}}</div>{{/label}}
{{#data}}<div class="sheet-data">{{data}}</div>{{/data}}
</div>
<div class="sheet-content">
{{#allprops() title subtitle label data desc color}}
<div class="sheet-key">{{key}}</div>
<div class="sheet-value">{{value}}</div>
{{/allprops() title subtitle label data desc color}}
{{#desc}}<div class="sheet-desc">{{desc}}</div>{{/desc}}
</div>
</div>
</div>
</rolltemplate>
<!-- Jackob's Roll Template used for showing talents, perks, and complications -->
<rolltemplate class="sheet-rolltemplate-custom-contest">
<div class="sheet-template-wrapper">
<div class="sheet-container sheet-color-{{color}}">
<div class="sheet-header">
{{#title}}<div class="sheet-title">{{title}}</div>{{/title}}
{{#subtitle}}<div class="sheet-subtitle">{{subtitle}}</div>{{/subtitle}}
{{#label}}<div class="sheet-label">{{label}}</div>{{/label}}
{{#data}}<div class="sheet-data">{{data}}</div>{{/data}}
</div>
<div class="sheet-content">
{{#allprops() title subtitle label data desc color}}
<div class="sheet-key">{{key}}</div>
<div class="sheet-value">{{value}}</div>
{{/allprops() title subtitle label data desc color}}
{{#desc}}<div class="sheet-desc">{{desc}}</div>{{/desc}}
</div>
</div>
</div>
</rolltemplate>
<!-- Jackob's Roll Template for damage evaluation -->
<!-- Includes row for computed BODY damage using July, 2021 Roll Parsing feature -->
<!-- Jackob's Roll Template for killing damage -->
<rolltemplate class="sheet-rolltemplate-custom-damage">
<div class="sheet-template-wrapper">
<div class="sheet-container sheet-color-{{color}}">
<div class="sheet-header">
{{#title}}<div class="sheet-title">{{title}}</div>{{/title}}
{{#subtitle}}<div class="sheet-subtitle">{{subtitle}}</div>{{/subtitle}}
</div>
<div class="sheet-content">
{{#allprops() title subtitle desc color HITLOC STUN BODY}}
<div class="sheet-key">{{key}}</div>
<div class="sheet-value">{{value}}</div>
{{/allprops() title subtitle desc color HITLOC STUN BODY}}
{{#desc}}<div class="sheet-desc">{{desc}}</div>{{/desc}}
<!-- Stun, Body, and Hit Location go at the end -->
{{#STUN}}
<div class="sheet-key">STUN</div>
<div class="sheet-value">{{computed::STUN}}</div>
{{/STUN}}
{{#BODY}}
<div class="sheet-key">BODY</div>
<div class="sheet-value">{{computed::BODY}}</div>
{{/BODY}}
{{#HITLOC}}
<div class="sheet-key">Hit Location</div>
<div class="sheet-value">{{computed::HITLOC}}</div>
{{/HITLOC}}
</div>
</div>
</div>
</rolltemplate>
<!-- Jackob's Roll Template for normal damage -->
<rolltemplate class="sheet-rolltemplate-custom-normal-damage">
<div class="sheet-template-wrapper">
<div class="sheet-container sheet-color-{{color}}">
<div class="sheet-header">
{{#title}}<div class="sheet-title">{{title}}</div>{{/title}}
{{#subtitle}}<div class="sheet-subtitle">{{subtitle}}</div>{{/subtitle}}
</div>
<div class="sheet-content">
{{#allprops() title subtitle desc color HITLOC STUN BODY}}
<div class="sheet-key">{{key}}</div>
<div class="sheet-value">{{value}}</div>
{{/allprops() title subtitle desc color HITLOC STUN BODY}}
{{#desc}}<div class="sheet-desc">{{desc}}</div>{{/desc}}
<!-- Stun, Body, and Hit Location go at the end -->
{{#STUN}}
<div class="sheet-key">STUN</div>
<div class="sheet-value">{{computed::STUN}}</div>
{{/STUN}}
{{#BODY}}
<div class="sheet-key">BODY</div>
<div class="sheet-value">{{computed::BODY}}</div>
{{/BODY}}
{{#HITLOC}}
<div class="sheet-key">Hit Location</div>
<div class="sheet-value">{{computed::HITLOC}}</div>
{{/HITLOC}}
</div>
</div>
</div>
</rolltemplate>
<!-- Jackob's Roll Template for power "damage" -->
<!-- This will likely be modified in future updates. -->
<rolltemplate class="sheet-rolltemplate-custom-power-damage">
<div class="sheet-template-wrapper">
<div class="sheet-container sheet-color-{{color}}">
<div class="sheet-header">
{{#title}}<div class="sheet-title">{{title}}</div>{{/title}}
{{#subtitle}}<div class="sheet-subtitle">{{subtitle}}</div>{{/subtitle}}
</div>
<div class="sheet-content">
{{#allprops() title subtitle desc color ATTR PIPS}}
<div class="sheet-key">{{key}}</div>
<div class="sheet-value">{{value}}</div>
{{/allprops() title subtitle desc color ATTR PIPS}}
<!-- {{#desc}}<div class="sheet-desc">{{desc}}</div>{{/desc}} -->
<!-- Stun, Body, and Hit Location go at the end -->
{{#ATTR}}
<div class="sheet-key">Total</div>
<div class="sheet-value">{{computed::ATTR}}</div>
{{/ATTR}}
{{#PIPS}}
<div class="sheet-key">Pips</div>
<div class="sheet-value">{{computed::PIPS}}</div>
{{/PIPS}}
</div>
</div>
</div>
</rolltemplate>
<!-- Jackob's Roll Template for attribute "damage" -->
<rolltemplate class="sheet-rolltemplate-custom-contest-damage">
<div class="sheet-template-wrapper">
<div class="sheet-container sheet-color-{{color}}">
<div class="sheet-header">
{{#title}}<div class="sheet-title">{{title}}</div>{{/title}}
{{#subtitle}}<div class="sheet-subtitle">{{subtitle}}</div>{{/subtitle}}
</div>
<div class="sheet-content">
{{#allprops() title subtitle desc color ATTR PIPS}}
<div class="sheet-key">{{key}}</div>
<div class="sheet-value">{{value}}</div>
{{/allprops() title subtitle desc color ATTR PIPS}}
<!-- {{#desc}}<div class="sheet-desc">{{desc}}</div>{{/desc}} -->
<!-- Stun, Body, and Hit Location go at the end -->
{{#ATTR}}
<div class="sheet-key">Result</div>
<div class="sheet-value">{{computed::ATTR}}</div>
{{/ATTR}}
{{#PIPS}}
<div class="sheet-key">Pips</div>
<div class="sheet-value">{{computed::PIPS}}</div>
{{/PIPS}}
</div>
</div>
</div>
</rolltemplate>
<!-- --------------------------------------------------------------------------------- -->
<!-- Sheet workers -->
<!-- --------------------------------------------------------------------------------- -->
<script type="text/worker">
//Async functions
const setActiveCharacterId = function(charId){
var oldAcid=getActiveCharacterId();
var ev = new CustomEvent("message");
ev.data={"id":"0", "type":"setActiveCharacter", "data":charId};
self.dispatchEvent(ev);
return oldAcid;
};
const _getAttrs = function (props){
var acid=getActiveCharacterId(); //save the current activeCharacterID in case it has changed when the promise runs
var prevAcid=null; //local variable defined here, because it needs to be shared across the promise callbacks defined below
return new Promise((resolve,reject)=>{
prevAcid=setActiveCharacterId(acid); //in case the activeCharacterId has changed, restore it to what we were expecting and save the current value to restore later
try{
getAttrs(props,(values)=>{ resolve(values); });
}
catch{ reject(); }
}).finally(()=>{
setActiveCharacterId(prevAcid); //restore activeCharcterId to what it was when the promise first ran
});
};
// Get the URL to the pseudo attribute attr_character_avatar for use in the Portrait Section.
on("sheet:opened", async function() {
let attributes = {sheetTab:"characteristics"};
// Fetch just what is needed to determine the version
let values = await _getAttrs(["version", "totalCharacterCost", "validateMay23", "character_name", "character_avatar"]);
let name = values.character_name;
let origVersion = parseFloat(values.version)||1.0;
let statValue = 0;
attributes.theSheetAvatar = values.character_avatar;
// Version Checks
// Check for unversioned sheets
if (values.validateMay23 == undefined) {
// if no points spent, then it's a new sheet
if (parseInt(values.totalCharacterCost)||0 != 0)
origVersion = 1.0;
attributes.validateMay23 = 1;
}
let version = origVersion;
if (version < 1.1) {
values = await _getAttrs(["intelligenceChance", "enhancedPerceptionModifier", "body", "stun", "endurance", "strength", "optionSuperHeroicEndurance"]);
var hiddenBasicEndurance = (parseInt(values.strength)||0) / (values.optionSuperHeroicEndurance != 0 ? 10 : 5);
attributes.perceptionEnhanced = parseInt(values.intelligenceChance)||11 + parseInt(values.enhancedPerceptionModifier)||0;
attributes.CurrentBODY_max = parseInt(values.body)||0;
attributes.CurrentSTUN_max = parseInt(values.stun)||0;
attributes.CurrentEND_max = parseInt(values.endurance)||0;
attributes.hiddenBasicEndurance = Math.max(1, heroRoundLow(hiddenBasicEndurance));
version = 1.1;
}
if (version < 2.1) {
values = await _getAttrs(["whisperToGM"]);
if (values.whisperToGM||0 == "on")
attributes.whisperToGM = "/w GM ";
else
attributes.whisperToGM = "";
version = 2.1;
}
if (version < 2.3) {
values = await _getAttrs(["martialManeuverOCV01", "martialManeuverOCV02", "martialManeuverOCV03", "martialManeuverOCV04", "martialManeuverOCV05", "martialManeuverOCV06", "martialManeuverOCV07", "martialManeuverOCV08", "martialManeuverOCV09", "martialManeuverDCV01", "martialManeuverDCV02", "martialManeuverDCV03", "martialManeuverDCV04", "martialManeuverDCV05", "martialManeuverDCV06", "martialManeuverDCV07", "martialManeuverDCV08", "martialManeuverDCV09", "strength", "intelligence", "useCharacteristicMaximums", "enhancedPerceptionModifier", "perceptionModifierVision", "perceptionModifierHearing", "perceptionModifierSmell"]);
// Ensure hiddenBasicDamage is available.
statValue = parseInt(values.strength)||0;
let theNumberOfD6 = (parseInt((statValue - (statValue%5))/5)||0).toString();
let theNumberOfD3 = 0;
if (statValue%5 > 2) {
theNumberOfD3 = 1;
}
var hiddenDamage = theNumberOfD6.concat("d6+",theNumberOfD3.toString(),"d3");
attributes.hiddenBasicDamage = hiddenDamage;
// Update martial maneuver text CVs to integers.
attributes.martialManeuverOCV01 = parseInt(values.martialManeuverOCV01)||0;
attributes.martialManeuverDCV01 = parseInt(values.martialManeuverDCV01)||0;
attributes.martialManeuverOCV02 = parseInt(values.martialManeuverOCV02)||0;
attributes.martialManeuverDCV02 = parseInt(values.martialManeuverDCV02)||0;
attributes.martialManeuverOCV03 = parseInt(values.martialManeuverOCV03)||0;
attributes.martialManeuverDCV03 = parseInt(values.martialManeuverDCV03)||0;
attributes.martialManeuverOCV04 = parseInt(values.martialManeuverOCV04)||0;
attributes.martialManeuverDCV04 = parseInt(values.martialManeuverDCV04)||0;
attributes.martialManeuverOCV05 = parseInt(values.martialManeuverOCV05)||0;
attributes.martialManeuverDCV05 = parseInt(values.martialManeuverDCV05)||0;
attributes.martialManeuverOCV06 = parseInt(values.martialManeuverOCV06)||0;
attributes.martialManeuverDCV06 = parseInt(values.martialManeuverDCV06)||0;
attributes.martialManeuverOCV07 = parseInt(values.martialManeuverOCV07)||0;
attributes.martialManeuverDCV07 = parseInt(values.martialManeuverDCV07)||0;
attributes.martialManeuverOCV08 = parseInt(values.martialManeuverOCV08)||0;
attributes.martialManeuverDCV08 = parseInt(values.martialManeuverDCV08)||0;
attributes.martialManeuverOCV09 = parseInt(values.martialManeuverOCV09)||0;
attributes.martialManeuverDCV09 = parseInt(values.martialManeuverDCV09)||0;
attributes.martialManeuverDamage09 = hiddenDamage;
// Update perception roll chances.
statValue = parseInt(values.intelligence)||10;
enhancedPerceptionMod = parseInt(values.enhancedPerceptionModifier)||0;
perceptionModVision = parseInt(values.perceptionModifierVision)||0;
perceptionModHearing = parseInt(values.perceptionModifierHearing)||0;
perceptionModSmell = parseInt(values.perceptionModifierSmell)||0;
attributes.perceptionVision = calculateRoll(statValue) + enhancedPerceptionMod + perceptionModVision;
attributes.perceptionHearing = calculateRoll(statValue) + enhancedPerceptionMod + perceptionModHearing;
attributes.perceptionSmell = calculateRoll(statValue) + enhancedPerceptionMod + perceptionModSmell;
// Add sheet_name identifier.
attributes.sheet_name = "HeroSystem6eHeroic";
version = 2.3;
}
if (version < 2.41) {
values = await _getAttrs(["intelligence"]);
// Update to new addition: perceptionBase.
statValue = parseInt(values.intelligence)||10;
attributes.perceptionBase = calculateRoll(statValue);
version = 2.42;
}
if (version < 2.51) {
values = await _getAttrs(["weaponStrength01", "weaponStrength02", "weaponStrength03", "weaponStrength04", "weaponStrength05", "shieldName", "shieldDamage", "shieldNormalDamage", "shieldStrength", "shieldOCV"]);
// Updates to shield and weapon stats.
attributes.weaponStrengthMin01 = parseInt(values.weaponStrength01)||0;
attributes.weaponStrengthMin02 = parseInt(values.weaponStrength02)||0;
attributes.weaponStrengthMin03 = parseInt(values.weaponStrength03)||0;
attributes.weaponStrengthMin04 = parseInt(values.weaponStrength04)||0;
attributes.weaponStrengthMin05 = parseInt(values.weaponStrength05)||0;
attributes.weaponStrengthMin06 = parseInt(values.shieldStrength)||0;
(values.shieldName) ? (attributes.weaponName06 = values.shieldName) : (attributes.weaponName06 = "");
(attributes.shieldDamage) ? (attributes.weaponDamage06 = values.shieldDamage) : (attributes.weaponDamage06 = "0");
(attributes.shieldNormalDamage) ? (attributes.weaponNormalDamage06 = values.shieldNormalDamage) : (attributes.weaponNormalDamage06 = "on");
attributes.weaponStrength06 = parseInt(values.shieldStrength)||0;
attributes.weaponOCV06 = parseInt(values.shieldOCV)||0;
attributes.gearSlideSelection = "gearManeuvers";
version = 2.51;
}
if (version < 2.82) {
// Turn on Roll and END buttons for occupied power slots.
values = await _getAttrs(["powerEffect01", "powerEffect02", "powerEffect03", "powerEffect04", "powerEffect05", "powerEffect06", "powerEffect07", "powerEffect08", "powerEffect09", "powerEffect10", "powerEffect11", "powerEffect12", "powerEffect13", "powerEffect14", "powerEffect15", "powerEffect16", "powerEffect17"]);
attributes.powerAction01 = ((values.powerEffect01).replace(/\s/g, '') === '') ? "false" : "true";
attributes.powerAction02 = ((values.powerEffect02).replace(/\s/g, '') === '') ? "false" : "true";
attributes.powerAction03 = ((values.powerEffect03).replace(/\s/g, '') === '') ? "false" : "true";
attributes.powerAction04 = ((values.powerEffect04).replace(/\s/g, '') === '') ? "false" : "true";
attributes.powerAction05 = ((values.powerEffect05).replace(/\s/g, '') === '') ? "false" : "true";
attributes.powerAction06 = ((values.powerEffect06).replace(/\s/g, '') === '') ? "false" : "true";
attributes.powerAction07 = ((values.powerEffect07).replace(/\s/g, '') === '') ? "false" : "true";
attributes.powerAction08 = ((values.powerEffect08).replace(/\s/g, '') === '') ? "false" : "true";
attributes.powerAction09 = ((values.powerEffect09).replace(/\s/g, '') === '') ? "false" : "true";
attributes.powerAction10 = ((values.powerEffect10).replace(/\s/g, '') === '') ? "false" : "true";
attributes.powerAction11 = ((values.powerEffect11).replace(/\s/g, '') === '') ? "false" : "true";
attributes.powerAction12 = ((values.powerEffect12).replace(/\s/g, '') === '') ? "false" : "true";
attributes.powerAction13 = ((values.powerEffect13).replace(/\s/g, '') === '') ? "false" : "true";
attributes.powerAction14 = ((values.powerEffect14).replace(/\s/g, '') === '') ? "false" : "true";
attributes.powerAction15 = ((values.powerEffect15).replace(/\s/g, '') === '') ? "false" : "true";
attributes.powerAction16 = ((values.powerEffect16).replace(/\s/g, '') === '') ? "false" : "true";
attributes.powerAction17 = ((values.powerEffect17).replace(/\s/g, '') === '') ? "false" : "true";
version = 2.82;
}
if (version < 2.90) {
values = await _getAttrs(["strength", "dexterity", "constitution", "intelligence", "ego", "presence"]);
attributes.strengthNet = parseInt(values.strength)||0;
attributes.dexterityNet = parseInt(values.dexterity)||0;
attributes.constitutionNet = parseInt(values.constitution)||0;
attributes.intelligenceNet = parseInt(values.intelligence)||0;
attributes.egoNet = parseInt(values.ego)||0;
attributes.presenceNet = parseInt(values.presence)||0;
// Initialize attribute mods to 0.
attributes.strengthMod = 0;
attributes.dexterityMod = 0;
attributes.constitutionMod = 0;
attributes.intelligenceMod = 0;
attributes.egoMod = 0;
attributes.ocvMod = 0;
attributes.dcvMod = 0;
attributes.omcvMod = 0;
attributes.dmcvMod = 0;
attributes.speedMod = 0;
attributes.pdMod = 0;
attributes.edMod = 0;
attributes.bodyMod = 0;
attributes.stunMod = 0;
attributes.enduranceMod = 0;
attributes.recoveryMod = 0;
attributes.runningMod = 0;
attributes.leapingMod = 0;
attributes.swimmingMod = 0;
version = 2.90;
}
if (version < 3.05) {
// Update martial maneuver selections and starting weapon states.
values = await _getAttrs(["martialManeuverBlock01", "martialManeuverBlock02", "martialManeuverBlock03", "martialManeuverBlock04", "martialManeuverBlock05", "martialManeuverBlock06", "martialManeuverBlock07", "martialManeuverBlock08", "martialManeuverBlock09", "martialManeuverBlock10", "weaponNormalDamage01", "weaponNormalDamage02", "weaponNormalDamage03", "weaponNormalDamage04", "weaponNormalDamage05", "weaponNormalDamage06"]);
let maneuverId;
let states = "DDDDDDOOOOOO";
for (let i=1; i<=maxManeuverNum; i++) {
maneuverId = String(i).padStart(2,'0');
if (values["martialManeuverBlock"+maneuverId] === "on") {
attributes["martialManeuverType"+maneuverId] = "block";
} else {
attributes["martialManeuverType"+maneuverId] = "attack";
}
}
attributes.weaponType01 = "defense";
attributes.weaponType02 = "defense";
attributes.weaponType03 = "defense";
attributes.weaponType04 = "defense";
attributes.weaponType05 = "defense";
attributes.weaponType06 = "defense";
attributes.gearSlideSelection = "gearTreasures";
attributes.maneuverSelection = "block";
attributes.useManeuvers = "true";
attributes.weaponStates = states;
version = 3.05;
}
if (version < 3.50) {
// Update carry weight
values = await _getAttrs(["carriedWeight", "strength", "strengthMod"]);
statValue = (parseInt(values.strength)||0) + (parseInt(values.strengthMod)||0);
attributes.liftWeightDisplay = displayMass( calculateLift(statValue) );
attributes.freeCarry = calculateLift(statValue)/10;
attributes.freeCarryDisplay = displayMass( calculateLift(statValue)/10 );
attributes.carriedWeightDisplay = displayMass(parseFloat(values.carriedWeight)||0);
version = 3.50;
}
if (version < 3.51) {
// No updates needed.
version = 3.51;
}
if (version != origVersion) {
console.log(`Updated ${name} from ${origVersion} to ${version}`);
attributes.version = version;
}
// We are doing this with awaits in order to only do a single setAttrs at the end.
setAttrs(attributes);
});
// Open with first tab (thanks to GiGs).
// Make sure delete readiness is off and delete checks are clear.
on("sheet:opened", function() {
clearDeleteChecks();
setAttrs({
sheetTab: "characteristics",
activateDeleteChecks: 0
});
});
// Show the selected sheet tab. This operation works via a proxy variable to make the CSS easier.
const buttonlist = ["characteristics","skills","powers","complications","gear","options"];
buttonlist.forEach(button => {
on(`clicked:${button}`, function() {
setAttrs({
sheetTab: button
});
});
});
// Show or hide the Tally Bar. This operation works via a proxy variable to make the CSS easier.
on("change:showTallyBar", function () {
getAttrs(["showTallyBar"], function(values) {
setAttrs({
"sheetTally": (values["showTallyBar"] === "on") ? "true" : "false"
});
});
});
// Display chosen tally value.
on("change:useTallyNet", function () {
getAttrs(["useTallyNet"], function(values) {
setAttrs({
"tallyMethod": (values["useTallyNet"] === "on") ? "net" : "spent"
});
});
});
/* ------------------------- */
/* Functions used sheet-wide */
/* ------------------------- */
const maxArmorNum = 4;
const maxWeaponNum = 6; // Includes the shield.
const maxEquipmentNum = 16;
const maxManeuverNum = 10;
const maxSkillNum = 30;
const maxCombatSkillNum = 7;
const maxCombatLevelNum = 3;
const maxLanguageSkillNum = 9;
const upperPowerNum = 10;
const lowerPowerNum = 10;
const maxPowerNum = 20;
const maxTalentNum = 10;
const maxComplicationNum = 10;
function arrayOf(num) {
// For use in our forEach loops, this creates an array of numbers 1 to num.
return Array.from({length: num}, (_, i) => i + 1);
}
function arrayOfRange(start, stop, step) {
// For use in our forEach loops, this creates an array of numbers start to stop in steps.
return Array.from({ length: (stop - start) / step + 1 }, (_, i) => start + i * step);
}
function heroRoundHigh(theNumber) {
// In the Hero System rounding favors the player. Here where high is good.
let theIntegerPart = Math.trunc(theNumber);
let theRemainder = (theNumber%1).toFixed(4);
if (theRemainder <= 0.4) {
return theIntegerPart;
} else {
return theIntegerPart + 1;
}
}
function heroRoundLow(theNumber) {
// In the Hero System rounding favors the player. Here where low is good.
let theIntegerPart = Math.trunc(theNumber);
let theRemainder = (theNumber%1).toFixed(4);
if (theRemainder >= 0.6) {
return theIntegerPart + 1;
} else {
return theIntegerPart;
}
}
function calculateRoll(theNumber) {
// Determine basic characteristic and skill roll chance
return heroRoundHigh(9+theNumber/5);
}
/* ------------------------- */
/* Portrait Selection */
/* ------------------------- */
// Demote the portrait slide show.
on("clicked:left-arrow-button", function () {
advancePortrait(-1);
});
// Advance the portrait slide show.
on("clicked:right-arrow-button", function () {
advancePortrait(+1);
});
function advancePortrait(direction) {
getAttrs(["portraitSelection", "totalNumberOfPortraits"], function(values) {
const currentSelection = parseInt(values.portraitSelection)||0;
const minimumSelection = 1;
const maximumSelection = parseInt(values.totalNumberOfPortraits)||1;
let newSelection = currentSelection+direction;
if (newSelection < minimumSelection) {
newSelection = maximumSelection;
}
if (newSelection > maximumSelection) {
newSelection = minimumSelection;
}
setAttrs({
"portraitSelection":newSelection
});
});
}
/* ------------------------- */
/* Gear Slide Selection */
/* ------------------------- */
const gearSlideList = ["gearTreasures", "gearManeuvers", "gearMartialManeuvers", "gearHitLocations"];
gearSlideList.forEach(button => {
// Adding weapons to martial maneuvers adds the complexity of needing to recall their standard and martial states.
on(`clicked:${button}`, function() {
getAttrs(["gearSlideSelection", "weaponStates", "weaponType01", "weaponType02", "weaponType03", "weaponType04", "weaponType05", "weaponType06", "maneuverSelection", "ocvNet", "currentDCV"], function(values) {
var attributes = new Object();
let states = values.weaponStates;
var weaponId;
// Store weapon states when switching away from standard and martial maneuvers.
if (values.gearSlideSelection === "gearManeuvers") {
for (let i=1; i <= maxWeaponNum; i++) {
weaponId = String(i).padStart(2,'0');
switch (values["weaponType"+weaponId]) {
case "killing": states = setCharAt(states, i-1, 'K');
break;
case "normal": states = setCharAt(states, i-1, 'N');
break;
case "defense": states = setCharAt(states, i-1, 'D');
break;
case "maneuver": states = setCharAt(states, i-1, 'M');
break;
default: states = setCharAt(states, i-1, 'O');
break;
}
}
attributes.ephemeralOCV = parseInt(values.ocvNet)||0;
attributes.ephemeralDCV = parseInt(values.currentDCV)||0;
} else if (values.gearSlideSelection === "gearMartialManeuvers") {
for (let i=1; i <= maxWeaponNum; i++) {
weaponId = String(i).padStart(2,'0');
switch (values["weaponType"+weaponId]) {
case "killing": states = setCharAt(states, i+maxWeaponNum-1, 'K');
break;
case "normal": states = setCharAt(states, i+maxWeaponNum-1, 'N');
break;
case "defense": states = setCharAt(states, i+maxWeaponNum-1, 'D');
break;
case "maneuver": states = setCharAt(states, i+maxWeaponNum-1, 'M');
break;
default: states = setCharAt(states, i+maxWeaponNum-1, 'O');
break;
}
}
attributes.ephemeralOCV = parseInt(values.ocvNet)||0;
attributes.ephemeralDCV = parseInt(values.currentDCV)||0;
}
// Recall weapon states when switching between standard and martial maneuvers.
if (button === "gearMartialManeuvers") {
for (let i=1; i <= maxWeaponNum; i++) {
weaponId = String(i).padStart(2,'0');
switch (states[i-1+maxWeaponNum]) {
case "K": attributes["weaponType"+weaponId] = "killing";
break;
case "N": attributes["weaponType"+weaponId] = "normal";
break;
case "D": attributes["weaponType"+weaponId] = "defense";
break;
case "M": attributes["weaponType"+weaponId] = "maneuver";
break;
default: attributes["weaponType"+weaponId] = "override";
break;
}
}
} else if (button === "gearManeuvers") {
for (let i=1; i <= maxWeaponNum; i++) {
weaponId = String(i).padStart(2,'0');
switch (states[i-1]) {
case "K": attributes["weaponType"+weaponId] = "killing";
break;
case "N": attributes["weaponType"+weaponId] = "normal";
break;
case "D": attributes["weaponType"+weaponId] = "defense";
break;
case "M": attributes["weaponType"+weaponId] = "maneuver";
break;
default: attributes["weaponType"+weaponId] = "override";
break;
}
}
}
// Keep track of the user's maneuver selection intent in case they switch to targeting or notes.
if (button === "gearManeuvers") {
attributes.useManeuvers = "true";
} else if (button === "gearMartialManeuvers") {
attributes.useManeuvers = "false";
}
attributes.gearSlideSelection = button;
attributes.weaponStates = states;
setAttrs(attributes);
});
});
});
function setCharAt(str,index,chr) {
// Replace a single character in a string.
if(index > str.length-1) return str;
return str.substring(0,index) + chr + str.substring(index+1);
}
/* -------------------------------------- */
/* Functions used for health status boxes */
/* -------------------------------------- */
/* Increment and Decrement buttons for Health Fields on Page 1: Characteristics */
// Add 1 to currentBODY
on("clicked:bodyPlus", function () {
getAttrs(["currentBODY"], function(values) {
const currentValue = parseInt(values.currentBODY)||0;
setAttrs({
"currentBODY":currentValue+1
});
});
});
// Subtract 1 from currentBODY
on("clicked:bodyMinus", function () {
getAttrs(["currentBODY"], function(values) {
const currentValue = parseInt(values.currentBODY)||0;
setAttrs({
"currentBODY":currentValue-1
});
});
});
// Add 1 to currentSTUN
on("clicked:stunPlus", function () {
getAttrs(["currentSTUN", "optionTakesNoSTUN"], function(values) {
let currentValue = parseInt(values.currentSTUN)||0;
const takesNoSTUN = values.optionTakesNoSTUN;
if (takesNoSTUN != 0) {
currentValue = 0;
} else {
currentValue = currentValue+1;
}
setAttrs({
"currentSTUN":currentValue
});
});
});
// Subtract 1 from currentSTUN
on("clicked:stunMinus", function () {
getAttrs(["currentSTUN", "optionTakesNoSTUN"], function(values) {
let currentValue = parseInt(values.currentSTUN)||0;
const takesNoSTUN = values.optionTakesNoSTUN;
if (takesNoSTUN != 0) {
currentValue = 0;
} else {
currentValue = currentValue-1;
}
setAttrs({
"currentSTUN":currentValue
});
});
});
// Add 1 to currentEND
on("clicked:endurancePlus", function () {
getAttrs(["currentEND"], function(values) {
const currentValue = parseInt(values.currentEND)||0;
// Attempt to correct negative END values.
setAttrs({
"currentEND": Math.max(0, currentValue+1)
});
});
});
// Subtract 1 from currentEND
on("clicked:enduranceMinus", function () {
getAttrs(["currentEND"], function(values) {
const currentValue = parseInt(values.currentEND)||0;
setAttrs({
"currentEND":Math.max(0,currentValue-1)
});
});
});
// Subtract X from currentEND.
// Used for power and attack buttons.
function subtractEndurance(enduranceSpent) {
getAttrs(["currentEND"], function(values) {
let currentValue = parseInt(values.currentEND)||0;
currentValue = currentValue - enduranceSpent;
// Attempt to correct negative END values.
setAttrs({
"currentEND":Math.max(0,currentValue)
});
});
}
// Reset endurance and stun in item-characteristics-health when the reset action button is clicked.
// Also resets targeting choices if that option is checked.
on("clicked:resetHealth", function () {
getAttrs(["enduranceNet", "stunNet", "optionResetTargeting", "optionResetCSLs", "targetSelection", "rangeMartial", "rangeManeuver", "maneuverSelection", "running", "gearSlideSelection", "weaponStates", "weaponType01", "weaponType02", "weaponType03", "weaponType04", "weaponType05", "weaponType06", "martialManeuverOCVmod01", "martialManeuverOCVmod02", "martialManeuverOCVmod03", "martialManeuverOCVmod04", "martialManeuverOCVmod05", "martialManeuverOCVmod06", "martialManeuverOCVmod07", "martialManeuverOCVmod08", "martialManeuverOCVmod09", "martialManeuverOCVmod10", "martialManeuverDCVmod01", "martialManeuverDCVmod02", "martialManeuverDCVmod03", "martialManeuverDCVmod04", "martialManeuverDCVmod05", "martialManeuverDCVmod06", "martialManeuverDCVmod07", "martialManeuverDCVmod08", "martialManeuverDCVmod09", "martialManeuverDCVmod10", "martialManeuverCSLmod01", "martialManeuverCSLmod02", "martialManeuverCSLmod03", "martialManeuverCSLmod04", "martialManeuverCSLmod05", "martialManeuverCSLmod06", "martialManeuverCSLmod07", "martialManeuverCSLmod08", "martialManeuverCSLmod09", "martialManeuverCSLmod10", "weaponCSL01", "weaponCSL02", "weaponCSL03", "weaponCSL04", "weaponCSL05", "weaponCSL06", "currentDCV", "ocvNet"], function(values) {
var attributes = new Object();
const maxEND = parseInt(values.enduranceNet);
const maxSTUN = parseInt(values.stunNet);
let states = values.weaponStates;
var weaponId;
var maneuverId;
const resetTargeting = (values.optionResetTargeting === "on") ? true : false;
const resetCSLs = (values.optionResetCSLs === "on") ? true : false;
if (resetTargeting) {
if (values.gearSlideSelection === "gearMartialManeuvers") {
for (let i=1; i <= maxWeaponNum; i++) {
weaponId = String(i).padStart(2,'0');
switch (values["weaponType"+weaponId]) {
case "killing": states = setCharAt(states, i+maxWeaponNum-1, 'K');
break;
case "normal": states = setCharAt(states, i+maxWeaponNum-1, 'N');
break;
case "defense": states = setCharAt(states, i+maxWeaponNum-1, 'D');
break;
case "maneuver": states = setCharAt(states, i+maxWeaponNum-1, 'M');
break;
default: states = setCharAt(states, i+maxWeaponNum-1, 'O');
break;
}
}
}
attributes.rangeToTarget = 0;
attributes.rangeManeuver = 0;
attributes.rangeMartial = 0;
attributes.rangePower = 0;
attributes.targetSelection = 1;
attributes.gearSlideSelection = "gearManeuvers";
attributes.weaponStates = states;
attributes.maneuverSelection = "strike";
attributes.useManeuvers = "true";
attributes.checkBrace = "unchecked";
attributes.checkSet = "unchecked";
attributes.maneuverDCLimit = 5;
attributes.moveVelocity = parseInt(values.running)||12;
attributes.powerManeuver = "strike";
attributes.maneuverDamageCSL = "0";
attributes.variableOCVmod = 0;
updateWeaponStates("strike");
}
if (resetCSLs) {
attributes.powerCSL = 0;
attributes.maneuverOCVmod = 0;
attributes.maneuverDCVmod = 0;
for (let i=1; i <= maxWeaponNum; i++) {
weaponId = String(i).padStart(2,'0');
attributes["weaponCSL"+weaponId] = 0;
}
for (let i=1; i <= maxManeuverNum; i++) {
maneuverId = String(i).padStart(2,'0');
attributes["martialManeuverOCVmod"+maneuverId] = 0;
attributes["martialManeuverDCVmod"+maneuverId] = 0;
attributes["martialManeuverCSLmod"+maneuverId] = 0;
}
}
attributes.currentSTUN = maxSTUN;
attributes.currentEND = maxEND;
attributes.ephemeralOCV = parseInt(values["ocvNet"])||3;
attributes.ephemeralDCV = parseInt(values["currentDCV"])||3;
setAttrs(attributes);
});
});
/* Recover Buttons */
// Recover endurance and stun when the recover button in the item-characteristics-health box is clicked.
on("clicked:recoverHealth", function () {
getAttrs(["character_title", "endurance","stun","CurrentEND", "CurrentSTUN", "weightEndPenalty", "recovery", "dingbat"], function(values) {
var theRoll = values.whisperToGM||"";
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
const currentEND = parseInt(values.CurrentEND)||0;
const currentSTUN = parseInt(values.CurrentSTUN)||0;
// If character is boosted, than their max is what they are currently at
const maxEND = Math.max(parseInt(values.endurance), currentEND);
const maxSTUN = Math.max(parseInt(values.stun), currentSTUN);
theRoll += "&{template:custom-activate} ";
theRoll += "{{title=@{character_name}" + dingbat + "@{character_title}}} ";
theRoll += "{{PHASE12=[[?{Recovery Type|Post Segement 12 (includes END penalty),1|Recovery Action,0}]]}} "
+ "{{STUN Recovery=[[@{recoveryNet}[Recovery]]] (@{CurrentSTUN})}} "
+ "{{END Recovery=[[@{recoveryNet}[Recovery]-[[@{weightEndPenalty}*?{Recovery Type}]][END/Turn Cost]]] (@{CurrentEND})}}";
startRoll(theRoll, (results) => {
recoverSTUN = results.results["STUN Recovery"].result;
recoverEND = results.results["END Recovery"].result;
setAttrs({
CurrentSTUN:Math.min(currentSTUN + recoverSTUN, maxSTUN),
CurrentEND:Math.max(0,Math.min(currentEND + recoverEND, maxEND))
});
finishRoll(results.rollId, {});
});
});
});
/* -------------------------------------- */
/* Functions used for characteristics tab */
/* -------------------------------------- */
function sumCharacteristicPoints() {
// Add up points spent on characteristics.
// All character attributes added in one function to avoid getAttrs() limitations.
// Add attribute costs in one go
getAttrs(["strengthCP","dexterityCP","constitutionCP","intelligenceCP","egoCP","presenceCP","ocvCP","dcvCP","omcvCP","dmcvCP","speedCP","pdCP","edCP","bodyCP","stunCP","enduranceCP","recoveryCP","runningCP","leapingCP","swimmingCP"], function(values) {
const strengthCost = parseInt(values.strengthCP)||0;
const dexterityCost = parseInt(values.dexterityCP)||0;
const constitutionCost = parseInt(values.constitutionCP)||0;
const intelligenceCost = parseInt(values.intelligenceCP)||0;
const egoCost = parseInt(values.egoCP)||0;
const presenceCost = parseInt(values.presenceCP)||0;
const ocvCost = parseInt(values.ocvCP)||0;
const dcvCost = parseInt(values.dcvCP)||0;
const omcvCost = parseInt(values.omcvCP)||0;
const dmcvCost = parseInt(values.dmcvCP)||0;
const speedCost = parseInt(values.speedCP)||0;
const pdCost = parseInt(values.pdCP)||0;
const edCost = parseInt(values.edCP)||0;
const bodyCost = parseInt(values.bodyCP)||0;
const stunCost = parseInt(values.stunCP)||0;
const endCost = parseInt(values.enduranceCP)||0;
const recCost = parseInt(values.recoveryCP)||0;
const runningCost = parseInt(values.runningCP)||0;
const leapingCost = parseInt(values.leapingCP)||0;
const swimmingCost = parseInt(values.swimmingCP)||0;
let primaryAttributesCost = strengthCost+dexterityCost+constitutionCost+intelligenceCost+egoCost+presenceCost;
let combatValuesCost = ocvCost+dcvCost+omcvCost+dmcvCost;
let defenseCost = pdCost+edCost;
let healthCost = bodyCost+stunCost+endCost+recCost;
let movementCost = runningCost+leapingCost+swimmingCost;
let characterAttributeCost = primaryAttributesCost+combatValuesCost+speedCost+defenseCost+healthCost+movementCost;
setAttrs({
"characteristicsCost":parseInt(characterAttributeCost)
});
});
}
// Update Strength related stats and skills
on("change:strength change:strengthMod change:useCharacteristicMaximums change:optionSuperHeroicEndurance change:optionUntiring", function () {
getAttrs(["strength", "strengthMod", "useCharacteristicMaximums", "optionSuperHeroicEndurance", "optionUntiring"], function(values) {
const statValue = parseInt(values.strength)||0;
const useMaximums = (values.useCharacteristicMaximums === "on") ? true : false;
const isUntiring = (values.optionUntiring === "on") ? true : false;
const enduranceCostFactor = (values.optionSuperHeroicEndurance === "on") ? 10 : 5;
const baseStat = 10;
const maxStat = 20;
const statMod = parseInt(values.strengthMod)||0;
const costStat = 1;
let statCP = 0;
let enduranceCostBasic = 0;
var liftCapacity;
var freeCarry;
// Basic damage
var hiddenDamage = calculateBasicDamage(Math.max(0, statValue + statMod));
// Basic endurance
if (!isUntiring) {
enduranceCostBasic = heroRoundLow( (Math.max(0, statValue + statMod))/enduranceCostFactor );
if ( enduranceCostBasic < 1 ) {
enduranceCostBasic = 1;
}
}
// Characteristic maximums trigger cost recalculation.
if ( (statValue>maxStat) && (useMaximums) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
liftCapacity = calculateLift(statValue+statMod);
freeCarry = liftCapacity/10;
// Update cost and roll chance and carry values
setAttrs({
"strengthNet": Math.max(0, statValue + statMod),
"strengthCP": statCP,
"strengthChance": calculateRoll(Math.max(0, statValue + statMod)),
"liftWeight": calculateLift(statValue+statMod),
"liftWeightDisplay": displayMass(liftCapacity),
"freeCarry": freeCarry,
"freeCarryDisplay": displayMass(freeCarry),
"hiddenBasicDamage": hiddenDamage,
"hiddenBasicEndurance": enduranceCostBasic
});
// Update costs
sumCharacteristicPoints();
});
});
function calculateLift (statValue) {
// Returns calculated value consistent with HERO standard lift chart.
let lift = 0;
switch (statValue) {
case 0: lift = 0;
break;
case 1: lift = 8;
break;
case 2: lift = 16;
break;
case 3: lift = 25;
break;
case 4: lift = 38;
break;
default: lift = Math.round(25*Math.pow(2,( (Math.max(0, statValue))/5)));
}
return lift;
}
function calculateBasicDamage (statValue) {
let theNumberOfD6 = (parseInt((statValue - (statValue%5))/5)||0).toString();
let theNumberOfD3 = 0;
if (statValue%5 > 2) {
theNumberOfD3 = 1;
}
return theNumberOfD6.concat("d6+",theNumberOfD3.toString(),"d3");
}
// Update Dexterity
on("change:dexterity change:dexterityMod change:useCharacteristicMaximums", function () {
getAttrs(["dexterity", "dexterityMod", "useCharacteristicMaximums"], function(values) {
const statValue = parseInt(values.dexterity)||0;
const useMaximums = values.useCharacteristicMaximums;
const baseStat = 10;
const maxStat = 20;
const statMod = parseInt(values.dexterityMod)||0;
const costStat = 2;
let statCP = 0;
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
// Update cost and roll chance
setAttrs({
"dexterityCP": statCP,
"dexterityChance": calculateRoll(Math.max(0, statValue + statMod)),
"dexterityNet": Math.max(0, statValue + statMod)
});
// Update costs
sumCharacteristicPoints();
});
});
// Update Constitution
on("change:constitution change:constitutionMod change:useCharacteristicMaximums", function () {
getAttrs(["constitution", "constitutionMod", "useCharacteristicMaximums"], function(values) {
const statValue = parseInt(values.constitution)||0;
const useMaximums = values.useCharacteristicMaximums;
const baseStat = 10;
const maxStat = 20;
const statMod = parseInt(values.constitutionMod)||0;
const costStat = 1;
let statCP = 0;
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
// Update cost and roll chance
setAttrs({
"constitutionCP": statCP,
"constitutionChance": calculateRoll(statValue + statMod),
"constitutionNet": Math.max(0, statValue + statMod)
});
// Update costs
sumCharacteristicPoints();
});
});
// Update Intelligence and Perception
on("change:intelligence change:intelligenceMod change:enhancedPerceptionModifier change:perceptionModifierVision change:perceptionModifierHearing change:perceptionModifierSmell change:useCharacteristicMaximums", function () {
getAttrs(["intelligence", "intelligenceMod", "useCharacteristicMaximums", "enhancedPerceptionModifier", "perceptionModifierVision", "perceptionModifierHearing", "perceptionModifierSmell"], function(values) {
const statValue = parseInt(values.intelligence)||0;
const useMaximums = values.useCharacteristicMaximums;
const baseStat = 10;
const maxStat = 20;
const statMod = parseInt(values.intelligenceMod)||0;
const costStat = 1;
// Here we get the enhanced perception modifier. Perception is like a child of Intelligence.
// The base value of perception is the intelligence roll. The Perception roll is the base value plus the enhancedPerceptionModifier.
// Individual senses start at Intelligence Chance + Perception modifier.
const enhancedPerceptionMod = parseInt(values.enhancedPerceptionModifier)||0;
const perceptionModVision = parseInt(values.perceptionModifierVision)||0;
const perceptionModHearing = parseInt(values.perceptionModifierHearing)||0;
const perceptionModSmell = parseInt(values.perceptionModifierSmell)||0;
let statCP = 0;
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
// Update cost and roll chance
setAttrs({
"intelligenceCP": statCP,
"intelligenceChance": calculateRoll(Math.max(0, statValue + statMod)),
"intelligenceNet": Math.max(0, statValue + statMod),
"perceptionBase": calculateRoll(Math.max(0, statValue + statMod)),
"perceptionEnhanced": calculateRoll(Math.max(0, statValue + statMod)) + enhancedPerceptionMod,
"perceptionVision": calculateRoll(Math.max(0, statValue + statMod)) + enhancedPerceptionMod+perceptionModVision,
"perceptionHearing": calculateRoll(Math.max(0, statValue + statMod)) + enhancedPerceptionMod+perceptionModHearing,
"perceptionSmell": calculateRoll(Math.max(0, statValue + statMod)) + enhancedPerceptionMod+perceptionModSmell
});
// Update costs
sumCharacteristicPoints();
});
});
// Update Ego
on("change:ego change:egoMod change:useCharacteristicMaximums", function () {
getAttrs(["ego", "egoMod", "useCharacteristicMaximums"], function(values) {
const statValue = parseInt(values.ego)||0;
const useMaximums = values.useCharacteristicMaximums;
const baseStat = 10;
const maxStat = 20;
const statMod = parseInt(values.egoMod)||0;
const costStat = 1;
let statCP = 0;
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
// Update cost and roll chance
setAttrs({
"egoCP": statCP,
"egoChance": calculateRoll(statValue + statMod),
"egoNet": Math.max(0, statValue + statMod)
});
// Update costs
sumCharacteristicPoints();
});
});
// Update Presence
on("change:presence change:presenceMod change:useCharacteristicMaximums", function () {
getAttrs(["presence", "presenceMod", "useCharacteristicMaximums"], function(values) {
const statValue = parseInt(values.presence)||0;
const useMaximums = values.useCharacteristicMaximums;
const baseStat = 10;
const maxStat = 20;
const statMod = parseInt(values.presenceMod)||0;
const costStat = 1;
let statCP = 0;
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
// Update cost and roll chance
setAttrs({
"presenceCP": statCP,
"presenceChance": calculateRoll(statValue + statMod),
"presenceNet": Math.max(0, statValue + statMod)
});
// Update costs
sumCharacteristicPoints();
});
});
// Combat Characteristics
// Update Offensive Combat Value
on("change:ocv change:ocvMod change:useCharacteristicMaximums", function () {
getAttrs(["ocv", "ocvMod", "useCharacteristicMaximums"], function(values) {
const statValue = parseInt(values.ocv)||0;
const useMaximums = values.useCharacteristicMaximums;
const baseStat = 3;
const maxStat = 8;
const statMod = parseInt(values.ocvMod)||0;
const costStat = 5;
let statCP = 0;
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
// Update cost
setAttrs({
"ocvCP": statCP,
"ocvNet": Math.max(0, statValue + statMod),
"ephemeralOCV": Math.max(0, statValue + statMod)
});
// Update costs
sumCharacteristicPoints();
});
});
// Update Defensive Combat Value
// Encumbrance Section: Add 1 to bonusDCVmodifier
on("clicked:bonusDCVmodifierPlus", function () {
getAttrs(["bonusDCVmodifier"], function(values) {
const currentValue = parseInt(values.bonusDCVmodifier)||0;
setAttrs({
"bonusDCVmodifier":Math.min(Math.max(-10, (currentValue+1) ), +10)
});
});
});
// Encumbrance Section: Subtract 1 from bonusDCVmodifier
on("clicked:bonusDCVmodifierMinus", function () {
getAttrs(["bonusDCVmodifier"], function(values) {
const currentValue = parseInt(values.bonusDCVmodifier)||0;
setAttrs({
"bonusDCVmodifier":Math.min(Math.max(-10, (currentValue-1) ), +10)
});
});
});
// Update Defensive Combat Value and hidden attribute currentDCV
on("change:dcv change:dcvMod change:weightDexDCVPenalty change:shieldDCV change:shieldCarried change:bonusDCVmodifier change:useCharacteristicMaximums change:optionTakesNoSTUN", function () {
getAttrs(["dcv", "dcvMod", "useCharacteristicMaximums", "weightDexDCVPenalty","shieldDCV", "shieldCarried", "bonusDCVmodifier", "optionTakesNoSTUN"], function(values) {
const statValue = parseInt(values.dcv)||0;
const shieldBonus = parseInt(values.shieldDCV)||0;
const weightPenalty = parseInt(values.weightDexDCVPenalty)||0;
const isCarried = (values.shieldCarried === "on") ? true : false;
const bonusModifier = parseInt(values.bonusDCVmodifier)||0;
const useMaximums = values.useCharacteristicMaximums;
const takesNoSTUN = values.optionTakesNoSTUN;
let baseStat = 3;
const maxStat = 8;
const statMod = parseInt(values.dcvMod)||0;
let costStat = 5;
let statCP = 0;
// Automaton defenses cost triple.
if (takesNoSTUN != 0) {
costStat = costStat*3;
}
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
// Update cost and current DCV
setAttrs({
"dcvCP": statCP,
"dcvNet": Math.max(0, statValue + statMod),
"currentDCV": Math.max(0, statValue+statMod+(isCarried ? shieldBonus : 0)+weightPenalty+bonusModifier),
"ephemeralDCV": Math.max(0, statValue+statMod+(isCarried ? shieldBonus : 0)+weightPenalty+bonusModifier)
});
// Update costs
sumCharacteristicPoints();
});
});
// Update Mental Offensive Combat Value
on("change:omcv change:omcvMod change:useCharacteristicMaximums", function () {
getAttrs(["omcv", "omcvMod", "useCharacteristicMaximums"], function(values) {
const statValue = parseInt(values.omcv)||0;
const useMaximums = values.useCharacteristicMaximums;
const baseStat = 3;
const maxStat = 8;
const statMod = parseInt(values.omcvMod)||0;
const costStat = 3;
let statCP = 0;
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
// Update cost
setAttrs({
"omcvCP": statCP,
"omcvNet": Math.max(0, statValue + statMod)
});
// Update costs
sumCharacteristicPoints();
});
});
// Update Mental Defensive Combat Value
on("change:dmcv change:dmcvMod change:useCharacteristicMaximums change:optionTakesNoSTUN", function () {
getAttrs(["dmcv", "dmcvMod", "useCharacteristicMaximums", "optionTakesNoSTUN"], function(values) {
const statValue = parseInt(values.dmcv)||0;
const useMaximums = values.useCharacteristicMaximums;
const takesNoSTUN = values.optionTakesNoSTUN;
const baseStat = 3;
const maxStat = 8;
const statMod = parseInt(values.dmcvMod)||0;
let costStat = 3;
let statCP = 0;
// Automaton defenses cost triple.
if (takesNoSTUN != 0) {
costStat = costStat*3;
}
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
// Update cost
setAttrs({
"dmcvCP": statCP,
"dmcvNet": Math.max(0, statValue + statMod)
});
// Update costs
sumCharacteristicPoints();
});
});
// Update Speed
on("change:speed change:speedMod change:useCharacteristicMaximums", function () {
getAttrs(["speed", "speedMod", "useCharacteristicMaximums"], function(values) {
let statValue = parseInt(values.speed)||0;
let useMaximums = values.useCharacteristicMaximums;
const baseStat = 2;
const maxStat = 4;
const statMod = parseInt(values.speedMod)||0;
const costStat = 10;
let statCP = 0;
const theSpeed = Math.max(1, Math.min(12, (statValue + statMod)));
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
// Update cost
setAttrs({
"speedCP": statCP,
"speedNet": theSpeed,
"speedIndicator01": theSpeed == 12 ? "on" : 0,
"speedIndicator02": theSpeed >= 6 ? "on" : 0,
"speedIndicator03": [4,5,8,9,10,11,12].includes(theSpeed) ? "on" : 0,
"speedIndicator04": [3,6,7,9,10,11,12].includes(theSpeed) ? "on" : 0,
"speedIndicator05": [5,8,10,11,12].includes(theSpeed) ? "on" : 0,
"speedIndicator06": [2,4,6,7,8,9,10,11,12].includes(theSpeed) ? "on" : 0,
"speedIndicator07": [1,7,9,11,12].includes(theSpeed) ? "on" : 0,
"speedIndicator08": [3,5,6,8,9,10,11,12].includes(theSpeed) ? "on" : 0,
"speedIndicator09": [4,7,8,10,11,12].includes(theSpeed) ? "on" : 0,
"speedIndicator10": [5,6,9,10,11,12].includes(theSpeed) ? "on" : 0,
"speedIndicator11": theSpeed >= 7 ? "on" : 0,
"speedIndicator12": theSpeed != 1 ? "on" : 0
});
sumCharacteristicPoints();
});
});
// Update Physical Defense
on("change:pd chage:pdMod change:useCharacteristicMaximums change:optionTakesNoSTUN", function () {
getAttrs(["pd", "pdMod", "useCharacteristicMaximums", "optionTakesNoSTUN"], function(values) {
const statValue = parseInt(values.pd)||0;
const useMaximums = values.useCharacteristicMaximums;
const takesNoSTUN = values.optionTakesNoSTUN;
let baseStat = 2;
const maxStat = 8;
const statMod = parseInt(values.pdMod)||0;
let costStat = 1;
let statCP = 0;
// Automaton defenses cost triple.
if (takesNoSTUN != 0) {
costStat = costStat*3;
baseStat = 1;
}
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
// Update cost
setAttrs({
"pdCP": statCP,
"pdNet": Math.max(0, statValue + statMod)
});
// Update costs
sumCharacteristicPoints();
});
});
// Update Energy Defense
on("change:ed change:edMod change:useCharacteristicMaximums change:optionTakesNoSTUN", function () {
getAttrs(["ed", "edMod","useCharacteristicMaximums", "optionTakesNoSTUN"], function(values) {
const statValue = parseInt(values.ed)||0;
const useMaximums = values.useCharacteristicMaximums;
const takesNoSTUN = values.optionTakesNoSTUN;
let baseStat = 2;
const maxStat = 8;
const statMod = parseInt(values.edMod)||0;
let costStat = 1;
let statCP = 0;
// Automaton defenses cost triple.
if (takesNoSTUN != 0) {
costStat = costStat*3;
baseStat = 1;
}
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
// Update cost
setAttrs({
"edCP":statCP,
"edNet": Math.max(0, statValue + statMod)
});
// Update costs
sumCharacteristicPoints();
});
});
// Update BODY
on("change:body change:bodyMod change:useCharacteristicMaximums", function () {
getAttrs(["body", "bodyMod","useCharacteristicMaximums"], function(values) {
const statValue = parseInt(values.body)||0;
const useMaximums = values.useCharacteristicMaximums;
const baseStat = 10;
const maxStat = 20;
const statMod = parseInt(values.bodyMod)||0;
const costStat = 1;
let statCP = 0;
let netStat = Math.max(1, statValue + statMod);
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
// Update cost
setAttrs({
"CurrentBODY_max": netStat,
"bodyNet": netStat,
"bodyCP": statCP
});
// Update costs
sumCharacteristicPoints();
});
});
// Handle STUN data when optionTakesNoSTUN is checked.
on("change:optionTakesNoSTUN", function () {
getAttrs(["optionTakesNoSTUN", "stun", "hiddenSTUN"], function(values) {
const takesNoSTUN = values.optionTakesNoSTUN;
let statValue = values.stun;
let savedStatValue = values.hiddenSTUN;
// Store STUN in hiddenSTUN and then set it to zero.
if (takesNoSTUN != 0) {
savedStatValue = statValue;
statValue = 0;
} else {
statValue = savedStatValue;
}
// Update character. Reset health status.
setAttrs({
"hiddenSTUN": savedStatValue,
"stun": statValue,
"currentSTUN": statValue,
"currentSTUN_max": statValue
});
// Update characteristics cost
sumCharacteristicPoints();
});
});
// Update STUN
on("change:stun change:stunMod change:useCharacteristicMaximums change:optionTakesNoSTUN", function () {
getAttrs(["stun", "stunMod","useCharacteristicMaximums", "hiddenSTUN", "optionTakesNoSTUN"], function(values) {
const statValue = parseInt(values.stun)||0;
const useMaximums = values.useCharacteristicMaximums;
const takesNoSTUN = values.optionTakesNoSTUN;
let baseStat = 20;
const maxStat = 50;
const statMod = parseInt(values.stunMod)||0;
const costStat = 0.5;
let statCP = 0;
// If option takesNoSTUN is not checked. Save the new value of STUN.
if (takesNoSTUN != 0) {
// Reset STUN and cost to zero.
setAttrs({
"stun": 0,
"CurrentSTUN_max": 0,
"stunNet": 0,
"stunCP": 0
});
} else {
// Calculate costs, save stun to hiddenSTUN, and calculate cost.
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
setAttrs({
"hiddenSTUN": Math.max(0, statValue + statMod),
"CurrentSTUN_max": Math.max(0, statValue + statMod),
"stunNet": Math.max(0, statValue + statMod),
"stunCP": Math.ceil(statCP)
});
}
// Update costs
sumCharacteristicPoints();
});
});
// Update Endurance
on("change:endurance change:enduranceMod change:useCharacteristicMaximums", function () {
getAttrs(["endurance", "enduranceMod","useCharacteristicMaximums"], function(values) {
const statValue = parseInt(values.endurance)||0;
const useMaximums = values.useCharacteristicMaximums;
const baseStat = 20;
const maxStat = 50;
const statMod = parseInt(values.enduranceMod)||0;
const costStat = 0.2;
let statCP = 0;
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
// Update cost
setAttrs({
"enduranceNet": Math.max(0, statValue + statMod),
"CurrentEND_max": Math.max(0, statValue + statMod),
"enduranceCP": Math.ceil(statCP)
});
// Update characteristics cost
sumCharacteristicPoints();
});
});
// Update Recovery
on("change:recovery change:recoveryMod change:useCharacteristicMaximums", function () {
getAttrs(["recovery", "recoveryMod", "useCharacteristicMaximums"], function(values) {
const statValue = parseInt(values.recovery)||0;
const useMaximums = values.useCharacteristicMaximums;
const baseStat = 4;
const maxStat = 10;
const statMod = parseInt(values.recoveryMod)||0;
const costStat = 1;
let statCP = 0;
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
// Update cost
setAttrs({
"recoveryCP": statCP,
"recoveryNet": Math.max(0, statValue + statMod)
});
// Update characteristics cost
sumCharacteristicPoints();
});
});
// Movement abilities
// Update Running
on("change:running change:runningMod change:useCharacteristicMaximums change:weightMovePenalty", function () {
getAttrs(["running", "runningMod", "useCharacteristicMaximums", "weightMovePenalty"], function(values) {
const statValue = parseInt(values.running)||0;
const statMod = parseInt(values.runningMod)||0;
const penalty = parseInt(values.weightMovePenalty)||0;
const useMaximums = values.useCharacteristicMaximums;
const baseStat = 12;
const maxStat = 20;
const costStat = 1;
let statCP = 0;
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
let netMove = Math.max(0, statValue + statMod + penalty);
// Update cost and net movement
setAttrs({
"runningCP":statCP,
"runningNet":netMove
});
// Update characteristics cost
sumCharacteristicPoints();
});
});
// Update Leaping
on("change:leaping change:leapingMod change:useCharacteristicMaximums change:weightMovePenalty", function () {
getAttrs(["leaping", "leapingMod", "useCharacteristicMaximums", "weightMovePenalty"], function(values) {
const statValue = parseInt(values.leaping)||0;
const statMod = parseInt(values.leapingMod)||0;
const penalty = parseInt(values.weightMovePenalty)||0;
const useMaximums = values.useCharacteristicMaximums;
const baseStat = 4;
const maxStat = 10;
const costStat = 0.5;
let statCP = 0;
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
let netMove = Math.max(0, statValue + statMod + penalty);
// Update cost and net movement
setAttrs({
"leapingCP":heroRoundLow(statCP),
"leapingNet":netMove
});
// Update characteristics cost
sumCharacteristicPoints();
});
});
// Update Flight
// on("change:flight change:flightMod change:weightMovePenalty", function () {
// getAttrs(["flight", "flightMod", "weightMovePenalty"], function(values) {
//
// const statValue = parseInt(values.flight)||0;
// const statMod = parseInt(values.flightMod)||0;
// const penalty = parseInt(values.weightMovePenalty)||0;
//
// // Update net movement
// setAttrs({
// "flightNet": Math.max(0, statValue + statMod + penalty);
// });
// });
// });
// Update Swimming
on("change:swimming change:swimmingMod change:useCharacteristicMaximums change:weightMovePenalty", function () {
getAttrs(["swimming", "swimmingMod", "useCharacteristicMaximums", "weightMovePenalty"], function(values) {
const statValue = parseInt(values.swimming)||0;
const statMod = parseInt(values.swimmingMod)||0;
const penalty = parseInt(values.weightMovePenalty)||0;
const useMaximums = values.useCharacteristicMaximums;
const baseStat = 4;
const maxStat = 10;
const costStat = 0.5;
let statCP = 0;
if ( (statValue>maxStat) && (useMaximums != 0) ) {
statCP=(statValue-maxStat)*costStat+(statValue-baseStat)*costStat;
} else {
statCP=(statValue-baseStat)*costStat;
}
let netMove = Math.max(0, statValue + statMod + penalty);
// Update cost and net movement
setAttrs({
"swimmingCP":heroRoundLow(statCP),
"swimmingNet":netMove
});
// Update characteristics cost
sumCharacteristicPoints();
});
});
// Update point totals when option: useCharacteristicMaximums checked or unchecked.
on("change:useCharacteristicMaximums", function () {
sumCharacteristicPoints();
});
// Restrict dingbat to a single character.
on("change.dingbat", function () {
getAttrs(["dingbat"], function(values) {
let theChar = (values.dingbat).toString();
theChar = theChar.substring(0, 1);
if ((!theChar) || (theChar.replace(/\s/g, '') === "")) {
theChar = "❖";
}
setAttrs({
"dingbat": theChar
});
});
});
/* -------------------------------------- */
/* Functions used for Tally Bar */
/* -------------------------------------- */
function addPoints() {
// Add up points from each section of the tally bar and subtract the complications benefit to arrive at a total character cost
// Seems to need a onchange() notice for each tab total to be recognized correctly.
getAttrs(["hiddenCombatSkillsCost","characteristicsCost","hiddenSet1SkillsCost","hiddenSet2SkillsCost","hiddenSet3SkillsCost","hiddenLanguageSkillsCost","hiddenEnhancerSkillsCost","hiddenMartialSkillsCost","powersPerksTalentsCost","complicationsBenefit","bonusBenefit","experienceBenefit"], function(values) {
const characteristicsCP = parseInt(values.characteristicsCost)||0;
const set1SkillsCP = parseInt(values.hiddenSet1SkillsCost)||0;
const set2SkillsCP = parseInt(values.hiddenSet2SkillsCost)||0;
const set3SkillsCP = parseInt(values.hiddenSet3SkillsCost)||0;
const combatSkillsCP = parseInt(values.hiddenCombatSkillsCost)||0;
const languageSkillsCP = parseInt(values.hiddenLanguageSkillsCost)||0;
const enhancerSkillsCP = parseInt(values.hiddenEnhancerSkillsCost)||0;
const martialSkillsCP = parseInt(values.hiddenMartialSkillsCost)||0;
const powersPerksTalentsCP = parseInt(values.powersPerksTalentsCost)||0;
const complicationsCP = parseInt(values.complicationsBenefit)||0;
const bonusCP = parseInt(values.bonusBenefit)||0;
const experienceCP = parseInt(values.experienceBenefit)||0;
let totalSkillsCP = set1SkillsCP+set2SkillsCP+set3SkillsCP+combatSkillsCP+languageSkillsCP+enhancerSkillsCP+martialSkillsCP;
let netCP = characteristicsCP+totalSkillsCP+powersPerksTalentsCP-complicationsCP-bonusCP-experienceCP;
let spentCP = characteristicsCP+totalSkillsCP+powersPerksTalentsCP;
setAttrs({
"skillsCost":totalSkillsCP,
"totalCharacterCost":netCP,
"spentCharacterCost":spentCP
});
});
}
on("change:characteristicsCost change:hiddenSet1SkillsCost change:hiddenSet2SkillsCost change:hiddenSet3SkillsCost change:hiddenCombatSkillsCost change:hiddenEnhancerSkillsCost change:hiddenLanguageSkillsCost change:hiddenMartialSkillsCost change:powersPerksTalentsCost change:complicationsBenefit change:bonusBenefit change:experienceBenefit change:tallyMethod", function () {
// Update total character points any of the hidden character point subtotals change.
addPoints();
});
/* -------------------------------------------------- */
/* Functions used for talents and complications tab */
/* -------------------------------------------------- */
// Update Tally Bar after change notice any complication's CP benefit.
on("change:complicationCP01 change:complicationCP02 change:complicationCP03 change:complicationCP04 change:complicationCP05 change:complicationCP06 change:complicationCP07 change:complicationCP08 change:complicationCP09 change:complicationCP10", function () {
getAttrs(["complicationCP01","complicationCP02","complicationCP03","complicationCP04","complicationCP05","complicationCP06","complicationCP07","complicationCP08","complicationCP09","complicationCP10"], function(values) {
let totalBenefit = 0;
for (let i = 1; i <= maxComplicationNum; i++)
totalBenefit += parseInt(values["complicationCP"+String(i).padStart(2,'0')])||0;
setAttrs({
"complicationsBenefit":totalBenefit
});
});
});
function sumPowersPerksTalents() {
getAttrs(["talentCP01","talentCP02","talentCP03","talentCP04","talentCP05","talentCP06","talentCP07","talentCP08","talentCP09","talentCP10","powerCP01","powerCP02","powerCP03","powerCP04","powerCP05","powerCP06", "powerCP07", "powerCP08", "powerCP09", "powerCP10", "powerCP11", "powerCP12", "powerCP13", "powerCP14", "powerCP15", "powerCP16", "powerCP17", "powerCP18", "powerCP19", "powerCP20"], function(values) {
let talentsCost = 0;
for (let i = 1; i <= maxTalentNum; i++)
talentsCost += parseInt(values["talentCP"+String(i).padStart(2,'0')])||0;
let powersCost = 0;
for (let i = 1; i <= maxPowerNum; i++)
powersCost += parseInt(values["powerCP"+String(i).padStart(2,'0')])||0;
setAttrs({
"powersPerksTalentsCost":(talentsCost + powersCost)
});
});
}
// Update Tally Bar after change to any Talent's CP cost.
on("change:talentCP01 change:talentCP02 change:talentCP03 change:talentCP04 change:talentCP05 change:talentCP06 change:talentCP07 change:talentCP08 change:talentCP09 change:talentCP10", function () {
sumPowersPerksTalents();
});
/* -------------------------------------------------- */
/* Functions used for powers tab */
/* -------------------------------------------------- */
function calculatePowerEND(powerActiveCost, powerReducedEND) {
// Calculates power endurance given active cost and reduced, standard, or increased endurance limitation.
var powerEND=0;
var found=1;
if (["standardEND", "costsENDfull"].includes(powerReducedEND)) {
powerEND=heroRoundLow(powerActiveCost/10);
} else if (["reducedEND", "reducedENDAF", "costsENDhalf"].includes(powerReducedEND)) {
powerEND=heroRoundLow(powerActiveCost/20);
} else if (powerReducedEND.startsWith("increasedENDx")) {
// Grab the Multiplier first, if 0 then that means we're x10
powerEND = parseInt(powerReducedEND.slice(-1));
powerEND = (powerEND ? powerEND : 10) * (heroRoundLow(powerActiveCost/10));
} else {
found = 0;
}
if (found)
powerEND = Math.max(found, powerEND);
return powerEND;
}
function calculateActiveCost(powerBaseCost, powerAdvantages, powerReducedEND) {
var powerActiveCost=0;
switch (powerReducedEND) {
case 'reducedENDAF': powerActiveCost=powerBaseCost*(powerAdvantages+1.5);
break;
case 'zeroENDAF': powerActiveCost=powerBaseCost*(powerAdvantages+2);
break;
case 'reducedEND': powerActiveCost=powerBaseCost*(powerAdvantages+1.25);
break;
case 'zeroEND': powerActiveCost=powerBaseCost*(powerAdvantages+1.5);
break;
default: powerActiveCost=powerBaseCost*(1+powerAdvantages);
}
return powerActiveCost;
}
function increasedENDlimitation(settingEND) {
switch (settingEND) {
case 'costsENDhalf': return 0.25;
break;
case 'costsENDfull': return 0.5;
break;
case 'increasedENDx2': return 0.5;
break;
case 'increasedENDx2': return 0.5;
break;
case 'increasedENDx3': return 1;
break;
case 'increasedENDx4': return 1.5;
break;
case 'increasedENDx5': return 2;
break;
case 'increasedENDx6': return 2.5;
break;
case 'increasedENDx7': return 3;
break;
case 'increasedENDx8': return 3.5;
break;
case 'increasedENDx9': return 3.5;
break;
case 'increasedENDx10': return 4;
break;
default: return 0;
}
}
/* Power XX Change */
arrayOf(maxPowerNum).forEach(num => {
var ID = String(num).padStart(2,'0');
on("change:powerType"+ID+" change:powerBaseCost"+ID+" change:powerAdvantages"+ID+" change:powerReducedEND"+ID+" change:powerLimitations"+ID+" change:powerDice"+ID+" change:powerDamageType"+ID+" change:hiddenBasicEndurance", function () {
getAttrs(["powerType"+ID, "powerBaseCost"+ID, "powerAdvantages"+ID, "powerReducedEND"+ID, "powerLimitations"+ID,"powerDice"+ID, "powerDamageType"+ID, "hiddenBasicEndurance"], function(values) {
let powerType = values["powerType"+ID];
let addStrengthEND = ( (values["powerDamageType"+ID] === "HKA") || (values["powerDamageType"+ID] === "HTH") ) ? true : false;
const powerBaseCost = parseInt(values["powerBaseCost"+ID])||0;
const powerAdvantages = parseFloat(values["powerAdvantages"+ID])||0;
let thePowerDice = values["powerDice"+ID];
const powerReducedEND = values["powerReducedEND"+ID];
const strengthEND = parseInt(values.hiddenBasicEndurance)||0;
var increasedENDLimitation = increasedENDlimitation(powerReducedEND);
var powerLimitations = (parseFloat(values["powerLimitations"+ID])||0) + increasedENDLimitation;
let powerActiveCost=0;
let powerModifiedCost=0;
let powerRealCost=0;
let powerEND=0;
powerPreReducedEndActiveCost = powerBaseCost * (1+powerAdvantages);
powerEND = calculatePowerEND(powerPreReducedEndActiveCost, powerReducedEND);
powerActiveCost = calculateActiveCost(powerBaseCost, powerAdvantages, powerReducedEND);
powerActiveCost = heroRoundLow(powerActiveCost);
thePowerDice = thePowerDice.replace(/[^\ddD\\+\\-]/g,"");
if (powerBaseCost != 0) {
switch (powerType) {
case 'variableSlot': powerRealCost=powerActiveCost/(1+powerLimitations)/5;
powerRealCost=heroRoundLow(powerRealCost);
if (powerRealCost<1) {
powerRealCost=1;
};
break;
case 'fixedSlot': powerRealCost=powerActiveCost/(1+powerLimitations)/10;
powerRealCost=heroRoundLow(powerRealCost);
if (powerRealCost<1) {
powerRealCost=1;
};
break;
default: powerRealCost=powerActiveCost/(1+powerLimitations);
powerRealCost=heroRoundLow(powerRealCost);
if (powerRealCost<1) {
powerRealCost=1;
};
}
} else {
powerActiveCost=0;
powerEND=0;
}
// Add strength END to HTH attacks.
if (addStrengthEND) {
powerEND += strengthEND;
}
var attributes = new Object();
attributes["powerActiveCost"+ID] = powerActiveCost;
attributes["powerEND"+ID] = powerEND;
attributes["powerCP"+ID] = powerRealCost;
attributes["hiddenPowerDice"+ID] = thePowerDice;
setAttrs(attributes);
});
});
});
/* Use Power XX Endurance */
arrayOf(maxPowerNum).forEach(num => {
var powerId = String(num).padStart(2,'0');
on("clicked:buttonPowerEND"+powerId, function() {
getAttrs(["powerEND"+powerId], function(values) {
subtractEndurance(parseInt(values["powerEND"+powerId]));
});
});
});
/* Activate Power XX */
arrayOf(maxPowerNum).forEach(num => {
var powerId = String(num).padStart(2,'0');
on("clicked:powerRoll"+powerId, function() {
getAttrs(["displayDegreeOfSuccess", "optionD6MinusOne", "whisperToGM", "character_title", "displayDegreeOfSuccess", "showPowerDescriptions", "currentDCV", "optionAutoSubtractEND", "powerName"+powerId, "powerEffect"+powerId, "powerStunMod"+powerId, "powerActivate"+powerId, "powerAttack"+powerId, "powerDamageAdvantage"+powerId, "powerAoE"+powerId, "powerEND"+powerId, "powerDamageType"+powerId, "hiddenPowerDice"+powerId, "powerDCV"+powerId, "powerRMod"+powerId, "powerCSL", "rangeToTarget", "rangeOCVpenalty", "checkBrace", "checkSet", "powerManeuver", "dingbat", "ocvNet", "omcvNet", "dmcvNet", "targetOCVpenalty"], function(values) {
var attributes = new Object();
var theRoll = values.whisperToGM||"";
const dispDoS = (values.displayDegreeOfSuccess === "on") ? true : false;
let theSign = (values.optionD6MinusOne === "on") ? -1 : 1;
const showDesc = (values.showPowerDescriptions === "on") ? true : false;
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
const lesserDingbat = " ⬩ ";
const effect = values["powerEffect" + powerId].toLowerCase();
let damageLabel = "Result";
let subtractEND = (values.optionAutoSubtractEND === "on") ? true : false;
let subtractENDAmt = parseInt(values["powerEND"+powerId])||0;
let netDCV = parseInt(values["currentDCV"])||3;
let halfDCV = false;
let netOCV = parseInt(values["ocvNet"])||3;
let penaltyOCV = parseInt(values["targetOCVpenalty"])||0;
let modDCV = 0;
let modDC = 0;
let theAdvantage = parseFloat(values["powerDamageAdvantage"+powerId])||0;
let damageObject = {};
let damageLevels = Math.max(0, (parseInt(values.powerCSL/2)||0) );
let needsActivation = (values["powerActivate"+powerId] === "on") ? true : false;
let isAttack = (values["powerAttack"+powerId] === "on") ? true : false;
let isMental = false;
let isAoE = (values["powerAoE"+powerId] === "on") ? true : false;
let isNormal = true;
// Modifiers
let isSet = (values.checkSet === "on") ? true : false;
let isBraced = (values.checkBrace === "on") ? true : false;
let isSpecialDamage = false;
let braceMod = 0;
let isRanged = (values.rangeToTarget > 8) ? true : false;
let theRangePenalty = parseInt(values.rangeOCVpenalty)||0;
let hasRangePenalty = (theRangePenalty > 0) ? true : false;
// Range Mod
switch (values["powerRMod"+powerId]) {
case 'zero': theRangePenalty = 0;
hasRangePenalty = false;
break;
case 'half': theRangePenalty = Math.round(theRangePenalty/2);
break;
default: break;
}
// Modify DCV if needed.
switch (values["powerDCV"+powerId]) {
case 'zero': netDCV = 0;
break;
case 'half': halfDCV = true;
break;
default: break;
}
// Braced modifiers.
if (isBraced) {
braceMod = 2;
halfDCV = true;
}
// Establish damage and attack types.
switch (values["powerDamageType"+powerId]) {
case 'killing': attributes.hiddenIsNormal = "false";
attributes.hiddenIsPower = "false";
attributes.hiddenIsMental = "false";
isNormal = false;
modDC += damageLevels;
break;
case 'HKA': attributes.hiddenIsNormal = "false";
attributes.hiddenIsPower = "false";
attributes.hiddenIsMental = "false";
isNormal = false;
modDC += damageLevels;
break;
case 'normal': attributes.hiddenIsNormal = "true";
attributes.hiddenIsPower = "false";
attributes.hiddenIsMental = "false";
modDC += damageLevels;
break;
case 'HTH': attributes.hiddenIsNormal = "true";
attributes.hiddenIsPower = "false";
attributes.hiddenIsMental = "false";
modDC += damageLevels;
break;
case 'mental': attributes.hiddenIsNormal = "false";
attributes.hiddenIsPower = "true";
attributes.hiddenIsMental = "true";
attributes.powerCSL = 0;
isMental = true;
netOCV = parseInt(values["omcvNet"])||0;
netDCV = parseInt(values["dmcvNet"])||0;
break;
default: attributes.hiddenIsNormal = "false";
attributes.hiddenIsPower = "true";
attributes.hiddenIsMental = "false";
attributes.powerCSL = 0;
}
// Apply maneuver modifiers.
damageObject = createDamageObject(values["hiddenPowerDice" + powerId], isNormal, theAdvantage);
if (values.powerManeuver === "haymaker") {
modDCV += -5;
// Check for unusual haymakers as per 6E2 69.
if (effect.includes("drain")) {
damageObject.d6 += 2;
isSpecialDamage = true;
} else if (effect.includes("entangle")) {
damageObject.d6 += 2;
isSpecialDamage = true;
} else if (effect.includes("flash")) {
damageObject.d6 += 4;
isSpecialDamage = true;
} else if (effect.includes("mental blast")) {
damageObject.d6 += 2;
isSpecialDamage = true;
} else if (effect.includes("mind control")) {
damageObject.d6 += 4;
isSpecialDamage = true;
} else if (effect.includes("telekinesis")) {
if (damageObject.d6 !== 0) {
damageObject.d6 += 2;
if (damageObject.d3 === 1) {
damageObject.d6 += 1;
damageObject.d3 = 0;
} else {
damageObject.d3 = 1;
}
} else {
damageObject.adds += 13;
}
isSpecialDamage = true;
} else if (effect.includes("transform")) {
if (effect.includes("major")) {
damageObject.d6 += 4;
} else if (effect.includes("severe")) {
damageObject.d6 += 1;
damageObject.d3 += 1;
damageObject.pip += 1;
} else {
damageObject.d6 += 6;
}
isSpecialDamage = true;
} else if (values["powerDamageType"+powerId] !== "power") {
modDC += 4;
} else {
// This shouldn't be a haymaker.
modDCV += 5;
attributes.powerManeuver = "strike";
}
} else if (values.powerManeuver === "multipleAttack") {
halfDCV = true;
} else {
// Defaults are fine.
}
// Assign damage dice.
if (isSpecialDamage) {
attributes.hiddenDamage = standardDamageString(damageObject.d6, damageObject.d3, damageObject.pip, damageObject.adds);
} else if (modDC !== 0) {
// If the power is of the form xd6-1 ignore optionMinusOne.
if (damageObject.pip === -1) {
theSign = -1;
}
attributes.hiddenDamage = getDamageDice(damageObject.DC + modDC, damageObject.advantage, damageObject.normal, theSign);
} else {
attributes.hiddenDamage = values["hiddenPowerDice" + powerId];
}
// DCV
netDCV = getNetDCV(netDCV, modDCV, halfDCV);
// Hidden attribute sendoff
attributes.hiddenDamageType = values["powerDamageType" + powerId];
attributes.hiddenStunMod = parseInt(values["powerStunMod" + powerId])||0;
attributes.hiddenMessage = values["powerName"+powerId];
attributes.hiddenIsAoE = isAoE ? "true" : "false";
attributes.hiddenIsContest = "false";
// Experimental
if (isAttack && !isMental) {
netOCV -= (isAoE ? 0 : 1)*penaltyOCV;
netOCV += (isSet ? 1 : 0);
netOCV -= Math.max(0, theRangePenalty - (isBraced ? braceMod : 0));
}
attributes.ephemeralOCV = netOCV;
attributes.ephemeralDCV = netDCV;
// Send changes for use with damage roll template functions.
setAttrs(attributes);
theRoll += "&{template:custom-power-attack} ";
theRoll += "{{title=@{character_name}" + dingbat + "@{character_title}}} ";
theRoll += "{{subtitle= @{powerName"+powerId+"}" + lesserDingbat + "@{powerEffect"+powerId+"}}} ";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
theRoll += showDesc ? "{{desc=@{powerText"+powerId+"}}} " : "";
if (needsActivation) {
if (dispDoS) {
theRoll += "{{SUCCESS=[[@{powerSkillRoll"+powerId+"}[Skill]-3d6cf6cs1[Roll]]]}}";
} else {
theRoll += "{{Activation Roll=[[3d6cf6cs1[Roll]]] (@{powerSkillRoll"+powerId+"})}}";
}
}
if (isAttack) {
if (isMental) {
if (dispDoS) {
theRoll += "{{Hit DMCV=[[11-3d6cf6cs1+@{omcv}[OMCV]+?{MOCV Modifier|0}[Modifiers]]]}} ";
} else {
theRoll += "{{OMCV=[[@{omcv}[OMCV]+?{MOCV Modifier|0}[Modifiers]]]}}"+"{{Result=[[3d6cf6cs1]]}}";
}
} else if (isRanged && hasRangePenalty) {
// Keeping Mental CV functionality here if future cases come up where it becomes needed.
if (dispDoS) {
theRoll += "{{Hit "+ (isMental ? "DMCV" : "DCV") + "=[[11-3d6cf6cs1" + (isMental ? "+@{omcv}[OMCV]" : "+@{ocv}[OCV]") + (isSet ? "+1[Set]" :"") + "-[[" + (isAoE ? 0 : 1) + "*@{targetOCVPenalty}]][TargetOCV]-" + theRangePenalty + "[RangeOCV]" + (isBraced ? "+"+braceMod+"[Braced]" :"") + "+?{" + (isMental ? "MOCV" : "OCV") + " Modifier|0}[Modifiers]]]}} ";
} else {
theRoll += "{{" + (isMental ? "OMCV=[[@{omcv}[OMCV]" : "OCV=[[@{ocv}[OCV]") + (isSet ? "+1[Set]" :"") + "-[[" + (isAoE ? 0 : 1) + "*@{targetOCVPenalty}]][TargetOCV]-" + theRangePenalty + "[RangeOCV]" + (isBraced ? "+"+braceMod+"[Braced]" :"") + "+?{" + (isMental ? "MOCV" : "OCV") + " Modifier|0}[Modifiers]]]}}"+"{{Result=[[3d6cf6cs1]]}}";
}
} else {
if (dispDoS) {
theRoll += "{{Hit "+ (isMental ? "DMCV" : "DCV") + "=[[11-3d6cf6cs1" + (isMental ? "+@{omcv}[OMCV]" : "+@{ocv}[OCV]") + (isSet ? "+1[Set]" :"") + "-[[" + (isAoE ? 0 : 1) + "*@{targetOCVPenalty}]][TargetOCV]" + (isRanged ? "-0[NetRangePenalty]" :"") + "+?{" + (isMental ? "MOCV" : "OCV") + " Modifier|0}[Modifiers]]]}} ";
} else {
theRoll += "{{" + (isMental ? "OMCV=[[@{omcv}[OMCV]" : "OCV=[[@{ocv}[OCV]") + (isSet ? "+1[Set]" :"") + "-[[" + (isAoE ? 0 : 1) + "*@{targetOCVPenalty}]][TargetOCV]" + (isRanged ? "-0[NetRangePenalty]" :"") + "+?{" + (isMental ? "MOCV" : "OCV") + " Modifier|0}[Modifiers]]]}}"+"{{Result=[[3d6cf6cs1]]}}";
}
}
}
theRoll += (subtractENDAmt ? "{{END=[[@{powerEND"+powerId+"}]] (@{currentEND})}}" : "");
theRoll += "{{" + damageLabel + " = [Roll](~hiddenDamageRoll)}}";
startRoll(theRoll, (results) => {
// Roll activation and effect dice. If the option to auto apply endurance is TRUE, subtract the power's END once from endurance.
let theResult = new Object();
// Subtract END cost if option checked.
if (subtractEND) {
subtractEndurance(subtractENDAmt);
}
finishRoll(results.rollId, {});
});
});
});
});
// Update Tally Bar after change to any Power's CP cost.
on("change:powerCP01 change:powerCP02 change:powerCP03 change:powerCP04 change:powerCP05 change:powerCP06 change:powerCP07 change:powerCP08 change:powerCP09 change:powerCP10 change:powerCP11 change:powerCP12 change:powerCP13 change:powerCP14 change:powerCP15 change:powerCP16 change:powerCP17 change:powerCP18 change:powerCP19 change:powerCP20", function () {
sumPowersPerksTalents();
});
/* -------------- */
/* Power Movers */
/* -------------- */
arrayOf(maxPowerNum).forEach(num => {
var lowId = String(num).padStart(2,'0');
var highId = String(num == maxPowerNum ? 1 : num + 1).padStart(2,'0');
swapPowerPositions(lowId, highId);
});
function swapPowerPositions(lowId, highId) {
on("clicked:powerDown"+lowId+" clicked:powerUp"+highId, function() {
getAttrs(["powerName"+lowId, "powerCP"+lowId, "powerType"+lowId, "powerDamageType"+lowId, "powerEffect"+lowId, "powerAttack"+lowId, "powerAoE"+lowId, "powerDCV"+lowId, "powerDice"+lowId, "powerStunMod"+lowId, "powerActivate"+lowId, "powerSkillRoll"+lowId,"powerBaseCost"+lowId, "powerActiveCost"+lowId, "powerAdvantages"+lowId, "powerLimitations"+lowId, "powerReducedEND"+lowId, "powerEND"+lowId,"powerRMod"+lowId, "powerText"+lowId, "powerAction"+lowId, "powerDamageAdvantage"+lowId, "powerName"+highId, "powerCP"+highId, "powerType"+highId, "powerDamageType"+highId, "powerEffect"+highId, "powerAttack"+highId, "powerAoE"+highId, "powerDCV"+highId, "powerDice"+highId, "powerStunMod"+highId, "powerActivate"+highId, "powerSkillRoll"+highId, "powerBaseCost"+highId, "powerActiveCost"+highId, "powerAdvantages"+highId, "powerLimitations"+highId, "powerReducedEND"+highId, "powerEND"+highId, "powerRMod"+highId, "powerText"+highId, "powerAction"+highId, "powerDamageAdvantage"+highId], function(values)
{
var attributes = new Object();
let theString = (values["powerName"+highId]).replace(/\s/g, '');
if ( (theString.length === 0) || (theString === null) ) {
attributes["powerName"+lowId] = "";
} else {
attributes["powerName"+lowId] = values["powerName"+highId];
}
theString = (values["powerName"+lowId]).replace(/\s/g, '');
if ( (theString.length === 0) || (theString === null) ) {
attributes["powerName"+highId] = "";
} else {
attributes["powerName"+highId] = values["powerName"+lowId];
}
theString = (values["powerEffect"+highId]).replace(/\s/g, '');
if ( (theString.length === 0) || (theString === null) ) {
attributes["powerEffect"+lowId] = "";
} else {
attributes["powerEffect"+lowId] = values["powerEffect"+highId];
}
theString = (values["powerEffect"+lowId]).replace(/\s/g, '');
if ( (theString.length === 0) || (theString === null) ) {
attributes["powerEffect"+highId] = "";
} else {
attributes["powerEffect"+highId] = values["powerEffect"+lowId];
}
attributes["powerCP"+lowId] = values["powerCP"+highId];
attributes["powerCP"+highId] = values["powerCP"+lowId];
attributes["powerAttack"+lowId] = values["powerAttack"+highId];
attributes["powerAttack"+highId] = values["powerAttack"+lowId];
attributes["powerAoE"+lowId] = values["powerAoE"+highId];
attributes["powerAoE"+highId] = values["powerAoE"+lowId];
attributes["powerDCV"+lowId] = values["powerDCV"+highId];
attributes["powerDCV"+highId] = values["powerDCV"+lowId];
attributes["powerType"+lowId] = values["powerType"+highId];
attributes["powerType"+highId] = values["powerType"+lowId];
attributes["powerDice"+lowId] = values["powerDice"+highId];
attributes["powerDice"+highId] = values["powerDice"+lowId];
attributes["powerStunMod"+lowId] = values["powerStunMod"+highId];
attributes["powerStunMod"+highId] = values["powerStunMod"+lowId];
attributes["powerDamageType"+lowId] = values["powerDamageType"+highId];
attributes["powerDamageType"+highId] = values["powerDamageType"+lowId];
attributes["powerActivate"+lowId] = values["powerActivate"+highId];
attributes["powerActivate"+highId] = values["powerActivate"+lowId];
attributes["powerSkillRoll"+lowId] = values["powerSkillRoll"+highId];
attributes["powerSkillRoll"+highId] = values["powerSkillRoll"+lowId];
attributes["powerBaseCost"+lowId] = values["powerBaseCost"+highId];
attributes["powerBaseCost"+highId] = values["powerBaseCost"+lowId];
attributes["powerActiveCost"+lowId] = values["powerActiveCost"+highId];
attributes["powerActiveCost"+highId] = values["powerActiveCost"+lowId];
attributes["powerAdvantages"+lowId] = values["powerAdvantages"+highId];
attributes["powerAdvantages"+highId] = values["powerAdvantages"+lowId];
attributes["powerLimitations"+lowId] = values["powerLimitations"+highId];
attributes["powerLimitations"+highId] = values["powerLimitations"+lowId];
attributes["powerReducedEND"+lowId] = values["powerReducedEND"+highId];
attributes["powerReducedEND"+highId] = values["powerReducedEND"+lowId];
attributes["powerEND"+lowId] = values["powerEND"+highId];
attributes["powerEND"+highId] = values["powerEND"+lowId];
attributes["powerRMod"+lowId] = values["powerRMod"+highId];
attributes["powerRMod"+highId] = values["powerRMod"+lowId];
attributes["powerText"+lowId] = values["powerText"+highId];
attributes["powerText"+highId] = values["powerText"+lowId];
attributes["powerAction"+lowId] = values["powerAction"+highId];
attributes["powerAction"+highId] = values["powerAction"+lowId];
attributes["powerDamageAdvantage"+lowId] = values["powerDamageAdvantage"+highId];
attributes["powerDamageAdvantage"+highId] = values["powerDamageAdvantage"+lowId];
setAttrs(attributes);
});
});
}
// Power Selection
arrayOf(upperPowerNum).forEach(num => {
var button = "power"+String(num).padStart(2,'0');
on(`clicked:${button}`, function() {
var attributes = new Object();
attributes.upperPowerSelection = button;
setAttrs(attributes);
});
});
arrayOf(lowerPowerNum).forEach(num => {
var button = "power"+String(num + 10).padStart(2,'0');
on(`clicked:${button}`, function() {
var attributes = new Object();
attributes.lowerPowerSelection = button;
setAttrs(attributes);
});
});
/* Keep selected power slide visible when moved. */
arrayOf(maxPowerNum).forEach(num => {
var lowId = String(num).padStart(2,'0');
var highId = String(num == maxPowerNum ? 1 : num + 1).padStart(2,'0');
on("clicked:powerDown"+lowId, function() {
var attributes = new Object();
if (Number(lowId) < upperPowerNum) {
attributes.upperPowerSelection = "power" + highId;
} else if (Number(lowId) === upperPowerNum) {
attributes.upperPowerSelection = "power" + lowId;
attributes.lowerPowerSelection = "power" + highId;
} else if (Number(lowId) < maxPowerNum) {
attributes.lowerPowerSelection = "power" + highId;
} else {
attributes.upperPowerSelection = "power" + highId;
attributes.lowerPowerSelection = "power" + lowId;
}
setAttrs(attributes);
});
});
arrayOf(maxPowerNum).forEach(num => {
var lowId = String(num).padStart(2,'0');
var highId = String(num == maxPowerNum ? 1 : num + 1).padStart(2,'0');
on("clicked:powerUp"+highId, function() {
var attributes = new Object();
if (Number(highId) === 1) {
attributes.lowerPowerSelection = "power" + lowId;
attributes.upperPowerSelection = "power" + highId;
} else if (Number(lowId) <= upperPowerNum) {
attributes.upperPowerSelection = "power" + lowId;
} else if (Number(highId) === upperPowerNum) {
attributes.lowerPowerSelection = "power" + highId;
attributes.upperPowerSelection = "power" + lowId;
} else {
attributes.lowerPowerSelection = "power" + lowId;
}
setAttrs(attributes);
});
});
// Show action buttons for powers with effects
arrayOf(maxPowerNum).forEach(num => {
var powerId = String(num).padStart(2,'0');
on("change:powerEffect"+powerId, function() {
getAttrs(["powerEffect"+powerId], function(values) {
var attributes = new Object();
let testString = (values["powerEffect"+powerId]).toLowerCase();
let isEmpty = (testString.replace(/\s/g, '') !== '') ? false : true;
if ( testString.includes("vpp") ) {
isEmpty = true;
} else if ( testString.includes("multipower") ) {
isEmpty = true;
}
if (isEmpty) {
attributes["powerAction"+powerId] = "false";
} else {
attributes["powerAction"+powerId] = "true";
}
setAttrs(attributes);
});
});
});
/* -------------------------------------------------- */
/* Functions used for skills tab */
/* -------------------------------------------------- */
function calculateLanguageSkillCost(skillFluency, skillLiteracy, enhancerLinguist, literacyCost) {
var enhancerBonus=0;
var languageCP=0;
let literacyCP=0;
if (skillLiteracy!=0) {
literacyCP=literacyCost;
}
if (enhancerLinguist!=0) {
enhancerBonus=1;
}
switch (skillFluency) {
case "native": languageCP = literacyCP;
break;
case "none": languageCP = literacyCP;
break;
case "basic": languageCP = 1+literacyCP;
break;
case "fluent": languageCP = 2+literacyCP-enhancerBonus;
break;
case "accent": languageCP = 3+literacyCP-enhancerBonus;
break;
case "idiomatic": languageCP = 4+literacyCP-enhancerBonus;
break;
case "imitate": languageCP = 5+literacyCP-enhancerBonus;
break;
}
return languageCP;
}
function standardSkillChance(theBaseSkillRoll,skillCP,additionalLevels) {
var skillCost=3;
var skillLevelCost=2;
var theSkillRollChance;
var theSkillBonus;
if (skillCP==0) {
theSkillRollChance=0;
} else if (skillCP==1) {
theSkillRollChance=8;
} else if (skillCP==2) {
theSkillRollChance=10;
} else {
theSkillBonus=Math.floor((skillCP-skillCost)/skillLevelCost);
theSkillRollChance=theBaseSkillRoll+theSkillBonus+additionalLevels;
}
return theSkillRollChance;
}
function knowledgeSkillChance(enhancer,skillCP,additionalLevels) {
// Calculate KS, PS, or AK-type skill roll chance.
var skillCost=2;
var skillLevelCost=1;
var theBaseSkillRoll=11;
var theSkillBonus=0;
var theSkillRollChance=0;
if (skillCP==0) {
theSkillRollChance = 0;
} else if (skillCP==1 && enhancer == 0) {
theSkillRollChance = 8;
} else if ( (skillCP>=2) && (enhancer == 0) ) {
theSkillBonus=skillCP-skillCost;
theSkillRollChance = theBaseSkillRoll+theSkillBonus+additionalLevels;
} else {
skillCost=1;
theSkillBonus=skillCP-skillCost;
theSkillRollChance = theBaseSkillRoll+theSkillBonus+additionalLevels;
}
return theSkillRollChance;
}
function knowledgeIntSkillChance(theBaseSkillRoll, enhancer, skillCP, additionalLevels) {
// Knowledge, Professional, and Science Skills can be purchased as Intelligence-based skills. In such a case
// this function replaces the more general knowledgeSkillChance(...) function.
var skillCost=3;
var skillLevelCost=1;
var theSkillBonus=0;
var theSkillRollChance=0;
if (skillCP==0) {
theSkillRollChance = 0;
} else if (skillCP==1 && enhancer == 0) {
theSkillRollChance = 8;
} else if (skillCP==1 && enhancer != 0) {
theSkillRollChance = 11+additionalLevels; // I.e., a regular Knowledge Skill is the better choice.
} else if ( (skillCP==2) && (enhancer == 0) ) {
theSkillRollChance = 11+additionalLevels; // I.e., a regular Knowledge Skill is better than 10- skill proficiency.
} else if ( (skillCP==3) && (enhancer == 0) ) {
theSkillBonus=0;
theSkillRollChance=theBaseSkillRoll+theSkillBonus+additionalLevels;
} else {
if (enhancer!=0) {
skillCost=2;
}
theSkillBonus=Math.floor((skillCP-skillCost)/skillLevelCost);
theSkillRollChance=theBaseSkillRoll+theSkillBonus+additionalLevels;
}
return theSkillRollChance;
}
function calculateSkillChance(skillType,skillCP,enhancerJack,enhancerSch,enhancerSci,enhancerTrav,strengthChance,dexterityChance,constitutionChance,intelligenceChance,egoChance,presenceChance,interactionSkillLevels,intellectSkillLevels,agilitySkillLevels,bonusLevels) {
// Calculates the skill roll chance for a general skill.
//
// A bit crazy, but all of these variables need to be passed to this function for the the switch function contained below
// to calculate the skill roll chance for the skill passed to the function.
switch (skillType) {
case "str":
theSkillRollChance=standardSkillChance( strengthChance,skillCP,bonusLevels);
break;
case "dex":
theSkillRollChance=standardSkillChance( dexterityChance,skillCP,agilitySkillLevels+bonusLevels);
break;
case "con":
theSkillRollChance=standardSkillChance( constitutionChance,skillCP,bonusLevels);
break;
case "int":
theSkillRollChance=standardSkillChance( intelligenceChance,skillCP,intellectSkillLevels+bonusLevels);
break;
case "ego":
theSkillRollChance=standardSkillChance( egoChance,skillCP,bonusLevels);
break;
case "pre":
theSkillRollChance=standardSkillChance( presenceChance,skillCP,interactionSkillLevels+bonusLevels);
break;
case "ps":
theSkillRollChance=knowledgeSkillChance( enhancerJack,skillCP,bonusLevels);
break;
case "intPS":
theSkillRollChance=knowledgeIntSkillChance( intelligenceChance, enhancerJack,skillCP,bonusLevels);
break;
case "dexPS":
theSkillRollChance=knowledgeIntSkillChance( dexterityChance, enhancerJack,skillCP,bonusLevels);
break;
case "ks":
theSkillRollChance=knowledgeSkillChance( enhancerSch,skillCP,bonusLevels);
break;
case "intKS":
theSkillRollChance=knowledgeIntSkillChance( intelligenceChance, enhancerSch, skillCP, intellectSkillLevels+bonusLevels);
break;
case "ss":
theSkillRollChance=knowledgeSkillChance( enhancerSci,skillCP,bonusLevels);
break;
case "intSS":
theSkillRollChance=knowledgeIntSkillChance( intelligenceChance, enhancerSci, skillCP, intellectSkillLevels+bonusLevels);
break;
case "ak":
theSkillRollChance=knowledgeSkillChance( enhancerTrav,skillCP,bonusLevels);
break;
case "intAK":
theSkillRollChance=knowledgeIntSkillChance( intelligenceChance, enhancerTrav, skillCP, intellectSkillLevels+bonusLevels);
break;
case "ck":
theSkillRollChance=knowledgeSkillChance( enhancerTrav,skillCP,bonusLevels);
break;
case "intCK":
theSkillRollChance=knowledgeIntSkillChance( intelligenceChance, enhancerTrav, skillCP, intellectSkillLevels+bonusLevels);
break;
case "cuk":
theSkillRollChance=knowledgeSkillChance( enhancerTrav,skillCP,bonusLevels);
break;
case "intCuK":
theSkillRollChance=knowledgeIntSkillChance( intelligenceChance, enhancerTrav, skillCP, intellectSkillLevels+bonusLevels);
break;
case "everyman":
theSkillRollChance=8;
break;
case "everymanPS":
theSkillRollChance=11;
break;
case "other":
theSkillRollChance=0;
break;
case "none":
theSkillRollChance=0;
break;
case "group":
theSkillRollChance=0;
break;
default:
theSkillRollChance=0;
}
return theSkillRollChance;
}
/* -------------- */
/* Skill Movers */
/* -------------- */
arrayOf(maxSkillNum).forEach(num => {
var lowId = String(num).padStart(2,'0');
var highId = String(num == maxSkillNum ? 1 : num + 1).padStart(2,'0');
swapSkillPositions(lowId, highId);
});
function swapSkillPositions(lowId, highId) {
on("clicked:skillDown"+lowId+" clicked:skillUp"+highId, function () {
getAttrs(["skillName"+lowId, "skillName"+highId, "skillType"+lowId, "skillType"+highId, "skillCP"+lowId, "skillCP"+highId], function(values) {
var attributes = new Object();
let theString = values["skillName"+highId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["skillName"+lowId] = "";
} else {
attributes["skillName"+lowId] = values["skillName"+highId];
}
theString = values["skillName"+lowId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["skillName"+highId] = "";
} else {
attributes["skillName"+highId] = values["skillName"+lowId];
}
attributes["skillType"+lowId] = values["skillType"+highId];
attributes["skillType"+highId] = values["skillType"+lowId];
attributes["skillCP"+lowId] = values["skillCP"+highId];
attributes["skillCP"+highId] = values["skillCP"+lowId];
setAttrs(attributes);
});
});
}
/* -------------------------- */
/* Characteristic Rolls */
/* -------------------------- */
var characteristics = ['strength', 'dexterity', 'constitution', 'intelligence', 'ego', 'presence']
characteristics.forEach(characteristic => {
on (`clicked:${characteristic}`, (info) => {
getAttrs(["displayDegreeOfSuccess", "whisperToGM", "character_title", "dingbat"], function(values) {
var theRoll = values.whisperToGM||"";
var displayName = characteristic.charAt(0).toUpperCase() + characteristic.slice(1);
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
if (values.displayDegreeOfSuccess != 0) {
theRoll += "&{template:custom-success-roll} ";
theRoll += "{{title=@{character_name}" + dingbat + "@{character_title}}} ";
theRoll += "{{subtitle= Uses "+displayName+" }} ";
if (characteristic == 'dexterity') {
theRoll += "{{SUCCESS=[[@{dexterityChance}[Dexterity Chance]+@{weightDexDCVPenalty}[Weight Penalty]-3d6cf6cs1[Roll]+(?{Modifiers|0})[Modifiers]]] }}";
} else {
theRoll += "{{SUCCESS=[[@{"+characteristic+"Chance}["+displayName+" Chance]-3d6cf6cs1[Roll]+(?{Modifiers|0})[Modifiers]]] }}";
}
} else {
theRoll += "&{template:custom-success-roll} ";
theRoll += "{{title=@{character_name}" + dingbat + "@{character_title}}} ";
theRoll += "{{subtitle= Uses "+displayName+" }} ";
if (characteristic == 'dexterity') {
theRoll += "{{Base Chance = [[@{dexterityChance}[Dexterity Chance]+@{weightDexDCVPenalty}[Weight Penalty]+(?{Modifiers|0})[Modifiers]]] }}";
} else {
theRoll += "{{Base Chance = [[@{"+characteristic+"Chance}["+displayName+" Chance]+(?{Modifiers|0})[Modifiers]]] }}"
}
theRoll += "{{Roll=[[3d6cf6cs1]]}}";
}
startRoll(theRoll, (results) => {
finishRoll(results.rollId,{});
});
});
});
});
var perceptionTypes = ['', 'Vision', 'Hearing', 'Smell']
perceptionTypes.forEach(percType => {
var subtitleExt = (percType != '') ? "@{perception"+percType+"Label}" : "";
on (`clicked:perceptionRoll${percType}`, (info) => {
getAttrs(["displayDegreeOfSuccess", "whisperToGM", "character_title", "dingbat"], function(values) {
var theRoll = values.whisperToGM||"";
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
const lesserDingbat = (percType != '') ? " ⬩ " : "";
if (values.displayDegreeOfSuccess != 0) {
theRoll += "&{template:custom-success-roll} ";
theRoll += "{{title=@{character_name}" + dingbat + "@{character_title}}} ";
theRoll += "{{subtitle= Uses Perception" + lesserDingbat + subtitleExt + " }} ";
theRoll += "{{SUCCESS= [[@{intelligenceChance}[Intelligence Chance]+@{enhancedPerceptionModifier}[Perception Modifier]-3d6cf6cs1[Roll]";
if (percType != '') {
theRoll += "+@{perceptionModifier" + percType + "}[@{perception" + percType + "Label} Modifier]";
}
theRoll += "+(?{Modifiers|0})[Modifiers]]]}}"
} else {
theRoll += "&{template:custom} ";
theRoll += "{{title=@{character_name}" + dingbat + "@{character_title}}} ";
theRoll += "{{subtitle= Uses Perception" + lesserDingbat + subtitleExt + " }} ";
theRoll += "{{Base Chance = [[@{intelligenceChance}[Intelligence Chance]+@{enhancedPerceptionModifier}[Perception Modifier]";
if (percType != '') {
theRoll += "+@{perceptionModifier" + percType + "}[@{perception" + percType + "Label} Modifier]";
}
theRoll += "+(?{Modifiers|0})[Modifiers]]]}} {{Roll=[[3d6cf6cs1]]}}"
}
startRoll(theRoll, (results) => {
finishRoll(results.rollId,{});
});
});
});
});
arrayOf(maxSkillNum).forEach(num => {
var skillId = String(num).padStart(2,'0');
on(`clicked:testSkill${skillId}`, (info) => {
getAttrs(["displayDegreeOfSuccess", "whisperToGM", "character_title", "dingbat"], function(values) {
var theRoll = values.whisperToGM||"";
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
if (values.displayDegreeOfSuccess != 0) {
theRoll += "&{template:custom-success-roll} ";
theRoll += "{{title=@{character_name}" + dingbat + "@{character_title} }} ";
theRoll += "{{subtitle= Uses @{skillName" + skillId + "}}} ";
theRoll += "{{SUCCESS=[[@{skillRollChance" + skillId + "}[Skill Chance]-3d6cf6cs1[Roll]+(?{Modifiers|0})[Modifiers]]] }}";
} else {
theRoll += "&{template:custom} ";
theRoll += "{{title=@{character_name}" + dingbat + "@{character_title} }} ";
theRoll += "{{subtitle= Uses @{skillName" + skillId + "}}} ";
theRoll += "{{Base Chance = [[@{skillRollChance" + skillId + "}[Skill Chance]+(?{Modifiers|0})[Modifiers]]] }} {{Roll=[[3d6cf6cs1]]}}";
}
startRoll(theRoll, (results) => {
finishRoll(results.rollId,{});
});
});
});
});
/* ------------------- */
/* Skill Updaters */
/* ------------------- */
/* Skill set 01-10 */
on("change:skillType01 change:skillCP01 change:skillType02 change:skillCP02 change:skillType03 change:skillCP03 change:skillType04 change:skillCP04 change:skillType05 change:skillCP05 change:skillType06 change:skillCP06 change:skillType07 change:skillCP07 change:skillType08 change:skillCP08 change:skillType09 change:skillCP09 change:skillType10 change:skillCP10 change:enhancerJack change:enhancerSch change:enhancerSci change:enhancerTrav change:strengthChance change:dexterityChance change:constitutionChance change:intelligenceChance change:egoChance change:presenceChance change:interactionLevels change:intellectLevels change:agilityLevels change:noncombatLevels change:overallLevels", function() {
//
// The sandbox makes calculating the skill roll chance of general skills messy. All of these modifiers need to be accessed and checked for changes.
// Group levels are handled by slotting into skills 01 and 05. A player will need to organize the three skills that the group levels apply into
// the three lines below the desired group level.
//
getAttrs(["skillType01","skillCP01","skillType02","skillCP02","skillType03","skillCP03","skillType04","skillCP04","skillType05","skillCP05","skillType06","skillCP06","skillType07","skillCP07","skillType08","skillCP08","skillType09","skillCP09","skillType10","skillCP10","enhancerJack","enhancerSch","enhancerSci","enhancerTrav","strengthChance","dexterityChance","constitutionChance","intelligenceChance","egoChance","presenceChance","interactionLevels","intellectLevels","agilityLevels","noncombatLevels","overallLevels"], function(values) {
// Skill 01
let bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0);
let skillRollChance01=calculateSkillChance(values.skillType01, (parseInt(values.skillCP01)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 02
// Bonus Levels for Skills 02, 03, and 04 may include group levels if Skill 01 is of type "group".
if (values.skillType01==="group") {
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0)+Math.floor((parseInt(values.skillCP01))/3);
} else {
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0);
}
let skillRollChance02=calculateSkillChance(values.skillType02, (parseInt(values.skillCP02)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 03
let skillRollChance03=calculateSkillChance(values.skillType03, (parseInt(values.skillCP03)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 04
let skillRollChance04=calculateSkillChance(values.skillType04, (parseInt(values.skillCP04)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 05
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0);
let skillRollChance05=calculateSkillChance(values.skillType05, (parseInt(values.skillCP05)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 06
// Bonus Levels for Skills 06, 07, and 08 may include group levels if Skill 05 is of type "group".
if (values.skillType05=="group") {
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0)+Math.floor((parseInt(values.skillCP05))/3);
} else {
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0);
}
let skillRollChance06=calculateSkillChance(values.skillType06, (parseInt(values.skillCP06)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 07
let skillRollChance07=calculateSkillChance(values.skillType07, (parseInt(values.skillCP07)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 08
let skillRollChance08=calculateSkillChance(values.skillType08, (parseInt(values.skillCP08)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 09
// Skills 09 and 10 aren't available for group levels.
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0);
let skillRollChance09=calculateSkillChance(values.skillType09, (parseInt(values.skillCP09)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 10
let skillRollChance10=calculateSkillChance(values.skillType10, (parseInt(values.skillCP10)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill Set 1 total character point cost
let setSkillsCost=(parseInt(values.skillCP01)||0)+(parseInt(values.skillCP02)||0)+(parseInt(values.skillCP03)||0)+(parseInt(values.skillCP04)||0)+(parseInt(values.skillCP05)||0)+(parseInt(values.skillCP06)||0)+(parseInt(values.skillCP07)||0)+(parseInt(values.skillCP08)||0)+(parseInt(values.skillCP09)||0)+(parseInt(values.skillCP10)||0);
// Assign calculated skill rolls.
setAttrs({
"skillRollChance01":skillRollChance01,
"skillRollChance02":skillRollChance02,
"skillRollChance03":skillRollChance03,
"skillRollChance04":skillRollChance04,
"skillRollChance05":skillRollChance05,
"skillRollChance06":skillRollChance06,
"skillRollChance07":skillRollChance07,
"skillRollChance08":skillRollChance08,
"skillRollChance09":skillRollChance09,
"skillRollChance10":skillRollChance10,
"hiddenSet1SkillsCost":setSkillsCost
});
});
});
/* Skill set 11-20 */
on("change:skillType11 change:skillCP11 change:skillType12 change:skillCP12 change:skillType13 change:skillCP13 change:skillType14 change:skillCP14 change:skillType15 change:skillCP15 change:skillType16 change:skillCP16 change:skillType17 change:skillCP17 change:skillType18 change:skillCP18 change:skillType19 change:skillCP19 change:skillType20 change:skillCP20 change:enhancerJack change:enhancerSch change:enhancerSci change:enhancerTrav change:strengthChance change:dexterityChance change:constitutionChance change:intelligenceChance change:egoChance change:presenceChance change:interactionLevels change:intellectLevels change:agilityLevels change:noncombatLevels change:overallLevels", function() {
//
// The sandbox makes calculating the skill roll chance of general skills messy. All of these modifiers need to be accessed and checked for changes.
// Group levels are handled by slotting into skills 11 and 15. A player will need to organize the three skills that the group levels apply into
// the three lines below the desired group level.
//
getAttrs(["skillType11","skillCP11","skillType12","skillCP12","skillType13","skillCP13","skillType14","skillCP14","skillType15","skillCP15","skillType16","skillCP16","skillType17","skillCP17","skillType18","skillCP18","skillType19","skillCP19","skillType20","skillCP20","enhancerJack","enhancerSch","enhancerSci","enhancerTrav","strengthChance","dexterityChance","constitutionChance","intelligenceChance","egoChance","presenceChance","interactionLevels","intellectLevels","agilityLevels","noncombatLevels","overallLevels"], function(values) {
// Skill 11
let bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0);
let skillRollChance11=calculateSkillChance(values.skillType11, (parseInt(values.skillCP11)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 12
// Bonus Levels for Skills 12, 13, and 14 may include group levels if Skill 11 is of type "group".
if (values.skillType11==="group") {
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0)+Math.floor((parseInt(values.skillCP11))/3);
} else {
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0);
}
let skillRollChance12=calculateSkillChance(values.skillType12, (parseInt(values.skillCP12)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 13
let skillRollChance13=calculateSkillChance(values.skillType13, (parseInt(values.skillCP13)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 14
let skillRollChance14=calculateSkillChance(values.skillType14, (parseInt(values.skillCP14)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 15
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0);
let skillRollChance15=calculateSkillChance(values.skillType15, (parseInt(values.skillCP15)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 16
// Bonus Levels for Skills 16, 17, and 18 may include group levels if Skill 15 is of type "group".
if (values.skillType15==="group") {
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0)+Math.floor((parseInt(values.skillCP15))/3);
} else {
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0);
}
let skillRollChance16=calculateSkillChance(values.skillType16, (parseInt(values.skillCP16)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 17
let skillRollChance17=calculateSkillChance(values.skillType17, (parseInt(values.skillCP17)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 18
let skillRollChance18=calculateSkillChance(values.skillType18, (parseInt(values.skillCP18)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 19
// Skills 19 and 20 aren't available for group levels.
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0);
let skillRollChance19=calculateSkillChance(values.skillType19, (parseInt(values.skillCP19)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 20
let skillRollChance20=calculateSkillChance(values.skillType20, (parseInt(values.skillCP20)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill Set 2 total character point cost
let setSkillsCost=(parseInt(values.skillCP11)||0)+(parseInt(values.skillCP12)||0)+(parseInt(values.skillCP13)||0)+(parseInt(values.skillCP14)||0)+(parseInt(values.skillCP15)||0)+(parseInt(values.skillCP16)||0)+(parseInt(values.skillCP17)||0)+(parseInt(values.skillCP18)||0)+(parseInt(values.skillCP19)||0)+(parseInt(values.skillCP20)||0);
// Assign calculated skill rolls.
setAttrs({
"skillRollChance11":skillRollChance11,
"skillRollChance12":skillRollChance12,
"skillRollChance13":skillRollChance13,
"skillRollChance14":skillRollChance14,
"skillRollChance15":skillRollChance15,
"skillRollChance16":skillRollChance16,
"skillRollChance17":skillRollChance17,
"skillRollChance18":skillRollChance18,
"skillRollChance19":skillRollChance19,
"skillRollChance20":skillRollChance20,
"hiddenSet2SkillsCost":setSkillsCost
});
});
});
/* Skill set 21-30 */
on("change:skillType21 change:skillCP21 change:skillType22 change:skillCP22 change:skillType23 change:skillCP23 change:skillType24 change:skillCP24 change:skillType25 change:skillCP25 change:skillType26 change:skillCP26 change:skillType27 change:skillCP27 change:skillType28 change:skillCP28 change:skillType29 change:skillCP29 change:skillType30 change:skillCP30 change:enhancerJack change:enhancerSch change:enhancerSci change:enhancerTrav change:strengthChance change:dexterityChance change:constitutionChance change:intelligenceChance change:egoChance change:presenceChance change:interactionLevels change:intellectLevels change:agilityLevels change:noncombatLevels change:overallLevels", function() {
//
// The sandbox makes calculating the skill roll chance of general skills messy. All of these modifiers need to be accessed and checked for changes.
// Group levels are handled by slotting into skills 21 and 25. A player will need to organize the three skills that the group levels apply into
// the three lines below the desired group level.
//
getAttrs(["skillType21","skillCP21","skillType22","skillCP22","skillType23","skillCP23","skillType24","skillCP24","skillType25","skillCP25","skillType26","skillCP26","skillType27","skillCP27","skillType28","skillCP28","skillType29","skillCP29","skillType30","skillCP30","enhancerJack","enhancerSch","enhancerSci","enhancerTrav","strengthChance","dexterityChance","constitutionChance","intelligenceChance","egoChance","presenceChance","interactionLevels","intellectLevels","agilityLevels","noncombatLevels","overallLevels"], function(values) {
// Skill 21
let bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0);
let skillRollChance21=calculateSkillChance(values.skillType21, (parseInt(values.skillCP21)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 22
// Bonus Levels for Skills 22, 23, and 24 may include group levels if Skill 21 is of type "group".
if (values.skillType21==="group") {
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0)+Math.floor((parseInt(values.skillCP21))/3);
} else {
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0);
}
let skillRollChance22=calculateSkillChance(values.skillType22, (parseInt(values.skillCP22)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 23
let skillRollChance23=calculateSkillChance(values.skillType23, (parseInt(values.skillCP23)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 24
let skillRollChance24=calculateSkillChance(values.skillType24, (parseInt(values.skillCP24)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 25
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0);
let skillRollChance25=calculateSkillChance(values.skillType25, (parseInt(values.skillCP25)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 26
// Bonus Levels for Skills 26, 27, and 28 may include group levels if Skill 25 is of type "group".
if (values.skillType25==="group") {
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0)+Math.floor((parseInt(values.skillCP25))/3);
} else {
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0);
}
let skillRollChance26=calculateSkillChance(values.skillType26, (parseInt(values.skillCP26)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 27
let skillRollChance27=calculateSkillChance(values.skillType27, (parseInt(values.skillCP27)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 28
let skillRollChance28=calculateSkillChance(values.skillType28, (parseInt(values.skillCP28)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 29
// Skills 29 and 30 aren't available for group levels.
bonusLevels=(parseInt(values.noncombatLevels)||0)+(parseInt(values.overallLevels)||0);
let skillRollChance29=calculateSkillChance(values.skillType29, (parseInt(values.skillCP29)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill 30
let skillRollChance30=calculateSkillChance(values.skillType30, (parseInt(values.skillCP30)||0), values.enhancerJack, values.enhancerSch, values.enhancerSci, values.enhancerTrav, (parseInt(values.strengthChance)||0), (parseInt(values.dexterityChance)||0), (parseInt(values.constitutionChance)||0), (parseInt(values.intelligenceChance)||0), (parseInt(values.egoChance)||0), (parseInt(values.presenceChance)||0), (parseInt(values.interactionLevels)||0), (parseInt(values.intellectLevels)||0), (parseInt(values.agilityLevels)||0), bonusLevels);
// Skill Set 3 total character point cost
let setSkillsCost=(parseInt(values.skillCP21)||0)+(parseInt(values.skillCP22)||0)+(parseInt(values.skillCP23)||0)+(parseInt(values.skillCP24)||0)+(parseInt(values.skillCP25)||0)+(parseInt(values.skillCP26)||0)+(parseInt(values.skillCP27)||0)+(parseInt(values.skillCP28)||0)+(parseInt(values.skillCP29)||0)+(parseInt(values.skillCP30)||0);
// Assign calculated skill rolls.
setAttrs({
"skillRollChance21":skillRollChance21,
"skillRollChance22":skillRollChance22,
"skillRollChance23":skillRollChance23,
"skillRollChance24":skillRollChance24,
"skillRollChance25":skillRollChance25,
"skillRollChance26":skillRollChance26,
"skillRollChance27":skillRollChance27,
"skillRollChance28":skillRollChance28,
"skillRollChance29":skillRollChance29,
"skillRollChance30":skillRollChance30,
"hiddenSet3SkillsCost":setSkillsCost
});
});
});
/* Combat Skills */
on("change:skillLevels31 change:skillType31 change:skillLevels32 change:skillType32 change:skillLevels33 change:skillType33 change:skillLevels34 change:skillType34 change:skillLevels35 change:skillType35 change:skillLevels36 change:skillType36 change:skillLevels37 change:skillType37 change:skillLevels38 change:skillLevels39 change:skillLevels40", function () {
//
// Calculation of combat skill costs is based on many user selections.
// If the skill is a weapon familiarity, the cost is either 1 CP (WF1) or 2 CP (WF2).
// Weapon Elements (ELM) cost 1 point category. We'll count them as a type of level.
// If the selection is a skill level, the cost is determined by number of levels and the scope (single: 2, small group: 3, or large group: 5).
// The costs of general combat skills are calculated by the function calculateCombatSkillCost(..).
//
// Skill level costs for all HTH, all ranged, and all combat are calculated here without the calculateCombatSkillCost(..).
//
getAttrs(["skillLevels31", "skillType31", "skillLevels32", "skillType32", "skillLevels33", "skillType33", "skillLevels34", "skillType34", "skillLevels35", "skillType35", "skillLevels36", "skillType36", "skillLevels37", "skillType37", "skillLevels38","skillLevels39","skillLevels40"], function(values) {
// Skills 31-37 are general combat skills with costs determined by their skill type or levels.
let skill31Cost = calculateCombatSkillCost(values.skillType31, (parseInt(values.skillLevels31)||0) );
let skill32Cost = calculateCombatSkillCost(values.skillType32, (parseInt(values.skillLevels32)||0) );
let skill33Cost = calculateCombatSkillCost(values.skillType33, (parseInt(values.skillLevels33)||0) );
let skill34Cost = calculateCombatSkillCost(values.skillType34, (parseInt(values.skillLevels34)||0) );
let skill35Cost = calculateCombatSkillCost(values.skillType35, (parseInt(values.skillLevels35)||0) );
let skill36Cost = calculateCombatSkillCost(values.skillType36, (parseInt(values.skillLevels36)||0) );
let skill37Cost = calculateCombatSkillCost(values.skillType37, (parseInt(values.skillLevels37)||0) );
// Skill 38: All HTH Combat Levels cost 8 CP each.
let skill38Cost = 8*(parseInt(values.skillLevels38)||0);
// Skill 39: All Range Combat Levels cost 8 CP each.
let skill39Cost = 8*(parseInt(values.skillLevels39)||0);
// Skill 40: All Combat Levels cost 10 CP each.
let skill40Cost = 10*(parseInt(values.skillLevels40)||0);
let combatSkillsCost = skill31Cost+skill32Cost+skill33Cost+skill34Cost+skill35Cost+skill36Cost+skill37Cost+skill38Cost+skill39Cost+skill40Cost;
setAttrs({
"hiddenCombatSkillsCost":combatSkillsCost,
"skillCP31":skill31Cost,
"skillCP32":skill32Cost,
"skillCP33":skill33Cost,
"skillCP34":skill34Cost,
"skillCP35":skill35Cost,
"skillCP36":skill36Cost,
"skillCP37":skill37Cost,
"skillCP38":skill38Cost,
"skillCP39":skill39Cost,
"skillCP40":skill40Cost
});
});
});
function calculateCombatSkillCost(skillType, numberOfLevels) {
// Used to calculate costs of general combat skill and familiarities.
let skillBaseCost=0;
let skillLevelCost=0;
switch (skillType) {
case "none": skillLevelCost=0;
skillBaseCost = 0;
break;
case "Fam1": skillLevelCost=0;
skillBaseCost = 1;
break;
case "Fam2": skillLevelCost=0;
skillBaseCost = 2;
break;
case "ELM": skillLevelCost=1;
skillBaseCost = 1;
break;
case "CSL2": skillLevelCost=2;
skillBaseCost = 0;
break;
case "CSL3": skillLevelCost=3;
skillBaseCost = 0;
break;
case "CSL5": skillLevelCost=5;
skillBaseCost = 0;
break;
case "CSL8": skillLevelCost=8;
skillBaseCost = 0;
break;
case "MCSL1": skillLevelCost=1;
skillBaseCost = 0;
break;
case "MCSL3": skillLevelCost=3;
skillBaseCost = 0;
break;
case "MCSL6": skillLevelCost=6;
skillBaseCost = 0;
break;
case "PSL1": skillLevelCost=1;
skillBaseCost = 0;
break;
case "PSL2": skillLevelCost=2;
skillBaseCost = 0;
break;
case "PSL3": skillLevelCost=3;
skillBaseCost = 0;
break;
default: skillLevelCost=0;
skillBaseCost = 0;
break;
}
return skillBaseCost+numberOfLevels*skillLevelCost;
}
/* ------------------- */
/* Combat skill movers */
/* ------------------- */
arrayOfRange(maxSkillNum+1, maxSkillNum+maxCombatSkillNum, 1).forEach(num => {
var lowId = String(num).padStart(2,'0');
var highId = String(num == maxSkillNum+maxCombatSkillNum ? maxSkillNum+1 : num + 1).padStart(2,'0');
swapCombatSkillPositions(lowId, highId);
});
function swapCombatSkillPositions(lowId, highId) {
on("clicked:skillDown"+lowId+" clicked:skillUp"+highId, function() {
getAttrs(["skillName"+lowId, "skillType"+lowId, "skillLevels"+lowId, "skillCP"+lowId, "skillName"+highId, "skillType"+highId, "skillLevels"+highId, "skillCP"+highId], function(values)
{
var attributes = new Object();
let theString = values["skillName"+highId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["skillName"+lowId] = "";
} else {
attributes["skillName"+lowId] = values["skillName"+highId];
}
theString = values["skillName"+lowId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["skillName"+highId] = "";
} else {
attributes["skillName"+highId] = values["skillName"+lowId];
}
attributes["skillType"+lowId] = values["skillType"+highId];
attributes["skillType"+highId] = values["skillType"+lowId];
attributes["skillLevels"+lowId] = values["skillLevels"+highId];
attributes["skillLevels"+highId] = values["skillLevels"+lowId];
attributes["skillCP"+lowId] = values["skillCP"+highId];
attributes["skillCP"+highId] = values["skillCP"+lowId];
setAttrs(attributes);
});
});
}
/* Language Skills */
on("change:enhancerLing change:skillFluency41 change:skillLiteracy41 change:skillFluency42 change:skillLiteracy42 change:skillFluency43 change:skillLiteracy43 change:skillFluency44 change:skillLiteracy44 change:skillFluency45 change:skillLiteracy45 change:skillFluency46 change:skillLiteracy46 change:skillFluency47 change:skillLiteracy47 change:skillFluency48 change:skillLiteracy48 change:skillFluency49 change:skillLiteracy49, change:optionLiteracyCostsPoints", function () {
// Language skills are relatively simple without levels or roll calculations. The linguist enhancer is the only complication.
// All calculations handled by the function calculateLanguageSkillCost(...).
getAttrs(["enhancerLing", "skillFluency41","skillLiteracy41", "skillFluency42","skillLiteracy42", "skillFluency43","skillLiteracy43", "skillFluency44","skillLiteracy44", "skillFluency45","skillLiteracy45", "skillFluency46","skillLiteracy46", "skillFluency47","skillLiteracy47", "skillFluency48","skillLiteracy48", "skillFluency49","skillLiteracy49","optionLiteracyCostsPoints"], function(values) {
const linguist = values.enhancerLing;
let literacyCost = 0;
if (values.optionLiteracyCostsPoints!=0) {
literacyCost = 1;
}
let skill41Cost = calculateLanguageSkillCost( values.skillFluency41 , values.skillLiteracy41, linguist, literacyCost);
let skill42Cost = calculateLanguageSkillCost( values.skillFluency42 , values.skillLiteracy42, linguist, literacyCost);
let skill43Cost = calculateLanguageSkillCost( values.skillFluency43 , values.skillLiteracy43, linguist, literacyCost);
let skill44Cost = calculateLanguageSkillCost( values.skillFluency44 , values.skillLiteracy44, linguist, literacyCost);
let skill45Cost = calculateLanguageSkillCost( values.skillFluency45 , values.skillLiteracy45, linguist, literacyCost);
let skill46Cost = calculateLanguageSkillCost( values.skillFluency46 , values.skillLiteracy46, linguist, literacyCost);
let skill47Cost = calculateLanguageSkillCost( values.skillFluency47 , values.skillLiteracy47, linguist, literacyCost);
let skill48Cost = calculateLanguageSkillCost( values.skillFluency48 , values.skillLiteracy48, linguist, literacyCost);
let skill49Cost = calculateLanguageSkillCost( values.skillFluency49 , values.skillLiteracy49, linguist, literacyCost);
let totalLanguageCosts = skill41Cost+skill42Cost+skill43Cost+skill44Cost+skill45Cost+skill46Cost+skill47Cost+skill48Cost+skill49Cost;
setAttrs({
"hiddenLanguageSkillsCost":totalLanguageCosts,
"skillCP41":skill41Cost,
"skillCP42":skill42Cost,
"skillCP43":skill43Cost,
"skillCP44":skill44Cost,
"skillCP45":skill45Cost,
"skillCP46":skill46Cost,
"skillCP47":skill47Cost,
"skillCP48":skill48Cost,
"skillCP49":skill49Cost
});
});
});
/* --------------------- */
/* Language skill movers */
/* --------------------- */
arrayOfRange(maxSkillNum+maxCombatSkillNum+maxCombatLevelNum+1, maxSkillNum+maxCombatSkillNum+maxCombatLevelNum+maxLanguageSkillNum, 1).forEach(num => {
var lowId = String(num).padStart(2,'0');
var highId = String(num == maxSkillNum+maxCombatSkillNum+maxCombatLevelNum+maxLanguageSkillNum ? maxSkillNum+maxCombatSkillNum+maxCombatLevelNum+1 : num + 1).padStart(2,'0');
swapLanguagePositions(lowId, highId);
});
function swapLanguagePositions(lowId, highId) {
on("clicked:skillDown"+lowId+" clicked:skillUp"+highId, function() {
getAttrs(["skillName"+lowId, "skillFluency"+lowId, "skillLiteracy"+lowId, "skillCP"+lowId, "skillName"+highId, "skillFluency"+highId, "skillLiteracy"+highId, "skillCP"+highId], function(values)
{
var attributes = new Object();
let theString = values["skillName"+highId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["skillName"+lowId] = "";
} else {
attributes["skillName"+lowId] = values["skillName"+highId];
}
theString = values["skillName"+lowId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["skillName"+highId] = "";
} else {
attributes["skillName"+highId] = values["skillName"+lowId];
}
attributes["skillFluency"+lowId] = values["skillFluency"+highId];
attributes["skillFluency"+highId] = values["skillFluency"+lowId];
attributes["skillLiteracy"+lowId] = values["skillLiteracy"+highId];
attributes["skillLiteracy"+highId] = values["skillLiteracy"+lowId];
attributes["skillCP"+lowId] = values["skillCP"+highId];
attributes["skillCP"+highId] = values["skillCP"+lowId];
setAttrs(attributes);
});
});
}
/* Skill Enhancers and wide-scope noncombat levels */
on("change:enhancerJack change:enhancerLing change:enhancerSch change:enhancerSci change:enhancerTrav change:enhancerWell change:interactionLevels change:intellectLevels change:agilityLevels change:noncombatLevels change:overallLevels", function () {
// If any of the enhancers or wide-scope noncombat levels change (anything in the lower right skill block) recalculate their costs.
// Because enhancers lower the costs of other skills and wide-scope levels change the rolls of other other skills, the
// non-combat skills 01-30 will have their costs and roll chances recalculated as well.
getAttrs(["enhancerJack","enhancerLing","enhancerSch","enhancerSci","enhancerTrav","enhancerWell","interactionLevels","intellectLevels","agilityLevels","noncombatLevels","overallLevels"], function(values) {
// Check for purchased enhancers and assign costs of 3 CP for each.
const enhancerJackStatus=values.enhancerJack;
const enhancerLingStatus=values.enhancerLing;
const enhancerSchStatus=values.enhancerSch;
const enhancerSciStatus=values.enhancerSci;
const enhancerTravStatus=values.enhancerTrav;
const enhancerWellStatus=values.enhancerWell;
let enhancerJackCost = 0;
let enhancerLingCost = 0;
let enhancerSchCost = 0;
let enhancerSciCost = 0;
let enhancerTravCost = 0;
let enhancerWellCost = 0;
if (enhancerJackStatus!=0) {
enhancerJackCost = 3;
}
if (enhancerLingStatus!=0) {
enhancerLingCost = 3;
}
if (enhancerSchStatus!=0) {
enhancerSchCost = 3;
}
if (enhancerSciStatus!=0) {
enhancerSciCost = 3;
}
if (enhancerTravStatus!=0) {
enhancerTravCost = 3;
}
if (enhancerWellStatus!=0) {
enhancerWellCost = 3;
}
setAttrs({
"enhancerJackCP":enhancerJackCost,
"enhancerLingCP":enhancerLingCost,
"enhancerSchCP":enhancerSchCost,
"enhancerSciCP":enhancerSciCost,
"enhancerWellCP":enhancerWellCost,
"enhancerTravCP":enhancerTravCost
});
// Calculate costs for each wide-scope non-combat level.
const interactionSkillLevels=parseInt(values.interactionLevels)||0;
const intellectSkillLevels=parseInt(values.intellectLevels)||0;
const agilitySkillLevels=parseInt(values.agilityLevels)||0;
const noncombatSkillLevels=parseInt(values.noncombatLevels)||0;
const overallSkillLevels=parseInt(values.overallLevels)||0;
let interactionSkillLevelsCost= interactionSkillLevels*4;
let intellectSkillLevelsCost= intellectSkillLevels*4;
let agilitySkillLevelsCost= agilitySkillLevels*6;
let noncombatSkillLevelsCost= noncombatSkillLevels*10;
let overallSkillLevelsCost= overallSkillLevels*12;
setAttrs({
"interactionLevelsCP":interactionSkillLevelsCost,
"intellectLevelsCP":intellectSkillLevelsCost,
"agilityLevelsCP":agilitySkillLevelsCost,
"noncombatLevelsCP":noncombatSkillLevelsCost,
"overallLevelsCP":overallSkillLevelsCost
});
skillEnhancersCost = enhancerJackCost+enhancerLingCost+enhancerSchCost+enhancerSciCost+enhancerTravCost+enhancerWellCost;
skillLevelsCost=interactionSkillLevelsCost+intellectSkillLevelsCost+agilitySkillLevelsCost+noncombatSkillLevelsCost+overallSkillLevelsCost;
setAttrs({
"hiddenEnhancerSkillsCost":skillEnhancersCost+skillLevelsCost,
});
//addSkillPoints();
});
});
/* ----------------------------------------------------- */
/* Martial Skills, which are entered in the Gear Section */
/* ----------------------------------------------------- */
/* martialManeuverCP changes */
arrayOf(maxManeuverNum).forEach(num => {
var maneuverId = String(num).padStart(2,'0');
on(`change:martialManeuverCP${maneuverId}`, function() {
var maneuverArray = [];
arrayOf(maxManeuverNum).forEach(num => {
maneuverArray.push("martialManeuverCP"+String(num).padStart(2,'0'));
});
getAttrs(maneuverArray, function(values) {
let totalMartialManeuversCost = 0;
arrayOf(maxManeuverNum).forEach(num => {
totalMartialManeuversCost += parseInt(values["martialManeuverCP"+String(num).padStart(2,'0')])||0;
})
setAttrs({
"hiddenMartialSkillsCost":totalMartialManeuversCost
})
});
});
});
/* --------------------------------------------------------------- */
/* Standard maneuver selection and weapon roll button color states */
/* --------------------------------------------------------------- */
const maneuverlist = ["block", "disarm", "dodge", "grab", "grabBy", "haymaker", "moveBy", "moveThrough", "multipleAttack", "set", "shove", "strike", "throw", "trip"];
maneuverlist.forEach(button => {
on(`clicked:${button}`, function() {
updateWeaponStates(button);
});
});
function updateWeaponStates(button) {
getAttrs(["weaponNormalDamage01", "weaponNormalDamage02", "weaponNormalDamage03", "weaponNormalDamage04", "weaponNormalDamage05", "weaponNormalDamage06", "ocvNet", "currentDCV"], function(values) {
let weapon01 = "killing";
let weapon02 = "killing";
let weapon03 = "killing";
let weapon04 = "killing";
let weapon05 = "killing";
let weapon06 = "killing";
if ((button === "strike") || (button === "haymaker") || (button === "multipleAttack") || (button === "moveBy") || (button === "moveThrough")) {
if (values.weaponNormalDamage01 === "on") {
weapon01 = "normal";
}
if (values.weaponNormalDamage02 === "on") {
weapon02 = "normal";
}
if (values.weaponNormalDamage03 === "on") {
weapon03 = "normal";
}
if (values.weaponNormalDamage04 === "on") {
weapon04 = "normal";
}
if (values.weaponNormalDamage05 === "on") {
weapon05 = "normal";
}
if (values.weaponNormalDamage06 === "on") {
weapon06 = "normal";
}
} else if (button === "block") {
weapon01 = "defense";
weapon02 = "defense";
weapon03 = "defense";
weapon04 = "defense";
weapon05 = "defense";
weapon06 = "defense";
} else if (button === "disarm") {
weapon01 = "maneuver";
weapon02 = "maneuver";
weapon03 = "maneuver";
weapon04 = "maneuver";
weapon05 = "maneuver";
weapon06 = "maneuver";
} else {
weapon01 = "override";
weapon02 = "override";
weapon03 = "override";
weapon04 = "override";
weapon05 = "override";
weapon06 = "override";
}
setAttrs({
"maneuverSelection": button,
"weaponType01": weapon01,
"weaponType02": weapon02,
"weaponType03": weapon03,
"weaponType04": weapon04,
"weaponType05": weapon05,
"weaponType06": weapon06,
"variableOCVmod": 0,
"ephemeralOCV": parseInt(values.ocvNet)||0,
"ephemeralDCV": parseInt(values.currentDCV)||0,
"checkMultipleAttack": (button === "multipleAttack") ? "on" : 0
});
});
}
// Sync the Powers Multiple Attack button with its maneuver card.
on("change:checkMultipleAttack", function () {
getAttrs(["checkMultipleAttack"], function(values) {
if (values.checkMultipleAttack === "on") {
setAttrs({
"maneuverSelection": "multipleAttack"
});
}
});
});
/* Update killing and normal roll button coloring state if damage type is changed */
arrayOf(maxWeaponNum).forEach(num => {
var weaponId = String(num).padStart(2,'0');
on(`change:weaponNormalDamage${weaponId}`, function() {
getAttrs(["weaponNormalDamage"+weaponId, "weaponType"+weaponId], function(values) {
var attributes = new Object();
if ((values["weaponType"+weaponId] === "normal") || (values["weaponType"+weaponId] === "killing")) {
if (values["weaponNormalDamage"+weaponId] === "on") {
attributes["weaponType"+weaponId] = "normal";
} else {
attributes["weaponType"+weaponId] = "killing";
}
}
setAttrs(attributes);
});
});
});
/* ------------------------------------------------ */
/* Martial Maneuver Movers and button color changes */
/* ------------------------------------------------ */
// Update martial maneuver and weapon buttons when a martial maneuver is selected.
arrayOf(maxManeuverNum).forEach(num => {
var maneuverId = String(num).padStart(2,'0');
var button = "martialManeuver"+maneuverId;
on(`clicked:${button}`, function() {
var attributes = new Object();
attributes.martialManeuverSelection = button;
setAttrs(attributes);
updateMartialManeuvers(maneuverId);
});
});
// Update martial maneuver and weapon buttons when the attack type or damage type is changed.
arrayOf(maxManeuverNum).forEach(num => {
var maneuverId = String(num).padStart(2,'0');
on("change:martialManeuverType"+maneuverId+" change:martialManeuverNormal"+maneuverId, function() {
getAttrs(["martialManeuverSelection"], function(values) {
if (values.martialManeuverSelection === "martialManeuver"+maneuverId) {
updateMartialManeuvers(maneuverId);
}
});
});
});
// Move maneuvers up or down and keep visible slide visible and with correct roll button colors.
arrayOf(maxManeuverNum).forEach(num => {
var lowId = String(num == 1 ? maxManeuverNum : num - 1).padStart(2,'0');
var highId = String(num).padStart(2,'0');
on("clicked:martialManeuverDown"+lowId, function() {
moveMartialManeuver(lowId, highId, "down");
updateMartialManeuvers(lowId);
});
});
arrayOf(maxManeuverNum).forEach(num => {
var lowId = String(num).padStart(2,'0');
var highId = String(num == maxManeuverNum ? 1 : num + 1).padStart(2,'0');
on("clicked:martialManeuverUp"+highId, function() {
moveMartialManeuver(lowId, highId, "up");
updateMartialManeuvers(highId);
});
});
// Function for exchanging adjacent maneuver positions.
function moveMartialManeuver(lowId, highId, direction) {
getAttrs(["martialManeuverName"+lowId, "martialManeuverPhase"+lowId, "martialManeuverCP"+lowId,
"martialManeuverOCV"+lowId, "martialManeuverDCV"+lowId, "martialManeuverEffect"+lowId, "martialManeuverDamage"+lowId, "martialManeuverDC"+lowId, "martialManeuverStrMod"+lowId, "hiddenMartialManeuverDamage"+lowId, "martialManeuverNormal"+lowId, "martialManeuverType"+lowId, "martialManeuverEndurance"+lowId, "martialManeuverTypeIndicator"+lowId, "martialDamageDisplay"+lowId,"martialManeuverOCVmod"+lowId, "martialManeuverDCVmod"+lowId, "martialManeuverCSLmod"+lowId, "martialManeuverRNGmod"+lowId, "martialManeuverName"+highId, "martialManeuverPhase"+highId, "martialManeuverCP"+highId, "martialManeuverOCV"+highId, "martialManeuverDCV"+highId, "martialManeuverEffect"+highId, "martialManeuverDamage"+highId, "martialManeuverDC"+highId, "martialManeuverStrMod"+highId, "hiddenMartialManeuverDamage"+highId, "martialManeuverNormal"+highId, "martialManeuverType"+highId, "martialManeuverEndurance"+highId, "martialManeuverTypeIndicator"+highId, "martialDamageDisplay"+highId, "martialManeuverOCVmod"+highId, "martialManeuverDCVmod"+highId, "martialManeuverCSLmod"+highId, "martialManeuverRNGmod"+highId], function(values) {
var attributes = new Object();
let theString = values["martialManeuverName"+highId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["martialManeuverName"+lowId] = "";
} else {
attributes["martialManeuverName"+lowId] = values["martialManeuverName"+highId];
}
theString = values["martialManeuverName"+lowId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["martialManeuverName"+highId] = "";
} else {
attributes["martialManeuverName"+highId] = values["martialManeuverName"+lowId];
}
theString = values["martialManeuverEffect"+highId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["martialManeuverEffect"+lowId] = "";
} else {
attributes["martialManeuverEffect"+lowId] = values["martialManeuverEffect"+highId];
}
theString = values["martialManeuverEffect"+lowId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["martialManeuverEffect"+highId] = "";
} else {
attributes["martialManeuverEffect"+highId] = values["martialManeuverEffect"+lowId];
}
theString = values["martialManeuverDamage"+highId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["martialManeuverDamage"+lowId] = "";
} else {
attributes["martialManeuverDamage"+lowId] = values["martialManeuverDamage"+highId];
}
theString = values["martialManeuverDamage"+lowId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["martialManeuverDamage"+highId] = "";
} else {
attributes["martialManeuverDamage"+highId] = values["martialManeuverDamage"+lowId];
}
attributes["martialManeuverPhase"+lowId] = values["martialManeuverPhase"+highId];
attributes["martialManeuverPhase"+highId] = values["martialManeuverPhase"+lowId];
attributes["martialManeuverCP"+lowId] = values["martialManeuverCP"+highId];
attributes["martialManeuverCP"+highId] = values["martialManeuverCP"+lowId];
attributes["martialManeuverOCV"+lowId] = values["martialManeuverOCV"+highId];
attributes["martialManeuverOCV"+highId] = values["martialManeuverOCV"+lowId];
attributes["martialManeuverDCV"+lowId] = values["martialManeuverDCV"+highId];
attributes["martialManeuverDCV"+highId] = values["martialManeuverDCV"+lowId];
attributes["martialManeuverNormal"+lowId] = values["martialManeuverNormal"+highId];
attributes["martialManeuverNormal"+highId] = values["martialManeuverNormal"+lowId];
attributes["martialManeuverType"+lowId] = values["martialManeuverType"+highId];
attributes["martialManeuverType"+highId] = values["martialManeuverType"+lowId];
attributes["martialManeuverTypeIndicator"+lowId] = values["martialManeuverTypeIndicator"+highId];
attributes["martialManeuverTypeIndicator"+highId] = values["martialManeuverTypeIndicator"+lowId];
attributes["martialManeuverEndurance"+lowId] = values["martialManeuverEndurance"+highId];
attributes["martialManeuverEndurance"+highId] = values["martialManeuverEndurance"+lowId];
attributes["martialManeuverDC"+lowId] = values["martialManeuverDC"+highId];
attributes["martialManeuverDC"+highId] = values["martialManeuverDC"+lowId];
attributes["martialManeuverStrMod"+lowId] = values["martialManeuverStrMod"+highId];
attributes["martialManeuverStrMod"+highId] = values["martialManeuverStrMod"+lowId];
attributes["hiddenMartialManeuverDamage"+lowId] = values["hiddenMartialManeuverDamage"+highId];
attributes["hiddenMartialManeuverDamage"+highId] = values["hiddenMartialManeuverDamage"+lowId];
attributes["martialDamageDisplay"+lowId] = values["martialDamageDisplay"+highId];
attributes["martialDamageDisplay"+highId] = values["martialDamageDisplay"+lowId];
attributes["martialManeuverOCVmod"+lowId] = values["martialManeuverOCVmod"+highId];
attributes["martialManeuverOCVmod"+highId] = values["martialManeuverOCVmod"+lowId];
attributes["martialManeuverDCVmod"+lowId] = values["martialManeuverDCVmod"+highId];
attributes["martialManeuverDCVmod"+highId] = values["martialManeuverDCVmod"+lowId];
attributes["martialManeuverCSLmod"+lowId] = values["martialManeuverCSLmod"+highId];
attributes["martialManeuverCSLmod"+highId] = values["martialManeuverCSLmod"+lowId];
attributes["martialManeuverRNGmod"+lowId] = values["martialManeuverRNGmod"+highId];
attributes["martialManeuverRNGmod"+highId] = values["martialManeuverRNGmod"+lowId];
// Update visible slide.
if (direction === "up") {
attributes["martialManeuverSelection"] = "martialManeuver"+lowId;
} else {
attributes["martialManeuverSelection"] = "martialManeuver"+highId;
}
setAttrs(attributes);
});
}
// Function for changing martial maneuver roll button attack type color states.
function updateMartialManeuvers(maneuverId) {
getAttrs(["martialManeuverType"+maneuverId, "martialManeuverNormal"+maneuverId, "weaponNormalDamage01", "weaponNormalDamage02", "weaponNormalDamage03", "weaponNormalDamage04", "weaponNormalDamage05", "weaponNormalDamage06", "ocvNet", "currentDCV"], function(values) {
var attributes = new Object();
let weapon01 = "override";
let weapon02 = "override";
let weapon03 = "override";
let weapon04 = "override";
let weapon05 = "override";
let weapon06 = "override";
let maneuverType = "override";
let display = "defense";
const isNormal = (values["martialManeuverNormal"+maneuverId] === "on") ? true : false;
if (values["martialManeuverType"+maneuverId] === "weaponAttack") {
weapon01 = "killing";
weapon02 = "killing";
weapon03 = "killing";
weapon04 = "killing";
weapon05 = "killing";
weapon06 = "killing";
if (values.weaponNormalDamage01 === "on") {
weapon01 = "normal";
}
if (values.weaponNormalDamage02 === "on") {
weapon02 = "normal";
}
if (values.weaponNormalDamage03 === "on") {
weapon03 = "normal";
}
if (values.weaponNormalDamage04 === "on") {
weapon04 = "normal";
}
if (values.weaponNormalDamage05 === "on") {
weapon05 = "normal";
}
if (values.weaponNormalDamage06 === "on") {
weapon06 = "normal";
}
display = "wpAttack";
} else if (values["martialManeuverType"+maneuverId] === "weaponBlock") {
weapon01 = "defense";
weapon02 = "defense";
weapon03 = "defense";
weapon04 = "defense";
weapon05 = "defense";
weapon06 = "defense";
} else if (values["martialManeuverType"+maneuverId] === "weaponContest") {
weapon01 = "maneuver";
weapon02 = "maneuver";
weapon03 = "maneuver";
weapon04 = "maneuver";
weapon05 = "maneuver";
weapon06 = "maneuver";
display = "wpContest";
} else if (values["martialManeuverType"+maneuverId] === "attack") {
if (isNormal) {
maneuverType = "normal";
} else {
maneuverType = "killing";
}
display = "attack";
} else if (values["martialManeuverType"+maneuverId] === "block") {
maneuverType = "defense";
} else if (values["martialManeuverType"+maneuverId] === "contest") {
maneuverType = "maneuver";
display = "contest";
} else {
maneuverType = "dodge";
}
attributes["martialManeuverTypeIndicator"+maneuverId] = maneuverType;
attributes.weaponType01 = weapon01;
attributes.weaponType02 = weapon02;
attributes.weaponType03 = weapon03;
attributes.weaponType04 = weapon04;
attributes.weaponType05 = weapon05;
attributes.weaponType06 = weapon06;
attributes.ephemeralOCV = parseInt(values.ocvNet)||0;
attributes.ephemeralDCV = parseInt(values.currentDCV)||0;
attributes["martialDamageDisplay"+maneuverId] = display;
setAttrs(attributes);
});
}
/* -------------------------------------------------- */
/* Functions used for gear tab */
/* -------------------------------------------------- */
/* Calculate weapon endurance costs */
arrayOf(maxWeaponNum).forEach(num => {
var weaponId = String(num).padStart(2,'0');
on(`change:weaponStrength${weaponId} change:weaponEndMod${weaponId} change:optionSuperHeroicEndurance change:optionUntiring`, function () {
getAttrs(["weaponStrength"+weaponId, "weaponEndMod"+weaponId, "optionSuperHeroicEndurance", "optionUntiring"], function(values) {
var attributes = new Object();
const isUntiring = (values.optionUntiring === "on") ? true : false;
const optionSuperHeroic = (values.optionSuperHeroicEndurance === "on") ? true : false;
const enduranceCostFactor = optionSuperHeroic ? 10 : 5;
if (isUntiring) {
attributes["weaponEndurance"+weaponId] = 0;
} else {
attributes["weaponEndurance"+weaponId] = Math.max(0, heroRoundLow( (parseInt(values["weaponStrength"+weaponId])||0)/enduranceCostFactor ) + (parseInt(values["weaponEndMod"+weaponId])||0) );
}
setAttrs(attributes);
});
});
});
// Show carried armor checks or delete items marked for deletion.
// DANGER: Risk of data loss.
on("change:checkArmored change:activateDeleteChecks", function() {
getAttrs(["checkArmored", "activateDeleteChecks", "armorDelete01", "armorDelete02", "armorDelete03", "armorDelete04"], function(values) {
var attributes = new Object();
var itemId = "";
if (values.activateDeleteChecks === "on") {
attributes.armorChecks = "delete";
attributes.setDamageToggle = "0";
// Clear all delete checks for safety.
clearArmorDeleteChecks();
} else {
attributes.armorChecks = (values.checkArmored === "on") ? "carry" : "move";
for (var i = 1; i <= maxArmorNum; i++) {
itemId = String(i).padStart(2,'0');
if (values["armorDelete"+itemId] === "on") {
attributes["armorName"+itemId] = "";
attributes["armorPD"+itemId] = 0;
attributes["totalPD"+itemId] = 0;
attributes["armorED"+itemId] = 0;
attributes["totalED"+itemId] = 0;
attributes["armorEND"+itemId] = 0;
attributes["armorActivation"+itemId] = 18;
attributes["armorLocations"+itemId] = "";
attributes["armorMass"+itemId] = 0;
attributes["armorDelete"+itemId] = 0;
}
}
}
setAttrs(attributes);
});
});
function clearArmorDeleteChecks() {
var attributes = new Object();
var itemId = "";
for (var i = 1; i <= maxArmorNum; i++) {
itemId = String(i).padStart(2,'0');
attributes["armorDelete"+itemId] = 0;
}
setAttrs(attributes);
}
// Show carried armor checks or delete items marked for deletion.
// DANGER: Risk of data loss.
on("change:activateDeleteChecks", function() {
getAttrs(["activateDeleteChecks", "weaponDelete06"], function(values) {
var attributes = new Object();
if (values.activateDeleteChecks === "on") {
attributes.shieldChecks = "delete";
attributes.setDamageToggle = "0";
// Clear all delete checks for safety.
clearShieldDeleteChecks();
} else {
attributes.shieldChecks = "carry";
if (values["weaponDelete06"] === "on") {
attributes["weaponName06"] = "";
attributes["shieldDCV"] = 0;
attributes["weaponCSL06"] = 0;
attributes["weaponOCV06"] = 0;
attributes["weaponStunMod06"] = 0;
attributes["weaponEndurance06"] = "0";
attributes["shieldBody"] = 0;
attributes["shieldDefense"] = 0;
attributes["shieldMass"] = 0;
// Damage Worksheet Values
attributes["weaponDamage06"] = "0";
attributes["weaponNormalDamage06"] = "on";
attributes["weaponStrengthMin06"] = 1;
attributes["weaponStrength06"] = 1;
attributes["weaponDC06"] = 0;
attributes["rangeBasedOnStr06"] = 0;
attributes["weaponEnhancedByStr06"] = 0;
attributes["weaponAdvantage06"] = 0;
attributes["weaponCSL06"] = 0;
attributes["weaponEndMod06"] = 0;
attributes["weaponAdjustedDamage06"] = "0";
attributes["weaponAdjustedDC06"] = 0;
attributes["weaponPenalty06"] = "0";
attributes["weaponEndurance06"] = "0";
}
}
setAttrs(attributes);
});
});
function clearShieldDeleteChecks() {
var attributes = new Object();
attributes["weaponDelete06"] = 0;
setAttrs(attributes);
}
// Show carried weapon checks or delete items marked for deletion.
// DANGER: Risk of data loss.
on("change:checkWielded change:activateDeleteChecks", function() {
getAttrs(["checkWielded", "activateDeleteChecks", "weaponDelete01", "weaponDelete02", "weaponDelete03", "weaponDelete04", "weaponDelete05"], function(values) {
var attributes = new Object();
var itemId = "";
if (values.activateDeleteChecks === "on") {
attributes.weaponChecks = "delete";
attributes.setDamageToggle = "0";
// Clear all delete checks for safety.
clearWeaponDeleteChecks();
} else {
attributes.weaponChecks = (values.checkWielded === "on") ? "carry" : "move";
for (var i = 1; i <= maxWeaponNum-1; i++) {
itemId = String(i).padStart(2,'0');
if (values["weaponDelete"+itemId] === "on") {
attributes["weaponName"+itemId] = "";
attributes["weaponCSL"+itemId] = 0;
attributes["weaponOCV"+itemId] = 0;
attributes["weaponStunMod"+itemId] = 0;
attributes["weaponEndurance"+itemId] = "0";
attributes["weaponRange"+itemId] = 0;
attributes["weaponRangeMod"+itemId] = 0;
attributes["weaponShots"+itemId] = 0;
attributes["weaponAreaEffect"+itemId] = 0;
attributes["weaponMass"+itemId] = 0;
// Damage Worksheet Values
attributes["weaponDamage"+itemId] = "0";
attributes["weaponNormalDamage"+itemId] = 0;
attributes["weaponStrengthMin"+itemId] = 1;
attributes["weaponStrength"+itemId] = 1;
attributes["weaponDC"+itemId] = 0;
attributes["rangeBasedOnStr"+itemId] = 0;
attributes["weaponEnhancedByStr"+itemId] = 0;
attributes["weaponAdvantage"+itemId] = 0;
attributes["weaponCSL"+itemId] = 0;
attributes["weaponEndMod"+itemId] = 0;
attributes["weaponAdjustedDamage"+itemId] = "0";
attributes["weaponAdjustedDC"+itemId] = 0;
attributes["weaponPenalty"+itemId] = "0";
attributes["weaponEndurance"+itemId] = "0";
}
}
}
setAttrs(attributes);
});
});
function clearWeaponDeleteChecks() {
var attributes = new Object();
var itemId = "";
for (var i = 1; i <= maxWeaponNum-1; i++) {
itemId = String(i).padStart(2,'0');
attributes["weaponDelete"+itemId] = 0;
}
setAttrs(attributes);
}
// Show carried equipment checks or delete items marked for deletion.
// DANGER: Risk of data loss.
on("change:checkCarried change:activateDeleteChecks", function() {
getAttrs(["checkCarried", "activateDeleteChecks", "equipDelete01", "equipDelete02", "equipDelete03", "equipDelete04", "equipDelete05", "equipDelete06", "equipDelete07", "equipDelete08", "equipDelete09", "equipDelete10", "equipDelete11", "equipDelete12", "equipDelete13", "equipDelete14", "equipDelete15", "equipDelete16"], function(values) {
var attributes = new Object();
var itemId = "";
if (values.activateDeleteChecks === "on") {
attributes.equipmentChecks = "delete";
// Clear all delete checks for safety.
clearEquipDeleteChecks();
} else {
attributes.equipmentChecks = (values.checkCarried === "on") ? "carry" : "move";
for (var i = 1; i <= maxEquipmentNum; i++) {
itemId = String(i).padStart(2,'0');
if (values["equipDelete"+itemId] === "on") {
attributes["equipText"+itemId] = "";
attributes["equipMass"+itemId] = "";
attributes["equipDelete"+itemId] = 0;
}
}
}
setAttrs(attributes);
});
});
function clearEquipDeleteChecks() {
var attributes = new Object();
var itemId = "";
for (var i = 1; i <= maxEquipmentNum; i++) {
itemId = String(i).padStart(2,'0');
attributes["equipDelete"+itemId] = 0;
}
setAttrs(attributes);
}
function clearDeleteChecks() {
var attributes = new Object();
var itemId = "";
// Armor
for (var i = 1; i <= maxArmorNum; i++) {
itemId = String(i).padStart(2,'0');
attributes["armorDelete"+itemId] = 0;
}
// Shield
attributes["weaponDelete06"] = 0;
// Weapons
for (var i = 1; i <= maxWeaponNum-1; i++) {
itemId = String(i).padStart(2,'0');
attributes["weaponDelete"+itemId] = 0;
}
// Equipment
for (var i = 1; i <= maxEquipmentNum; i++) {
itemId = String(i).padStart(2,'0');
attributes["equipDelete"+itemId] = 0;
}
setAttrs(attributes);
}
/* Gear Tab sum up equipment weight */
on("change:liftWeight change:optionCarryAllSets change:armorEND01 change:armorEND02 change:armorEND03 change:armorEND04 change:armorCarried01 change:armorCarried02 change:armorCarried03 change:armorCarried04 change:armorMass01 change:armorMass01 change:armorMass02 change:armorMass03 change:armorMass04 change:shieldCarried change:shieldMass change:weaponCarried01 change:weaponCarried02 change:weaponCarried03 change:weaponCarried04 change:weaponCarried05 change:weaponMass01 change:weaponMass02 change:weaponMass03 change:weaponMass04 change:weaponMass05 change:equipMass01 change:equipMass02 change:equipMass03 change:equipMass04 change:equipMass05 change:equipMass06 change:equipMass07 change:equipMass08 change:equipMass09 change:equipMass10 change:equipMass11 change:equipMass12 change:equipMass13 change:equipMass14 change:equipMass15 change:equipMass16 change:equipCarried01 change:equipCarried02 change:equipCarried03 change:equipCarried04 change:equipCarried05 change:equipCarried06 change:equipCarried07 change:equipCarried08 change:equipCarried09 change:equipCarried10 change:equipCarried11 change:equipCarried12 change:equipCarried13 change:equipCarried14 change:equipCarried15 change:equipCarried16", function () {
// Add the masses of all items of equipment.
// Determine END used per turn, DCV/DEX roll penalty, and Movement Penalty.
getAttrs(["liftWeight", "optionCarryAllSets", "armorEND01", "armorEND02", "armorEND03", "armorEND04", "armorCarried01", "armorCarried02", "armorCarried03", "armorCarried04", "armorCarried11", "armorCarried12", "armorCarried13", "armorCarried14", "armorMass01", "armorMass02", "armorMass03", "armorMass04", "armorMass11", "armorMass12", "armorMass13", "armorMass14", "shieldCarried", "shieldMass", "weaponCarried01", "weaponCarried02", "weaponCarried03", "weaponCarried04", "weaponCarried05", "weaponCarried11", "weaponCarried12", "weaponCarried13", "weaponCarried14", "weaponCarried15", "weaponMass01", "weaponMass02", "weaponMass03", "weaponMass04", "weaponMass05", "weaponMass11", "weaponMass12", "weaponMass13", "weaponMass14", "weaponMass15", "equipMass01", "equipMass02", "equipMass03", "equipMass04", "equipMass05", "equipMass06", "equipMass07", "equipMass08", "equipMass09", "equipMass10", "equipMass11", "equipMass12", "equipMass13", "equipMass14", "equipMass15", "equipMass16", "equipCarried01", "equipCarried02", "equipCarried03", "equipCarried04", "equipCarried05", "equipCarried06", "equipCarried07", "equipCarried08", "equipCarried09", "equipCarried10", "equipCarried11", "equipCarried12", "equipCarried13", "equipCarried14", "equipCarried15", "equipCarried16"], function(values) {
const carryAll = (values.optionCarryAllSets === "on") ? true : false;
const stepId = 10;
var itemId = '';
let armorCarried = 0;
let weaponsCarried = 0;
let equipCarried = 0;
let carriedWeight = 0;
// Add up carried mass
// Set A armor
for (let i=1; i<=maxArmorNum; i++) {
itemId = String(i).padStart(2,'0');
armorCarried += (values["armorCarried"+itemId] === "on") ? (parseFloat(values["armorMass"+itemId])||0) : 0;
}
// Set B armor
if (carryAll) {
for (let i=stepId+1; i<=stepId+maxArmorNum; i++) {
itemId = String(i).padStart(2,'0');
armorCarried += (values["armorCarried"+itemId] === "on") ? (parseFloat(values["armorMass"+itemId])||0) : 0;
}
}
// Set A weapons
weaponsCarried += (values.shieldCarried === "on") ? (parseFloat(values.shieldMass)||0) : 0;
for (let i=1; i<=maxWeaponNum; i++) {
itemId = String(i).padStart(2,'0');
weaponsCarried += (values["weaponCarried"+itemId] === "on") ? (parseFloat(values["weaponMass"+itemId])||0) : 0;
}
// Set B weapons
if (carryAll) {
for (let i=stepId+1; i<=stepId+maxWeaponNum; i++) {
itemId = String(i).padStart(2,'0');
weaponsCarried += (values["weaponCarried"+itemId] === "on") ? (parseFloat(values["weaponMass"+itemId])||0) : 0;
}
}
// Equipment
for (let i=1; i<=maxEquipmentNum; i++) {
itemId = String(i).padStart(2,'0');
equipCarried += (values["equipCarried"+itemId] === "on") ? (parseFloat(values["equipMass"+itemId])||0) : 0;
}
carriedWeight=armorCarried+weaponsCarried+equipCarried;
// carriedWeight=Math.floor(10*carriedWeight)/10;
// Determine penalties
const lift=(parseFloat(values.liftWeight)||0);
const armorENDcost = (parseInt(values.armorEND01)||0)+(parseInt(values.armorEND02)||0)+(parseInt(values.armorEND03)||0)+(parseInt(values.armorEND04)||0);
let enduranceCost = 0;
let dexPenalty = 0;
let movePenalty = 0;
if (carriedWeight < lift * 0.10) {
dexPenalty = 0;
movePenalty = 0;
enduranceCost = 0 + armorENDcost;
} else if (carriedWeight < lift * 0.25) {
dexPenalty = -1;
movePenalty = 0;
enduranceCost = 0 + armorENDcost;
} else if (carriedWeight < lift * 0.50) {
dexPenalty = -2;
movePenalty = -2;
enduranceCost = 1 + armorENDcost;
} else if (carriedWeight < lift*0.75) {
dexPenalty = -3;
movePenalty = -4;
enduranceCost = 2 + armorENDcost;
} else if (carriedWeight < lift * 0.90) {
dexPenalty = -4;
movePenalty = -8;
enduranceCost = 3 + armorENDcost;
} else {
dexPenalty = -5;
movePenalty = -16;
enduranceCost = 4 + armorENDcost;
}
setAttrs({
"carriedWeight": carriedWeight,
"carriedWeightDisplay": displayMass(carriedWeight),
"weightEndPenalty": enduranceCost,
"weightDexDCVPenalty": dexPenalty,
"weightMovePenalty": movePenalty,
"runningPenalty": movePenalty,
"leapingPenalty": movePenalty,
"swimmingPenalty": movePenalty
});
});
});
// Num to text for display mass.
function displayMass(theMass) {
let mass = theMass;
let theString = theMass.toString();
if (theMass > 1e6) {
if (theMass < 1e7) {
mass = (Math.round(mass/1e5))/10;
theString = mass.toString();
theString += " kt";
} else {
mass = Math.round(mass/1e6);
theString = mass.toString();
theString += " kt";
}
} else if (theMass > 1000) {
if (theMass < 1e4) {
mass = (Math.round(mass/100))/10;
theString = mass.toString();
theString += " t";
} else {
mass = Math.round(mass/1000);
theString = mass.toString();
theString += " t";
}
} else {
if (theMass < 100) {
mass = (Math.round(mass*10))/10;
theString = mass.toString();
} else {
mass = Math.round(mass);
theString = mass.toString();
}
}
return theString;
}
/* ----------------------- */
/* --- Armor Functions --- */
/* ----------------------- */
arrayOf(maxArmorNum).forEach(num => {
var armorId = String(num).padStart(2,'0');
on(`clicked:activateArmor${armorId}`, (info) => {
getAttrs(["whisperToGM", "character_title", "displayDegreeOfSuccess", "armorActivation"+armorId, "armorLocations"+armorId, "totalPD"+armorId, "totalED"+armorId, "dingbat"], function(values) {
var theRoll = values.whisperToGM||"";
var actOn = values["armorActivation"+armorId]||18;
var locations = values["armorLocations"+armorId]||"";
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
theRoll += "&{template:custom-activate} ";
theRoll += "{{title=@{character_name}" + dingbat + "@{character_title}}} ";
theRoll += "{{subtitle= Defends with @{armorName"+armorId+"}**}} ";
if (actOn >= 18 && locations != "") {
theRoll += "{{Locations=@{armorLocations"+armorId+"}}}";
} else if (values.displayDegreeOfSuccess != 0) {
theRoll += "{{SUCCESS=[[@{armorActivation"+armorId+"}[Armor Activation]-3d6cf6cs1[Roll]]]}} ";
} else {
theRoll += "{{Activate on = [[@{armorActivation"+armorId+"}]] **or less**}} "
+ "{{Result = [[3d6cf6cs1]]}} ";
}
theRoll += "{{Resistant Defense = **rPD ``@{armorPD"+armorId+"}`` rED ``@{armorED"+armorId+"}``**}} "
+ "{{Total Defense = ";
// if TotalPD is not filled, then calcluate Character + Armor
if (values["totalPD"+armorId] == 0)
theRoll += "**PD [[@{pd}[Character PD]+@{armorPD"+armorId+"}[Armor PD]]] ";
else
theRoll += "**PD ``@{totalPD"+armorId+"}`` ";
// if TotalED is not filled, then calcluate Character + Armor
if (values["totalED"+armorId] == 0)
theRoll += "ED [[@{ed}[Character ED]+@{armorED"+armorId+"}[Armor ED]]]**}}";
else
theRoll += "ED ``@{totalED"+armorId+"}``**}}";
startRoll(theRoll, (results) => {
finishRoll(results.rollId, {});
});
});
});
});
/* ----------------- */
/* Armor Movers */
/* ----------------- */
arrayOf(maxArmorNum).forEach(num => {
// For armor 01 and 04 we need to swap with the alternates 14 and 11.
const stepId = 10;
var lowId = String(num).padStart(2,'0');
var highId = String(num === maxArmorNum ? maxArmorNum + stepId : num + 1).padStart(2,'0');
on("clicked:armorDown"+lowId, function() {
swapArmorPositions(lowId, highId);
});
});
arrayOf(maxArmorNum).forEach(num => {
// For armor 01 and 04 we need to swap with the alternates 14 and 11.
const stepId = 10;
var lowId = String(num === 1 ? stepId + 1 : num - 1).padStart(2,'0');
var highId = String(num).padStart(2,'0');
on("clicked:armorUp"+highId, function() {
swapArmorPositions(lowId, highId);
});
});
function swapArmorPositions(lowId, highId) {
getAttrs(["armorName"+lowId, "armorPD"+lowId, "totalPD"+lowId, "armorED"+lowId, "totalED"+lowId, "armorEND"+lowId, "armorActivation"+lowId, "armorLocations"+lowId, "armorCarried"+lowId, "armorMass"+lowId, "armorName"+highId, "armorPD"+highId, "totalPD"+highId, "armorED"+highId, "totalED"+highId, "armorEND"+highId, "armorActivation"+highId, "armorLocations"+highId, "armorCarried"+highId, "armorMass"+highId], function(values)
{
var attributes = new Object();
let theString = values["armorName"+highId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["armorName"+lowId] = "";
} else {
attributes["armorName"+lowId] = values["armorName"+highId];
}
theString = values["armorName"+lowId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["armorName"+highId] = "";
} else {
attributes["armorName"+highId] = values["armorName"+lowId];
}
theString = values["armorLocations"+highId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["armorLocations"+lowId] = "";
} else {
attributes["armorLocations"+lowId] = values["armorLocations"+highId];
}
theString = values["armorLocations"+lowId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["armorLocations"+highId] = "";
} else {
attributes["armorLocations"+highId] = values["armorLocations"+lowId];
}
attributes["armorPD"+lowId] = values["armorPD"+highId];
attributes["armorPD"+highId] = values["armorPD"+lowId];
attributes["totalPD"+lowId] = values["totalPD"+highId];
attributes["totalPD"+highId] = values["totalPD"+lowId];
attributes["armorED"+lowId] = values["armorED"+highId];
attributes["armorED"+highId] = values["armorED"+lowId];
attributes["totalED"+lowId] = values["totalED"+highId];
attributes["totalED"+highId] = values["totalED"+lowId];
attributes["armorEND"+lowId] = values["armorEND"+highId];
attributes["armorEND"+highId] = values["armorEND"+lowId];
attributes["armorActivation"+lowId] = values["armorActivation"+highId];
attributes["armorActivation"+highId] = values["armorActivation"+lowId];
attributes["armorCarried"+lowId] = values["armorCarried"+highId];
attributes["armorCarried"+highId] = values["armorCarried"+lowId];
attributes["armorMass"+lowId] = values["armorMass"+highId];
attributes["armorMass"+highId] = values["armorMass"+lowId];
setAttrs(attributes);
});
}
// Exchange all armor in a set.
on("clicked:armorSetAtoB", function() {
getAttrs(["activateDeleteChecks"], function(values) {
if (values.activateDeleteChecks !== "on") {
swapArmorSet();
}
});
});
function swapArmorSet() {
const stepId = 10;
for (let i=1; i <= maxArmorNum; i++) {
lowId = String(i).padStart(2,'0');
highId = String(i+stepId).padStart(2,'0');
swapArmorPositions(lowId, highId);
}
}
/* -------------------------- */
/* --- Maneuver Functions --- */
/* -------------------------- */
/* Update Basic HTH Strike */
arrayOf(maxManeuverNum).forEach(num => {
// If strength changes enough so that hiddenBasicDamage and hiddenBasicEndurance change,
// look at each maneuver effect to see if it includes the keyword phrase "Damage by STR." If so, update its damage and endurance values.
// A basic strike does normal damage, so hold off if the maneuver's normal damage option is unchecked.
var maneuverId = String(num).padStart(2,'0');
on(`change:hiddenBasicDamage change:hiddenBasicEndurance change:martialManeuverNormal${maneuverId} change:martialManeuverDamage${maneuverId} change:martialManeuverCP${maneuverId} change:martialManeuverBlock${maneuverId}`, function() {
getAttrs(["hiddenBasicEndurance", "hiddenBasicDamage", "martialManeuverEffect"+maneuverId, "martialManeuverEndurance"+maneuverId, "hiddenMartialManeuverDamage"+maneuverId, "martialManeuverNormal"+maneuverId, "martialManeuverBlock"+maneuverId, "martialManeuverCP"+maneuverId], function(values) {
var attributes = new Object();
let keywordPhrase = "damage by str";
let hasKeywordPhrase = (values["martialManeuverEffect"+maneuverId].toLowerCase()).includes(keywordPhrase);
let isNormal = (values["martialManeuverNormal"+maneuverId] === "on") ? true : false;
let isAttack = (values["martialManeuverBlock"+maneuverId] === "on") ? false : true;
if (hasKeywordPhrase && isNormal && isAttack) {
attributes["martialManeuverDamage"+maneuverId] = values.hiddenBasicDamage;
attributes["hiddenMartialManeuverDamage"+maneuverId] = values.hiddenBasicDamage;
// Martial maneuvers have zero END.
if ( (parseInt(values["martialManeuverCP"+maneuverId])||0) === 0 ) {
attributes["martialManeuverEndurance"+maneuverId] = parseInt(values["hiddenBasicEndurance"])||0;
} else {
attributes["martialManeuverEndurance"+maneuverId] = 0;
}
}
setAttrs(attributes);
});
});
});
/* Show Maneuver XX */
arrayOf(maxManeuverNum).forEach(num => {
var maneuverId = String(num).padStart(2,'0');
on(`clicked:showManeuverRoll${maneuverId}`, (info) => {
getAttrs(["whisperToGM", "character_title", "martialManeuverNormal"+maneuverId, "martialManeuverStunMod"+maneuverId, "dingbat"], function(values) {
var theRoll = values.whisperToGM||"";
let isNormal = values["martialManeuverNormal"+maneuverId] != 0;
let theStunMod = parseInt(values["martialManeuverStunMod"+maneuverId])||0;
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
const lesserDingbat = " ⬩ ";
theRoll += "&{template:custom-show} {{title=@{character_name}" + dingbat + "@{character_title}}} ";
theRoll += "{{subtitle= Maneuver" + lesserDingbat + "@{martialManeuverName"+maneuverId+"}}} ";
theRoll += "{{Phases=@{martialManeuverPhase"+maneuverId+"}}} ";
theRoll += "{{END = @{martialManeuverEndurance"+maneuverId+"}}} ";
theRoll += "{{OCV = @{martialManeuverOCV"+maneuverId+"}}} ";
theRoll += "{{DCV = @{martialManeuverDCV"+maneuverId+"}}} ";
if (!isNormal && (theStunMod > 0) ) {
theRoll += "{{STUNx = @{martialManeuverStunMod"+maneuverId+"}}} ";
}
theRoll += "{{Damage = @{martialManeuverDamage"+maneuverId+"}" + (isNormal ? " N" : " K") + "}} "
+ "{{desc=@{martialManeuverEffect"+maneuverId+"}}}";
startRoll(theRoll, (results) => {
finishRoll(results.rollId, {});
});
});
});
});
// Activate Maneuver XX
arrayOf(maxManeuverNum).forEach(num => {
var maneuverId = String(num).padStart(2,'0');
on(`clicked:maneuverAttack${maneuverId}`, (info) => {
// Roll attack and damage dice for Martial Maneuver XX if the maneuver is not a weapon maneuver.
getAttrs(["hiddenMartialManeuverDamage"+maneuverId, "martialManeuverNormal"+maneuverId, "martialManeuverPhase"+maneuverId, "martialManeuverEffect"+maneuverId, "martialManeuverStunMod"+maneuverId, "martialManeuverOCVmod"+maneuverId, "martialManeuverDCVmod"+maneuverId, "martialManeuverCSLmod"+maneuverId, "martialManeuverStrMod"+maneuverId, "martialManeuverOCV"+maneuverId, "martialManeuverDCV"+maneuverId, "martialManeuverName"+maneuverId, "martialManeuverEndurance"+maneuverId, "martialManeuverType"+maneuverId, "optionAutoSubtractEND", "optionHitLocationSystem", "optionD6MinusOne", "whisperToGM", "character_title", "displayDegreeOfSuccess", "rangeMartial", "strengthNet", "currentDCV", "dingbat", "ocvNet", "targetOCVpenalty", "rangeOCVpenalty", "checkBrace", "checkSet"], function(values) {
var theRoll = values.whisperToGM||"";
var attributes = new Object();
const dispDoS = (values.displayDegreeOfSuccess === "on") ? true : false;
const optionMinusOne = (values.optionD6MinusOne === "on") ? true : false;
let isNormal = (values["martialManeuverNormal"+maneuverId] === "on") ? true : false;
let isAttack = (values["martialManeuverType"+maneuverId] === "attack") ? true : false;
let isBlocking = (values["martialManeuverType"+maneuverId] === "block") ? true : false;
let isContest = (values["martialManeuverType"+maneuverId] === "contest") ? true : false;
let isDodging = (values["martialManeuverType"+maneuverId] === "dodge") ? true : false;
let stunMod = parseInt(values["martialManeuverStunMod"+maneuverId])||0;
let ocvMod = parseInt(values["martialManeuverOCVmod"+maneuverId])||0;
let dcvMod = parseInt(values["martialManeuverDCVmod"+maneuverId])||0;
let cslMod = parseInt(values["martialManeuverCSLmod"+maneuverId])||0;
let modDC = Math.max(0, (parseInt(cslMod/2)||0) );
let rollMessage = (isNormal ? "Normal" : "Killing") + " Attack";
let damageLabel = "Damage";
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
const modLimit = 20;
let damageObject = {};
// Contest Dice
const statValue = parseInt(values.strengthNet)||0;
const statMod = parseInt(values["martialManeuverStrMod"+maneuverId])||0;
let contestDice = calculateBasicDamage(Math.max(0, statValue + statMod));
// CV
let netDCV = parseInt(values["currentDCV"])||3;
let maneuverDCV = parseInt(values["martialManeuverDCV"+maneuverId])||0;
let halfDCV = false;
let netOCV = parseInt(values["ocvNet"])||3;
let maneuverOCV = parseInt(values["martialManeuverOCV"+maneuverId])||0;
let targetPenalty = parseInt(values["targetOCVpenalty"])||0;
// Martial maneuvers by default cost no endurance. Endurance costs used for flexibility.
let subtractENDAmt = parseInt(values["martialManeuverEndurance"+maneuverId])||0;
let isSet = (values.checkSet === "on") ? true : false;
let isBraced = (values.checkBrace === "on") ? true : false;
let braceMod = 0;
let isAoE = false;
let theRangePenalty = parseInt(values.rangeOCVpenalty)||0;
let hasRangePenalty = (theRangePenalty > 0) ? true : false;
let isRanged = (values.rangeMartial > 8) ? true : false;
// Keep mods within reasonable limits.
ocvMod = Math.max(0, (Math.min(modLimit, ocvMod)) );
dcvMod = Math.max(0, (Math.min(modLimit, dcvMod)) );
cslMod = Math.max(0, (Math.min(modLimit, cslMod)) );
// Braced modifiers.
if (isBraced) {
braceMod = 2;
halfDCV = true;
// Check to see if Brace nullifies the RMod penalty.
if (braceMod >= theRangePenalty) {
hasRangePenalty = false;
}
}
// Without Brace or another 1/2 DCV modifier, DCV should be the characters current DCV plus the Maneuver DCV and adds.
netDCV = getNetDCV(netDCV, maneuverDCV+dcvMod, halfDCV);
netOCV += maneuverOCV + ocvMod;
// Prepare hidden variables for the maneuver roll.
if (isBlocking) {
attributes.hiddenIsContest = "false";
attributes.hiddenIsPower = "false";
attributes.rangeManeuver = 0;
attributes.checkSet = 0;
attributes.checkBrace = 0;
} else if (isContest) {
rollMessage = values["martialManeuverName"+maneuverId];
damageLabel = "Contest";
attributes.hiddenDamage = contestDice;
attributes.hiddenIsNormal = "false";
attributes.hiddenIsContest = "true";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
} else if (isAttack) {
// Damage
damageObject = createDamageObject(values["hiddenMartialManeuverDamage"+maneuverId], isNormal, 0);
attributes.hiddenDamage = getDamageDice(damageObject.DC + modDC, 0, damageObject.normal, damageObject.pip);
attributes.hiddenStunMod = stunMod;
attributes.hiddenIsNormal = isNormal ? "true" : "false";
attributes.hiddenIsContest = "false";
attributes.hiddenMessage = rollMessage;
attributes.hiddenIsAoE = "false";
} else if (isDodging) {
attributes.hiddenIsContest = "false";
attributes.hiddenIsPower = "false";
attributes.rangeManeuver = 0;
attributes.checkSet = 0;
attributes.checkBrace = 0;
} else {
return;
}
// Experimental
if (! isDodging) {
netOCV -= (isAoE ? 0 : 1)*targetPenalty;
netOCV += isSet ? 1 : 0;
netOCV -= (hasRangePenalty ? (theRangePenalty - (isBraced ? braceMod : 0)) : 0);
}
attributes.ephemeralOCV = netOCV;
attributes.ephemeralDCV = netDCV;
// Send changes for use with damage roll template functions.
setAttrs(attributes);
// Create dice rolling script to send to a roll dialog.
if (isAttack || isContest) {
// Use the attack roll template.
// Contest or Attack Heading.
if (isContest) {
theRoll += "&{template:custom-contest} ";
theRoll += "{{title=@{character_name}"+dingbat+"@{character_title}}}";
theRoll += "{{subtitle=@{martialManeuverName"+maneuverId+"}}}";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
} else {
// If isNormal is TRUE, use the Normal Damage template. Else use the killing template.
theRoll += "&{template:custom"+(isNormal ? "-normal" : "") + "-attack} ";
theRoll += "{{title=@{character_name}"+dingbat+"@{character_title}}} ";
theRoll += "{{subtitle= " + (isNormal ? "Normal" : "Killing") + " Attack with @{martialManeuverName"+maneuverId+"}}} ";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
}
if (dispDoS) {
theRoll += "{{Hit DCV=[[11-3d6cf6cs1[Roll]+@{ocv}[OCV]+@{martialManeuverOCV"+maneuverId+"}[ManOCV]+@{ocvMod}[CSL]-@{targetOCVPenalty}[TargetOCV]-@{rangeOCVPenalty}[RangeOCV]+(?{Modifiers|0})[Modifiers]]]}}";
} else {
theRoll += "{{OCV=[[@{ocv}[OCV]+@{martialManeuverOCV"+maneuverId+"}[ManOCV]-@{targetOCVPenalty}[TargetOCV]+@{ocvMod}[CSL]-@{rangeOCVPenalty}[RangeOCV]+(?{Modifiers|0})[Modifiers] ]]}}" + "{{Result=[[3d6cf6cs1]]}}";
}
theRoll += (subtractENDAmt ? "{{END=[[@{martialManeuverEndurance"+maneuverId+"}]] (@{currentEND})}}" : "");
theRoll += "{{" + damageLabel + " = [Roll](~hiddenDamageRoll)}}";
} else if (isBlocking) {
// Use the Defense template for a block.
theRoll += "&{template:custom-defense}";
theRoll += "{{title=@{character_name}"+dingbat+"@{character_title}}} ";
theRoll += "{{subtitle=Blocks with @{martialManeuverName"+maneuverId+"}}} ";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
if (dispDoS) {
theRoll += "{{versus OCV=[[11-3d6cf6cs1[Roll]+@{ocv}[OCV]+@{martialManeuverOCV"+maneuverId+"}[ManOCV]+@{ocvMod}[CSL]+(?{Modifiers|0})[Modifiers]]]}} ";
} else {
theRoll += "{{OCV=[[@{ocv}[OCV]+@{martialManeuverOCV"+maneuverId+"}[ManOCV]+@{ocvMod}[CSL]+(?{Modifiers|0})[Modifiers]]]}}" + "{{Result=[[3d6cf6cs1]]}} ";
}
if (subtractENDAmt != 0) {
theRoll += "{{END=[[@{martialManeuverEndurance"+maneuverId+"}]] (@{currentEND})}}";
}
} else if (isDodging) {
// Use the Defense template for a dodge.
theRoll += "&{template:custom-defense} {{title=@{character_name}"+dingbat+"@{character_title}}}";
theRoll += "{{subtitle=Dodges with @{martialManeuverName"+maneuverId+"}}} ";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
if (subtractENDAmt != 0) {
theRoll += "{{END=[[@{martialManeuverEndurance"+maneuverId+"}]] (@{currentEND})}}";
}
} else {
return;
}
startRoll(theRoll, (results) => {
let theResult = new Object();
// Subtract END cost if option checked.
if (values.optionAutoSubtractEND != 0) {
subtractEndurance(subtractENDAmt);
}
finishRoll(results.rollId, theResult);
});
});
});
});
// Add 1 to maneuverDamageCSL
on("clicked:damagePlus", function () {
getAttrs(["maneuverDamageCSL"], function(values) {
const currentValue = parseInt(values.maneuverDamageCSL)||0;
const modLimit = 20;
setAttrs({
"maneuverDamageCSL": Math.min(modLimit, currentValue+2)
});
});
});
// Subtract 1 from maneuverDamageCSL
on("clicked:damageMinus", function () {
getAttrs(["maneuverDamageCSL"], function(values) {
const currentValue = parseInt(values.maneuverDamageCSL)||0;
setAttrs({
"maneuverDamageCSL": Math.max(0, currentValue-2)
});
});
});
// Correct out of range STUNx of maneuvers
arrayOf(maxManeuverNum).forEach(num => {
var maneuverId = String(num).padStart(2,'0');
on(`change:martialManeuverStunMod${maneuverId}`, (info) => {
getAttrs(["martialManeuverStunMod"+maneuverId], function(values) {
var attributes = new Object();
let min = 0;
let max = 2;
let STUNx = parseInt(values["martialManeuverStunMod"+maneuverId]||0);
attributes["martialManeuverStunMod"+maneuverId] = Math.min(Math.max(STUNx, min), max);
setAttrs(attributes);
});
});
});
/* Use Maneuver XX Endurance */
arrayOf(maxManeuverNum).forEach(num => {
var maneuverId = String(num).padStart(2,'0');
on("clicked:buttonManeuverEND"+maneuverId, function() {
getAttrs(["martialManeuverEndurance"+maneuverId], function(values) {
subtractEndurance(parseInt(values["martialManeuverEndurance"+maneuverId]));
});
});
});
/* Update range penalty */
on("change:rangeMartial", function () {
getAttrs(["rangeMartial"], function(values) {
let theSelection = parseFloat(values.rangeMartial)||0;
let theOCVpenalty = parseInt(getRangePenalty(theSelection));
setAttrs({
"rangeOCVpenalty":theOCVpenalty
})
});
});
/* Clean Maneuver Damage Dice */
arrayOf(maxManeuverNum).forEach(num => {
// This function attempts to clean damage text input into text more likely to be rollable dice.
// Only characters 0-9, d, D, +, and - are passed to martial attack rolls.
var maneuverId = String(num).padStart(2,'0');
on(`change:martialManeuverDamage${maneuverId}`, function () {
getAttrs(["martialManeuverDamage"+maneuverId], function(values) {
var attributes = new Object();
var martialManeuverDamage = values["martialManeuverDamage"+maneuverId];
martialManeuverDamage = martialManeuverDamage.replace(/[^\ddD\\+\\-]/g,"");
attributes["hiddenMartialManeuverDamage"+maneuverId] = martialManeuverDamage;
setAttrs(attributes);
});
});
});
/* ------------------------------------------------ */
/* --- Weapon Attacks and Hit Location Helpers --- */
/* ------------------------------------------------ */
// Update targetOCVpenalty.
on("change:optionHitLocationSystem change:targetSelection change:halveTargetOCVpenalty change:penaltySkillLevels", function () {
getAttrs(["optionHitLocationSystem","targetSelection","halveTargetOCVpenalty","penaltySkillLevels"], function(values) {
let penalty = 0;
let targetString = "3d6cs0cf0";
if (values.optionHitLocationSystem != 0) {
switch (parseInt(values.targetSelection)||1) {
case 1: penalty = 0;
break;
case 2: penalty = -8;
targetString = "1d3cs0cf0+2";
break;
case 3: penalty = -6;
targetString = "6";
break;
case 4: penalty = -5;
targetString = "1d2cs0cf0+6";
break;
case 5: penalty = -5;
targetString = "9";
break;
case 6: penalty = -3;
targetString = "1d2cs0cf0+9";
break;
case 7: penalty = -7;
targetString = "12";
break;
case 8: penalty = -8;
targetString = "13";
break;
case 9: penalty = -4;
targetString = "14";
break;
case 10: penalty = -6;
targetString = "1d2cs0cf0+14";
break;
case 11: penalty = -8;
targetString = "1d2cs0cf0+16";
break;
case 12: penalty = -4;
targetString = "1d6cs0cf0+3";
break;
case 13: penalty = -2;
targetString = "2d6cs0cf0+1";
break;
case 14: penalty = -1;
targetString = "2d6cs0cf0+4";
break;
case 15: penalty = -2;
targetString = "2d6cs0cf0+7";
break;
case 16: penalty = -4;
targetString = "1d6cs0cf0+12";
break;
default: penalty = 0;
};
if (values.halveTargetOCVpenalty != 0) {
penalty = heroRoundHigh(penalty/2);
}
// Apply penalty skill levels.
penalty = Math.min(0,penalty+(parseInt(values.penaltySkillLevels)||0));
}
// Update OCV penalty.. We flip it here so we can subtract it later.
setAttrs({
"targetOCVpenalty": -penalty,
"targetHitRoll": targetString
});
});
});
function hitLocationDetails(hitLocation) {
// Used to get information about a hit location.
let theMessage = "Chest";
let STUNx = 1;
let NSTUN = 1;
let BODYx = 1;
// Determine target location and stun multiplier.
switch (hitLocation) {
case 3:
case 4:
case 5:
theMessage = "Head";
STUNx = 5;
NSTUN = 2;
BODYx = 2;
break;
case 6:
theMessage = "Hands";
STUNx = 1;
NSTUN = 1/2;
BODYx = 1/2;
break;
case 7:
case 8:
theMessage = "Arms";
STUNx = 2;
NSTUN = 1/2;
BODYx = 1/2;
break;
case 9:
theMessage = "Shoulders";
STUNx = 3;
NSTUN = 1;
BODYx = 1;
break;
case 10:
case 11:
theMessage = "Chest";
STUNx = 3;
NSTUN = 1;
BODYx = 1;
break;
case 12:
theMessage = "Stomach";
STUNx = 4;
NSTUN = 3/2;
BODYx = 1;
break;
case 13:
theMessage = "Vitals";
STUNx = 4;
NSTUN = 3/2;
BODYx = 2;
break;
case 14:
theMessage = "Thighs";
STUNx = 2;
NSTUN = 1;
BODYx = 1;
break;
case 15:
case 16:
theMessage = "Legs";
STUNx = 2;
NSTUN = 1/2;
BODYx = 1/2;
break;
case 17:
case 18:
case 19: // Low Shot only
theMessage = "Feet";
STUNx = 1;
NSTUN = 1/2;
BODYx = 1/2;
break;
}
normalMessage = hitLocation + ": " + theMessage;
killMessage = normalMessage;
if (NSTUN != 1) {
normalMessage += " STUNx" + NSTUN;
}
if (BODYx != 1) {
normalMessage += " BODYx" + BODYx;
killMessage += " BODYx" + BODYx;
}
var theHitLocation = {
normalMessage: normalMessage,
killMessage: killMessage,
roll: hitLocation,
STUNx: STUNx,
NSTUN: NSTUN,
BODYx: BODYx
};
return theHitLocation;
}
function convertStunToBody(diceRolls) {
let computed = 0;
for(let groupOfDice of diceRolls) {
if (groupOfDice.sides == 3) {
// calculate normal damage of d3 dice.
for (let element of groupOfDice.results) {
if (element === 3) {
computed = computed+1;
} else if (element === 2) {
computed = computed + Math.floor(Math.random()*2); // Flip a coin. 0 or 1 BODY corresponding to a '3' or '4' on a d6.
} else {
computed = computed+0; // Add nothing.
}
}
} else if (groupOfDice.sides == 6) {
// calculate normal damage of d6 dice.
for (let element of groupOfDice.results) {
if (element === 1) {
computed = computed+0; // Add nothing.
} else if (element === 6) {
computed = computed+2;
} else {
computed = computed+1;
}
}
}
}
return computed;
}
function getRangePenalty(range) {
// Uses a lookup table or for longer ranges calculates the range penalty for an attack.
let thePenalty = 0;
range = heroRoundLow(range);
if (range <= 8) {
thePenalty = 0;
} else if (range <= 16) {
thePenalty = -2;
} else if (range <= 32) {
thePenalty = -4;
} else if (range <= 64) {
thePenalty = -6;
} else if (range <= 125) {
thePenalty = -8;
} else {
thePenalty = -(8 + 2 * Math.ceil((Math.log2( range/125 ))));
}
// Return positive value. We'll make it negative in the roll.
return -thePenalty;
}
/* ------------------------ */
/* --- Weapon Attacks --- */
/* ------------------------ */
function createDamageObject(theDamage, isNormal, theAdvantage) {
// theDamage should be a string of dice.
// isNormal is a boolean.
// theAdvantage is a float.
let theDC = 0;
let dice = "0";
let mods = "0";
let halfDice = "0";
let theAdds = "0";
let thePip = 0;
// First parse damage text for valid Hero damage dice.
// Remove extraneous characters.
theDamage = theDamage.replace(/[^\ddD\\+\\-]/g,"");
// Check for d6 dice.
if (theDamage.includes('d6')) {
dice = theDamage.split('d6')[0];
mods = theDamage.split('d6')[1];
} else {
dice = "0";
mods = theDamage;
}
// Check for "d6", without a "1"
if (dice.length === 0) {
dice = "1";
}
// Check for half d6 dice.
if (theDamage.includes('d3')) {
halfDice = mods.split('d3')[0];
theAdds = mods.split('d3')[1];
} else {
halfDice = "0";
theAdds = mods;
}
halfDice = halfDice.replace(/\D/g,'');
// Check for "d3" without a "1".
if (halfDice.length === 0) {
halfDice = "1";
}
theAdds = theAdds.replace(/\D-/g,'');
if (theAdds.length > 0) {
if ( ( theAdds === "1" ) || ( theAdds === "+1" )) {
thePip = +1;
} else if (theAdds === "-1") {
thePip = -1;
} else {
thePip = 0;
}
} else {
thePip = 0;
}
// Calculate damage class, trying to match HERO DC tables.
if (isNormal) {
theDC = (1 + theAdvantage) * (Number(dice) + 0.5 * Number(halfDice));
if (theAdvantage === 0.25) {
theDC = Math.round(theDC);
if (Number(dice) === 1) {
theDC = 2;
}
} else if (theAdvantage === 0.75) {
theDC = Math.floor(theDC + 0.5);
} else {
theDC = Math.ceil(theDC);
}
} else {
if (theAdvantage === 0) {
theDC = (1 + theAdvantage) * ( 3 * Number(dice) + 2 * Number(halfDice) + thePip);
theDC = Math.round(theDC);
} else if (theAdvantage === 0.25) {
// Standard 3:2:1 points ratio doesn't work.
theDC = (1 + theAdvantage) * ( 3.25 * Number(dice) + 1.5 * Number(halfDice) + 0.8 * thePip);
theDC = Math.round(theDC);
} else if (theAdvantage === 0.5) {
// Standard 3:2:1 points ratio doesn't work.
theDC = (1 + theAdvantage) * ( 3 * Number(dice) + 1.8 * Number(halfDice) + 1 * thePip);
theDC = Math.round(theDC);
} else if (theAdvantage === 0.75) {
// Standard 3:2:1 points ratio doesn't work.
theDC = (1 + theAdvantage) * ( 2.96 * Number(dice) + 1.65 * Number(halfDice) + 0.71 * thePip);
theDC = Math.ceil(theDC);
} else if (theAdvantage === 1) {
theDC = (1 + theAdvantage) * ( 3 * Number(dice) + 2 * Number(halfDice) + 1 * thePip);
// Need disambiguation.
if (thePip === -1) {
theDC += 1;
}
theDC = Math.round(theDC);
} else if (theAdvantage === 1.25) {
theDC = (1 + theAdvantage) * ( 3 * Number(dice) + 2 * Number(halfDice) + 1 * thePip);
// Need disambiguation.
if (thePip === -1) {
theDC += 1;
if (theDC === 19) {
theDC += 1;
}
}
theDC = Math.ceil(theDC);
} else if (theAdvantage === 1.5) {
theDC = (1 + theAdvantage) * ( 3 * Number(dice) + 2 * Number(halfDice) + 1 * thePip);
// Need disambiguation.
if (thePip === -1) {
theDC += 2;
if (theDC === 14.5) {
theDC -= 1;
} else if (theDC === 29) {
theDC -= 1;
}
}
theDC = Math.ceil(theDC);
} else if (theAdvantage === 1.75) {
theDC = (1 + theAdvantage) * ( 3 * Number(dice) + 2 * Number(halfDice) + 1 * thePip);
// Need disambiguation.
if (thePip === -1) {
theDC += 2;
}
theDC = Math.ceil(theDC);
} else {
// (theAdvantage === 2)
theDC = (1 + theAdvantage) * ( 3 * Number(dice) + 2 * Number(halfDice) + 1 * thePip);
if (thePip === -1) {
theDC += 2;
}
theDC = Math.ceil(theDC);
}
}
return {
advantage: theAdvantage,
normal: isNormal,
DC: theDC,
d6: Number(dice),
d3: Number(halfDice),
pip: thePip,
adds: Number(theAdds)
};
}
function getDamageDice(damageClass, advantage, isNormal, thePip) {
// Converts Damage Class into Damage Dice following the tables of 6E2 101 and the Expanded Damage Tables.
// This is not exactly straightforward and requires special cases.
//
// Note that for killing damage cases with zero advantage AND
// if thePip is -1 the function will convert xd6+d3 to (x+1)d6-1.
// Pass -1 to thePip if base damage has -1 or if the player option is for (x+1)d6-1.
let normDC = (damageClass/(1+advantage)).toFixed(3);
let integerPart = Math.floor(normDC);
let remainder = (normDC - integerPart).toFixed(3);
let numberOfD6 = 0;
let numberOfD3 = 0;
let theAdds = 0;
let plusPipHigh = 0;
let plusPipLow = 0;
let minusPipHigh = 0;
let minusPipLow = 0;
let limitD3 = 0;
let limitD6 = 0;
let dice = "0";
if (isNormal) {
// Conditions leading to zero, half, or full d6 rounding differs by advantage.
if (advantage === 0.25) {
limitD3 = 0.55;
} else if (advantage === 0.5) {
limitD3 = 0.60;
} else if (advantage === 0.75) {
limitD3 = 0.4;
limitD6 = 0.8;
} else if (advantage === 1) {
limitD3 = 0.45;
} else if (advantage === 1.25) {
limitD3 = 0.55;
} else if (advantage === 1.5) {
limitD3 = 0.55;
} else if (advantage === 1.75) {
limitD3 = 0.50;
} else {
limitD3 = 0.50;
}
} else {
// Killing damage dice conditions.
if (advantage === 0) {
plusPipLow = 0.2;
plusPipHigh = 0.4;
limitD3 = 0.65;
} else if (advantage === 0.25) {
plusPipLow = 0.2;
limitD3 = 0.65;
plusPipHigh = 0.55;
} else if (advantage === 0.5) {
plusPipLow = 0.2;
plusPipHigh = 0.5;
limitD3 = 0.55;
minusPipLow = 0.75;
} else if (advantage === 0.75) {
plusPipLow = 0.18;
plusPipHigh = 0.4;
limitD3 = 0.47;
minusPipLow = 0.72;
minusPipHigh = 0.91;
} else if (advantage === 1) {
plusPipLow = 0.2;
plusPipHigh = 0.51;
limitD3 = 0.55;
minusPipLow = 0.8;
} else if (advantage === 1.25) {
plusPipLow = 0.2;
plusPipHigh = 0.45;
limitD3 = 0.5;
minusPipLow = 0.8;
} else if (advantage === 1.5) {
plusPipLow = 0.27;
plusPipHigh = 0.61;
limitD3 = 0.62;
minusPipLow = 0.85;
} else if (advantage === 1.75) {
plusPipLow = 0.33;
plusPipHigh = 0.64;
limitD3 = 0.65;
minusPipLow = 0.905;
} else {
// advantage === 2
plusPipLow = 0.25;
plusPipHigh = 0.64;
limitD3 = 0.65;
minusPipLow = 0.85;
}
}
// Construct Hero standard dice string.
if (isNormal) {
// Determine xd6 + (0 or 1)d3.
if (advantage === 0) {
numberOfD6 = damageClass;
numberOfD3 = 0;
} else if (advantage === 0.25) {
numberOfD6 = Math.floor(normDC);
// Special cases.
if ( (damageClass % 5) === 1) {
numberOfD3 = 1;
} else if (damageClass === 2) {
numberOfD6 = 1;
}
} if (advantage === 0.75) {
numberOfD6 = Math.floor(normDC);
if ((remainder > limitD3) && (remainder < limitD6)) {
numberOfD3 = 1;
} else if (remainder > limidD6) {
numberOfD6 += 1;
}
} else {
numberOfD6 = Math.floor(normDC);
if (remainder > limitD3) {
numberOfD3 = 1;
}
}
// Assemble standard hero normal damage string.
if (numberOfD6 !== 0) {
dice = numberOfD6.toString() + "d6";
if (numberOfD3 !== 0) {
dice = dice + "+" + numberOfD3.toString() + "d3";
}
} else if ((numberOfD6 === 0) && (numberOfD3 !== 0)) {
dice = numberOfD3.toString() + "d3";
}
} else {
normDC = (damageClass/(1+advantage)/3).toFixed(3);
integerPart = Math.floor(normDC);
remainder = (normDC - integerPart).toFixed(3);
numberOfD6 = integerPart;
if (advantage === 0) {
if ((remainder > plusPipLow) && (remainder < plusPipHigh)) {
theAdds = 1;
} else if (remainder > limitD3) {
if (thePip === -1) {
numberOfD6 += 1;
numberOfD3 = 0;
theAdds = -1;
} else {
numberOfD3 = 1;
}
}
} else if (advantage === 0.25) {
// Follows a different method.
numberOfD6 = Math.floor(damageClass/4);
remainder = damageClass % 4;
if (remainder === 0) {
numberOfD3 = 0;
theAdds = 0;
} else if (remainder === 1) {
numberOfD3 = 0;
theAdds = 1;
} else if (remainder === 2) {
numberOfD3 = 1;
theAdds = 0;
} else if (remainder === 3) {
numberOfD6 += 1;
numberOfD3 = 0;
theAdds = -1;
}
} else if (advantage === 0.5) {
if ((remainder > plusPipLow) && (remainder < plusPipHigh)) {
theAdds = 1;
} else if (remainder > minusPipLow) {
theAdds = -1;
numberOfD6 += 1;
} else if (remainder > limitD3) {
numberOfD3 = 1;
theAdds = 0;
}
// Special case: player wants xd6-1, which isn't in the table.
if (( (damageClass % 9) === 3) && (thePip === -1)) {
numberOfD6 += 1;
numberOfD3 = 0;
theAdds = -1;
} else if (( (damageClass % 9) === 4) && (thePip === -1)) {
theAdds = 0;
}
} else if (advantage === 0.75) {
if ((remainder > plusPipLow) && (remainder < plusPipHigh)) {
theAdds = 1;
} else if ((remainder > minusPipLow) && (remainder < minusPipHigh)) {
theAdds = -1;
numberOfD6 += 1;
} else if (remainder > limitD3) {
numberOfD3 = 1;
}
// More special cases
if (damageClass === 26) {
numberOfD6 = 5;
numberOfD3 = 0;
} else if (damageClass === 30) {
numberOfD6 = 6;
numberOfD3 = 0;
theAdds = -1;
}
} else {
if ((remainder > plusPipLow) && (remainder < plusPipHigh)) {
theAdds = 1;
} else if (remainder > minusPipLow) {
theAdds = -1;
numberOfD6 += 1;
} else if (remainder > limitD3) {
numberOfD3 = 1;
}
}
// Assemble standard hero killing damage string.
if (numberOfD6 !== 0) {
dice = numberOfD6.toString() + "d6";
if (numberOfD3 !== 0) {
dice += "+" + numberOfD3.toString() + "d3";
}
if (theAdds > 0) {
dice += "+1";
} else if (theAdds < 0) {
dice += "-1";
}
} else if (numberOfD3 !== 0) {
dice = numberOfD3.toString() + "d3";
if (theAdds > 0) {
dice += "+1";
} else if (theAdds < 0) {
dice += "-1";
}
} else {
if (theAdds > 0) {
dice = "+1";
} else {
dice = "0";
}
}
}
// Return text string.
return dice;
}
function standardDamageString(d6, d3, pip, adds) {
return d6.toString()+"d6+"+d3.toString()+"d3+"+(pip+adds).toString();
}
arrayOf(maxWeaponNum).forEach(num => {
// This function attempts to clean weapon damage text input into text more likely to be rollable dice.
// Only characters 0-9, d, D, +, and - are passed to attack rolls.
// Calculates base damage class (DC) accounting for weapon advantages.
// Dice other than d6 and d3 will break the DC. **** Or do we refuse to allow them? ****
var weaponId = String(num).padStart(2,'0');
on(`change:weaponDamage${weaponId} change:weaponAdvantage${weaponId} change:weaponNormalDamage${weaponId} change:weaponCSL${weaponId} change:weaponEnhancedByStr${weaponId} change:weaponStrengthMin${weaponId} change:weaponStrength${weaponId} change:optionD6MinusOne`, function () {
getAttrs(["weaponDamage"+weaponId, "weaponAdvantage"+weaponId, "weaponNormalDamage"+weaponId, "weaponCSL"+weaponId, "optionWeaponDamageCap", "optionD6MinusOne", "weaponEnhancedByStr"+weaponId, "weaponStrengthMin"+weaponId, "weaponStrength"+weaponId, "strengthNet"], function(values) {
var attributes = new Object();
let theDamage = values["weaponDamage"+weaponId]||"";
let theAdvantage = parseFloat(values["weaponAdvantage"+weaponId])||0;
let isNormal = (values["weaponNormalDamage"+weaponId] === "on") ? true : false;
// Parse damage string
let damageObject = createDamageObject(theDamage, isNormal, theAdvantage);
let theDC = damageObject.DC;
let thePip = damageObject.pip;
// Modifiers and options
let capDamage = (values.optionWeaponDamageCap === "on") ? true : false;
let optionMinusOne = (values.optionD6MinusOne === "on") ? true : false;
let damageLevels = Math.max(0, (parseInt(values["weaponCSL"+weaponId]/2)||0) );
let strengthEnhanced = (values["weaponEnhancedByStr"+weaponId] === "on") ? true : false;
let strengthApplied = parseInt(values["weaponStrength"+weaponId])||0;
let minStrength = parseInt(values["weaponStrengthMin"+weaponId])||0;
let stengthLevels = 0;
let adjustedDC = 0;
let adjustedDamage = theDamage;
let penaltyOCV = 0;
// Prevent out of range strength.
if (minStrength < 1) {
// Avoid division by zero.
minStrength = 1;
attributes["weaponStrengthMin"+weaponId] = 1;
} else if (strengthApplied > values.strengthNet) {
strengthApplied = values.strengthNet;
attributes["weaponStrength"+weaponId] = strengthApplied;
}
// Determine DCs increased by strength.
if (strengthApplied >= minStrength) {
strengthLevels = Math.floor((strengthApplied - minStrength)/5);
if (strengthEnhanced) {
damageLevels += strengthLevels;
}
} else {
strengthLevels = -heroRoundLow(-(strengthApplied - minStrength)/5);
penaltyOCV = strengthLevels;
if (strengthEnhanced) {
damageLevels += strengthLevels;
}
}
// Adjust DC due to Strength levels and CSLs.
if (damageLevels > theDC) {
adjustedDC = 2*theDC;
} else {
adjustedDC = theDC + damageLevels;
}
// Prevent a negative DC.
if (adjustedDC < 0) {
adjustedDC = 0;
}
// Make preference for d6-1 over d3 where ambiguous as per player option.
if ( (optionMinusOne) && (!isNormal) && (theAdvantage === 0) ) {
thePip = -1;
} else if ( (optionMinusOne) && (!isNormal) && (theAdvantage === 0.5) && ( (theDC % 9) === 3) ) {
thePip = -1;
}
// Calculate final weapon damage
adjustedDamage = getDamageDice(adjustedDC, theAdvantage, isNormal, thePip);
attributes["hiddenWeaponSign"+weaponId] = thePip;
attributes["hiddenWeaponDamage"+weaponId] = adjustedDamage;
attributes["weaponAdjustedDamage"+weaponId] = adjustedDamage;
attributes["weaponAdjustedDC"+weaponId] = adjustedDC;
attributes["WeaponDC"+weaponId] = theDC;
attributes["weaponPenalty"+weaponId] = penaltyOCV;
setAttrs(attributes);
});
});
});
on("change:rangeManeuver change:rangeMartial change:rangePower", function () {
// Synchronize range choices with target range.
getAttrs(["rangeManeuver", "rangeMartial", "rangePower", "rangeToTarget"], function(values) {
let newRange;
const maneuverRange = parseInt(values.rangeManeuver)||0;
const martialRange = parseInt(values.rangeMartial)||0;
const powerRange = parseInt(values.rangePower)||0;
if (martialRange === maneuverRange) {
newRange = powerRange;
} else if (martialRange === powerRange) {
newRange = maneuverRange;
} else {
newRange = martialRange;
}
setAttrs({
"rangeManeuver":newRange,
"rangeMartial":newRange,
"rangePower":newRange,
"rangeToTarget":newRange
});
});
});
// Show set weapon damage dialog
arrayOf(maxWeaponNum).forEach(num => {
var weaponId = String(num).padStart(2,'0');
on(`clicked:setDamage${weaponId}`, (info) => {
getAttrs(["activateDeleteChecks"], function(values) {
if (values.activateDeleteChecks !== "on") {
setAttrs({
"setDamageToggle":weaponId
});
}
});
});
});
// Correct out of range STUNx
arrayOf(maxWeaponNum).forEach(num => {
var weaponId = String(num).padStart(2,'0');
on(`change:weaponStunMod${weaponId}`, (info) => {
getAttrs(["weaponStunMod"+weaponId], function(values) {
var attributes = new Object();
let min = 0;
let max = 2;
let STUNx = parseInt(values["weaponStunMod"+weaponId]||0);
attributes["weaponStunMod"+weaponId] = Math.min(Math.max(STUNx, min), max);
setAttrs(attributes);
});
});
});
// Range Based on Strength
arrayOf(maxWeaponNum-1).forEach(num => {
var weaponId = String(num).padStart(2,'0');
on(`change:rangeBasedOnStr${weaponId} change:weaponMass${weaponId} change:weaponStrength${weaponId}`, (info) => {
getAttrs(["rangeBasedOnStr"+weaponId, "weaponMass"+weaponId, "weaponStrength"+weaponId], function(values) {
var attributes = new Object();
let getRange = (values["rangeBasedOnStr"+weaponId] === "on") ? true : false;
let mass = parseInt(values["weaponMass"+weaponId])||0;
let strengthUsed = parseInt(values["weaponStrength"+weaponId])||0;
let range = 0;
let strMin = 0;
let delta = 0;
if (getRange) {
if (mass <= 8) {
strMin = 1;
} else if (mass <= 16) {
strMin = 2;
} else if (mass <= 25) {
strMin = 3;
} else if (mass <= 38) {
strMin = 4;
} else {
strMin = 5 * Math.log2(mass/25);
}
delta = Math.floor(strengthUsed - strMin);
if ((getRange) && (delta > 0)) {
for (let i = 1; i < delta; i++) {
if (i < 4) {
range += 2;
} else if ( (i % 5) < 2) {
range += 1;
} else {
range += 2;
}
}
}
attributes["weaponRange"+weaponId] = range/2;
setAttrs(attributes);
}
});
});
});
// Show weapons
on("clicked:buttonSetOK", function () {
setAttrs({
"setDamageToggle":0
});
});
// Roll weapon damage
on("clicked:hiddenDamageRoll", function () {
getAttrs(["hiddenIsNormal", "hiddenIsContest", "hiddenIsPower", "hiddenIsAoE", "hiddenStunMod", "hiddenMessage", "optionHitLocationSystem", "whisperToGM", "character_title", "dingbat"], function(values) {
var theRoll = values.whisperToGM||"";
let useHitLocations = (values.optionHitLocationSystem === "on") ? true : false;
let isNormal = (values.hiddenIsNormal === "true") ? true : false;
let isContest = (values.hiddenIsContest === "true") ? true : false;
let isPower = (values.hiddenIsPower === "true") ? true : false;
let isAoE = (values.hiddenIsAoE === "true") ? true : false;
let dmgType = (isContest || isPower) ? "ATTR" : (isNormal ? "STUN" : "BODY");
let otherDmgType = (isContest || isPower) ? "PIPS" : (isNormal ? "BODY" : "STUN");
let stunMod = Math.max(-2, Math.min(2, (parseInt(values.hiddenStunMod)||0)));
let theMessage;
let theHitLocation;
let theSTUNMultiplier = Math.floor(Math.random()*3 + 1);
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
theRoll += "&{template:custom"+ (isPower ? "-power" : "") + (isNormal ? "-normal" : "") + (isContest ? "-contest" : "") + "-damage} ";
theRoll += "{{title=@{character_name}"+dingbat+"@{character_title}}} ";
theRoll += "{{subtitle=" + values.hiddenMessage + (isContest ? " Strength Contest " : (isPower ? " Result " : " Damage ")) + "}} ";
theRoll += "{{"+dmgType+"=[[@{hiddenDamage}]]}}";
theRoll += "{{"+otherDmgType+"=[[0[See "+dmgType+"]]]}}";
if (useHitLocations && !isContest & !isPower) {
theRoll += " {{HITLOC=[[@{targetHitRoll}]]}}";
}
startRoll(theRoll, (results) => {
let theResult = new Object();
var computed = parseInt(results.results[dmgType].result)||0;
// Get hit location message if system used.
if (useHitLocations && !isContest && !isAoE && !isPower) {
theHitLocation = hitLocationDetails(results.results.HITLOC.result);
theMessage = isNormal ? theHitLocation.normalMessage : theHitLocation.killMessage;
theSTUNMultiplier = Math.max(1, (theHitLocation.STUNx + stunMod));
} else if (!useHitLocations && !isContest && !isAoE && !isPower) {
theSTUNMultiplier = Math.max(1, (theSTUNMultiplier + stunMod));
} else if (isAoE && !isContest && !isPower) {
theMessage = "AoE";
theSTUNMultiplier = Math.max(1, (theSTUNMultiplier + stunMod));
}
if (isPower || isContest || isNormal) {
// Convert dice roll to equivalent BODY damage.
computed = convertStunToBody(results.results[dmgType].rolls);
} else {
computed *= theSTUNMultiplier;
computed = String(computed) + " (BODY x" + theSTUNMultiplier + ")";
}
theResult[otherDmgType] = computed;
if (useHitLocations && !isContest) {
theResult.HITLOC = theMessage;
}
finishRoll(results.rollId, theResult);
});
});
});
// Roll attack for Weapon XX.
arrayOf(maxWeaponNum).forEach(num => {
var weaponId = String(num).padStart(2,'0');
on(`clicked:attackWeapon${weaponId}`, (info) => {
getAttrs(["useManeuvers", "martialManeuverSelection"], function(values) {
if (values.useManeuvers === "false") {
// Activate martial maneuver
let martialManeuverSelection = values.martialManeuverSelection;
let maneuverId = martialManeuverSelection.slice(-2);
weaponMartialAttack(weaponId, maneuverId);
} else {
// Activate standard maneuver
weaponAttack(weaponId);
}
});
});
});
// Function for handling standard maneuver weapon attacks.
function weaponAttack(weaponId) {
getAttrs(["weaponName"+weaponId, "weaponNormalDamage"+weaponId, "weaponStunMod"+weaponId, "weaponEndurance"+weaponId, "weaponAreaEffect"+weaponId, "weaponRangeMod"+weaponId, "hiddenWeaponSign"+weaponId, "weaponAdjustedDC"+weaponId, "hiddenWeaponDamage"+weaponId, "weaponDC"+weaponId, "weaponDamage"+weaponId, "weaponOCV"+weaponId, "weaponStrength"+weaponId, , "weaponStrengthMin"+weaponId, "weaponEnhancedByStr"+weaponId, "weaponAdvantage"+weaponId, "weaponCSL"+weaponId, "optionAutoSubtractEND", "optionHitLocationSystem", "optionD6MinusOne", "optionWeaponDamageCap", "whisperToGM", "character_title", "displayDegreeOfSuccess", "rangeToTarget", "rangeOCVpenalty", "maneuverSelection", "maneuverDCVmod", "maneuverOCVmod", "variableOCVmod", "checkBrace", "checkSet", "strengthNet", "currentDCV", "moveVelocity", "hiddenBasicDamage", "dingbat", "ocvNet", "targetOCVpenalty", "variableOCVmod"], function(values) {
var theRoll = values.whisperToGM||"";
var attributes = new Object();
let isAoE = (values["weaponAreaEffect"+weaponId] === "on") ? true : false;
const useHitLocations = (values.optionHitLocationSystem === "on") ? true : false;
const optionMinusOne = (values.optionD6MinusOne === "on") ? true : false;
let isNormal = (values["weaponNormalDamage"+weaponId] === "on") ? true : false;
let dispDoS = (values.displayDegreeOfSuccess === "on") ? true : false;
let stunMod = parseInt(values["weaponStunMod"+weaponId])||0;
let subtractENDAmt = parseInt(values["weaponEndurance"+weaponId])||0;
let dmgType = isNormal ? "STUN" : "BODY";
let otherDmgType = isNormal ? "BODY" : "STUN";
let rollMessage = "attack";
let damageLabel = "Damage";
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
const modLimit = 20;
// Update weapon damage for maneuvers that add damage.
let adjustedDC = parseInt(values["weaponAdjustedDC"+weaponId])||0;
let baseDC = parseInt(values["weaponDC"+weaponId])||0;
let theAdvantage = parseFloat(values["weaponAdvantage"+weaponId])||0;
let theSign = parseInt(values["hiddenWeaponSign"+weaponId])||0;
let capDamage = (values.optionWeaponDamageCap === "on") ? true : false;
let strengthApplied = parseInt(values["weaponStrength"+weaponId])||0;
let minStrength = parseInt(values["weaponStrengthMin"+weaponId])||0;
let strengthEnhanced = (values["weaponEnhancedByStr"+weaponId] === "on") ? true : false;
let damageLevels = parseInt(values["weaponCSL"+weaponId]/2)||0;
let velocity = parseInt(values["moveVelocity"])||0;
let velocityDC = 0;
// CV
let netDCV = parseInt(values["currentDCV"])||3;
let netOCV = parseInt(values["ocvNet"])||3;
let maneuverOCV = 0;
let maneuverDCV = 0;
let weaponOCV =parseInt(values["weaponOCV"+weaponId])||0;
let penaltyOCV = 0;
let strengthPenalty = false;
let halfDCV = false;
// Modifiers
let isShield = (weaponId === "06") ? true : false;
let isSet = (values.checkSet === "on") ? true : false;
let isBraced = (values.checkBrace === "on") ? true : false;
let braceMod = 0;
let rangeMod = (parseInt(values["weaponRangeMod"+weaponId])||0);
let dcvMod = parseInt(values.maneuverDCVmod)||0;
let ocvMod = parseInt(values.maneuverOCVmod)||0;
let isRanged = false;
let theRangePenalty = parseInt(values.rangeOCVpenalty)||0;
let hasRangePenalty = true;
let targetPenalty = parseInt(values["targetOCVpenalty"])||0;
// Limit DCV mod.
dcvMod = Math.max(0, (Math.min(modLimit, dcvMod)) );
ocvMod = Math.max(0, (Math.min(modLimit, ocvMod)) );
// Braced modifiers.
if (isBraced) {
braceMod = 2;
halfDCV = true;
}
// Maneuver message and DCV and damage mods.
if (values.maneuverSelection === "haymaker") {
rollMessage = "Haymaker " + (isNormal ? "" : "Killing ") + " Attack";
// CV
maneuverOCV = 0;
maneuverDCV = -5;
halfDCV = isBraced ? true : false;
// Damage
if (capDamage) {
if ((adjustedDC + 4) > 2 * baseDC) {
adjustedDC = 2 * baseDC;
} else {
adjustedDC += 4;
}
} else {
adjustedDC += 4;
}
attributes.hiddenDamage = getDamageDice(adjustedDC, theAdvantage, isNormal, theSign);
attributes.hiddenStunMod = stunMod;
attributes.hiddenIsNormal = isNormal ? "true" : "false";
attributes.hiddenIsContest = "false";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
attributes.hiddenIsAoE = isAoE ? "true" : "false";
} else if ( (values.maneuverSelection === "moveBy") || (values.maneuverSelection === "moveThrough") ) {
if (values.maneuverSelection === "moveBy") {
// Message
rollMessage = "Move By " + (isNormal ? "" : "Killing ") + " Attack";
// CV
maneuverOCV = -2;
maneuverDCV = -2;
// Velocity DC added
velocityDC = Math.floor(velocity/10);
} else {
// Message
rollMessage = "Move Through " + (isNormal ? "" : "Killing ") + " Attack";
// CV
maneuverDCV = -3;
maneuverOCV = -1 * Math.floor(velocity/10);
// Velocity DC added
velocityDC = Math.floor(velocity/6);
}
// Move By reduces Strength by 1/2, which means we need to recalculate the weapon's DC.
adjustedDC = baseDC;
if (heroRoundHigh( (parseInt(values.strengthNet)||0)/2) < strengthApplied) {
strengthApplied = heroRoundHigh( (parseInt(values.strengthNet)||0)/2);
}
if (strengthApplied >= minStrength) {
strengthLevels = Math.floor((strengthApplied - minStrength)/5);
if (strengthEnhanced) {
damageLevels += strengthLevels;
}
} else {
strengthLevels = -heroRoundLow(-(strengthApplied - minStrength)/5);
penaltyOCV += strengthLevels;
strengthPenalty = true;
if (strengthEnhanced) {
damageLevels += strengthLevels;
}
}
// Recalculate damage with velocity and new strength.
if (capDamage) {
if ( (adjustedDC + velocityDC + damageLevels) > (2 * baseDC) ) {
adjustedDC = 2 * baseDC;
} else {
adjustedDC += velocityDC + damageLevels;
}
} else {
adjustedDC += velocityDC + damageLevels;
}
// Prevent a negative DC.
if (adjustedDC < 0) {
adjstedDC = 0;
}
attributes.hiddenDamage = getDamageDice(adjustedDC, theAdvantage, isNormal, theSign);
attributes.hiddenStunMod = stunMod;
attributes.hiddenIsNormal = isNormal ? "true" : "false";
attributes.hiddenIsContest = "false";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
attributes.hiddenIsAoE = "false";
attributes.rangeManeuver = 0;
attributes.checkSet = 0;
attributes.checkBrace = 0;
} if (values.maneuverSelection === "multipleAttack") {
rollMessage = "Multiple " + (isNormal ? "" : "Killing ") + "Attack";
// CV
maneuverOCV = parseInt(values.variableOCVmod)||0;
maneuverDCV = 0;
halfDCV = true;
attributes.hiddenDamage = getDamageDice(adjustedDC, theAdvantage, isNormal, theSign);
attributes.hiddenStunMod = stunMod;
attributes.hiddenIsNormal = isNormal ? "true" : "false";
attributes.hiddenIsContest = "false";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
attributes.hiddenIsAoE = isAoE ? "true" : "false";
} else if (values.maneuverSelection === "strike") {
rollMessage = (isNormal ? "" : "Killing ") + "Strike";
// CV
maneuverOCV = 0;
maneuverDCV = 0;
halfDCV = isBraced ? true : false;
attributes.hiddenDamage = values["hiddenWeaponDamage"+weaponId]||0;
attributes.hiddenStunMod = stunMod;
attributes.hiddenIsNormal = isNormal ? "true" : "false";
attributes.hiddenIsContest = "false";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
attributes.hiddenIsAoE = isAoE ? "true" : "false";
} else if (values.maneuverSelection === "disarm") {
rollMessage = "Disarm";
damageLabel = "Contest";
maneuverOCV = -2;
maneuverDCV = 0;
if ( ((parseInt(values.rangeToTarget)||0) > 8) || isBraced || isSet) {
isRanged = true;
}
attributes.hiddenDamage = isRanged ? getDamageDice(baseDC, 0, true, 1) : values.hiddenBasicDamage;
attributes.hiddenIsNormal = "false";
attributes.hiddenIsContest = "true";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
} else if (values.maneuverSelection === "block") {
// CV
maneuverOCV = parseInt(values.variableOCVmod)||0;
maneuverDCV = 0;
attributes.hiddenMessage = rollMessage;
attributes.rangeManeuver = 0;
attributes.checkSet = 0;
attributes.checkBrace = 0;
}
netDCV = getNetDCV(netDCV, maneuverDCV+dcvMod, halfDCV);
netOCV += maneuverOCV + ocvMod + weaponOCV;
// Experimental
netOCV -= (isAoE ? 0 : 1)*targetPenalty;
netOCV += isSet ? 1 : 0;
netOCV -= Math.max(0, theRangePenalty - rangeMod - (isBraced ? braceMod : 0));
attributes.ephemeralOCV = netOCV;
attributes.ephemeralDCV = netDCV;
// Send changes for use with damage roll template functions.
setAttrs(attributes);
// Create dice rolling text to send to a roll dialog.
if ((values.maneuverSelection === "haymaker") || (values.maneuverSelection === "multipleAttack") || (values.maneuverSelection === "strike") || (values.maneuverSelection === "moveThrough") || (values.maneuverSelection === "moveBy") || (values.maneuverSelection === "disarm")) {
// First, check to see if this is a ranged attack.
if ( (values.maneuverSelection === "moveThrough") || (values.maneuverSelection === "moveBy") ) {
isRanged = false;
} else if ( ((parseInt(values.rangeToTarget)||0) > 8) || isBraced || isSet) {
isRanged = true;
rollMessage = "Ranged " + rollMessage;
}
// However, if the weapon's RMod plus braceMod is better than the range penalty, we'll skip range modifiers.
if (((parseInt(values["weaponRangeMod"+weaponId])||0) + braceMod) > (parseInt(values.rangeOCVpenalty)||0)) {
hasRangePenalty = false;
}
// Begin roll template
if (values.maneuverSelection === "disarm") {
theRoll += "&{template:custom-contest} ";
theRoll += "{{title=@{character_name}"+dingbat+"@{character_title}}}";
theRoll += "{{subtitle=" + rollMessage + " with " + values["weaponName"+weaponId] + "}}";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
} else {
// If isNormal is TRUE, use the Normal Damage template.
theRoll += "&{template:custom"+(isNormal ? "-normal" : "") + "-attack}";
theRoll += "{{title=@{character_name}"+dingbat+"@{character_title}}}";
theRoll += "{{subtitle=" + rollMessage + " with " + values["weaponName"+weaponId] + "}} ";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
// theRoll += "{{data=[[@{currentDCV}[CurrentDCV]+"+maneuverDCV.toString()+"]]}}";
}
// Attack and damage rolls.
if (isRanged && hasRangePenalty) {
if (dispDoS) {
theRoll += "{{Hit DCV=[[11-3d6cf6cs1[Roll]+@{ocv}[OCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]" + (isSet ? "+1[Set]" :"") +"+@{weaponOCV"+weaponId+"}[WeaponOCV]-[[" + (isAoE ? 0 : 1) + "*@{targetOCVPenalty}]][TargetOCV]+@{weaponPenalty"+weaponId+"}[Strength]-@{rangeOCVPenalty}[RangeOCV]+@{weaponRangeMod"+weaponId+"}[RangeMod]"+ (isBraced ? "+2[Braced]" :"") +"+(?{Modifiers|0})[Modifiers]]]}} ";
} else {
theRoll += "{{OCV=[[@{ocv}[OCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]" + (isSet ? "+1[Set]" :"") +"+@{weaponOCV"+weaponId+"}[WeaponOCV]-[[" + (isAoE ? 0 : 1) + "*@{targetOCVPenalty}]][TargetOCV]+@{weaponPenalty"+weaponId+"}[Strength]-@{rangeOCVPenalty}[RangeOCV]+@{weaponRangeMod"+weaponId+"}[RangeMod]"+ (isBraced ? "+2[Braced]" :"") +"+(?{Modifiers|0})[Modifiers]]]}}" + "{{Result=[[3d6cf6cs1]]}}"
}
} else {
if (dispDoS) {
theRoll += "{{Hit DCV=[[11-3d6cf6cs1[Roll]+@{ocv}[OCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]" + (isSet ? "+1[Set]" :"") +"+@{weaponOCV"+weaponId+"}[WeaponOCV]" + (isShield ? "-[[@{shieldDCV}]][ShieldDCV]" : "") + "-[[" + (isAoE ? 0 : 1) + "*@{targetOCVPenalty}]][TargetOCV]" + (strengthPenalty ? ("+" + penaltyOCV.toString() + "[Strength]") : ("+@{weaponPenalty"+weaponId+"}[Strength]")) + (isRanged ? "-0[NetRangePenalty]" :"") +"+(?{Modifiers|0})[Modifiers]]]}} ";
} else {
theRoll += "{{OCV=[[@{ocv}[OCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]" + (isSet ? "+1[Set]" :"") +"+@{weaponOCV"+weaponId+"}[WeaponOCV]"+ (isShield ? "-[[@{shieldDCV}]][ShieldDCV]" : "") + "-[[" + (isAoE ? 0 : 1) + "*@{targetOCVPenalty}]][TargetOCV]" + (strengthPenalty ? ("+" + penaltyOCV.toString() + "[Strength]") : ("+@{weaponPenalty"+weaponId+"}[Strength]")) + (isRanged ? "-0[NetRangePenalty]" :"") +"+(?{Modifiers|0})[Modifiers]]]}}" + "{{Result=[[3d6cf6cs1]]}}"
}
}
theRoll += (subtractENDAmt ? "{{END=[[@{weaponEndurance"+weaponId+"}]] (@{currentEND})}}" : "");
theRoll += "{{" + damageLabel + " = [Roll](~hiddenDamageRoll)}}";
} else if (values.maneuverSelection === "block") {
// Blocking Roll
theRoll += "&{template:custom-defense} {{title=@{character_name}"+dingbat+"@{character_title}}}";
theRoll += "{{subtitle=Blocks with @{weaponName"+weaponId+"}}} ";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
if (dispDoS) {
theRoll += "{{versus OCV=[[11-3d6cf6cs1[Roll]+@{ocv}[OCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]+@{weaponOCV"+weaponId+"}[WeaponOCV]" + (isShield ? "+[[@{shieldDCV}]][ShieldDCV]" : "") + "+@{weaponPenalty"+weaponId+"}[Strength]+(?{Modifiers|0})[Modifiers]]]}} ";
} else {
theRoll += "{{OCV=[[@{ocv}[OCV]+@{weaponOCV"+weaponId+"}[WeaponOCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]" + (isShield ? "+[[@{shieldDCV}]][ShieldDCV]" : "") + "+@{weaponPenalty"+weaponId+"}[Strength]+(?{Modifiers|0})[Modifiers]]]}} " + "{{Result=[[3d6cf6cs1]]}}";
}
theRoll += (subtractENDAmt ? "{{END=[[1]] (@{currentEND})}}" : "");
}
startRoll(theRoll, (results) => {
let theResult = new Object();
// Subtract END cost if option checked.
if (values.optionAutoSubtractEND != 0) {
subtractEndurance(subtractENDAmt);
}
finishRoll(results.rollId, theResult);
});
});
}
// Function for handling martial maneuver weapon attacks.
function weaponMartialAttack(weaponId, maneuverId) {
getAttrs(["weaponName"+weaponId, "weaponNormalDamage"+weaponId, "weaponStunMod"+weaponId, "weaponEndurance"+weaponId, "weaponAreaEffect"+weaponId, "weaponRangeMod"+weaponId, "hiddenWeaponSign"+weaponId, "weaponAdjustedDC"+weaponId, "hiddenWeaponDamage"+weaponId, "weaponOCV"+weaponId, "weaponDC"+weaponId, "weaponDamage"+weaponId, "weaponStrength"+weaponId, , "weaponStrengthMin"+weaponId, "weaponEnhancedByStr"+weaponId, "weaponAdvantage"+weaponId, "weaponCSL"+weaponId, "hiddenMartialManeuverDamage"+maneuverId, "martialManeuverNormal"+maneuverId, "martialManeuverPhase"+maneuverId, "martialManeuverEffect"+maneuverId, "martialManeuverStunMod"+maneuverId, "martialManeuverStrMod"+maneuverId, "martialManeuverOCVmod"+maneuverId, "martialManeuverDCVmod"+maneuverId, "martialManeuverRNGmod"+maneuverId, "martialManeuverOCV"+maneuverId,"martialManeuverDCV"+maneuverId, "martialManeuverDC"+maneuverId, "martialManeuverName"+maneuverId, "martialManeuverEndurance"+maneuverId, "martialManeuverType"+maneuverId, "optionAutoSubtractEND", "optionHitLocationSystem", "optionWeaponDamageCap", "whisperToGM", "character_title", "displayDegreeOfSuccess", "rangeToTarget", "rangeOCVpenalty", "maneuverSelection", "checkBrace", "checkSet", "strengthNet", "currentDCV", "moveVelocity", "hiddenBasicDamage", "dingbat", "ocvNet", "targetOCVpenalty"],
function(values) {
var theRoll = values.whisperToGM||"";
var attributes = new Object();
let isAoE = (values["weaponAreaEffect"+weaponId] === "on") ? true : false;
let useHitLocations = values.optionHitLocationSystem != 0;
let dispDoS = (values.displayDegreeOfSuccess === "on") ? true : false;
let isNormal = (values["weaponNormalDamage"+weaponId] === "on") ? true : false;
let isAttack = (values["martialManeuverType"+maneuverId] === "weaponAttack") ? true : false;
let isBlocking = (values["martialManeuverType"+maneuverId] === "weaponBlock") ? true : false;
let isContest = (values["martialManeuverType"+maneuverId] === "weaponContest") ? true : false;
let stunMod = parseInt(values["weaponStunMod"+weaponId])||0;
let rollMessage = (isNormal ? "Normal" : "Killing") + " Attack";
let damageLabel = "Damage";
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
// Update weapon damage for maneuvers that add damage.
let adjustedDC = parseInt(values["weaponAdjustedDC"+weaponId])||0;
let baseDC = parseInt(values["weaponDC"+weaponId])||0;
let theAdvantage = parseFloat(values["weaponAdvantage"+weaponId])||0;
let theSign = parseInt(values["hiddenWeaponSign"+weaponId])||0;
let capDamage = (values.optionWeaponDamageCap === "on") ? true : false;
let strengthApplied = parseInt(values["weaponStrength"+weaponId])||0;
let minStrength = parseInt(values["weaponStrengthMin"+weaponId])||0;
let strengthEnhanced = (values["weaponEnhancedByStr"+weaponId] === "on") ? true : false;
let damageLevels = parseInt(values["weaponCSL"+weaponId]/2)||0;
const statValue = parseInt(values.strengthNet)||0;
const statMod = parseInt(values["martialManeuverStrMod"+maneuverId])||0;
let contestDice = calculateBasicDamage(Math.max(0, statValue + statMod));
let maneuverDC = parseInt(values["martialManeuverDC"+maneuverId])||0;
// CV
let netDCV = parseInt(values["currentDCV"])||3;
let netOCV = parseInt(values["ocvNet"])||3;
let maneuverOCV = parseInt(values["martialManeuverOCV"+maneuverId])||0;
let maneuverDCV = parseInt(values["martialManeuverDCV"+maneuverId])||0;
let weaponOCV =parseInt(values["weaponOCV"+weaponId])||0;
let penaltyOCV = 0;
let strengthPenalty = false;
let halfDCV = false;
// Modifiers
const modLimit = 20;
let isShield = (weaponId === "06") ? true : false;
let isSet = (values.checkSet === "on") ? true : false;
let isBraced = (values.checkBrace === "on") ? true : false;
let braceMod = 0;
let maneuverRmod = parseInt(values["martialManeuverRNGmod"+maneuverId])||0;
let rangeMod = (parseInt(values["weaponRangeMod"+weaponId])||0) + maneuverRmod;
let dcvMod = parseInt(values["martialManeuverDCVmod"+maneuverId])||0;
let ocvMod = parseInt(values["martialManeuverOCVmod"+maneuverId])||0;
let isRanged = ( ((parseInt(values.rangeMartial)||0) > 8) || isSet || isBraced ) ? true : false;
let theRangePenalty = parseInt(values.rangeOCVpenalty)||0;
let hasRangePenalty = true;
let targetPenalty = parseInt(values["targetOCVpenalty"])||0;
// Add the weapon's base END cost to the maneuver's listed END.
let subtractENDAmt = parseInt(values["martialManeuverEndurance"+maneuverId])||0;
// Keep mod within reasonable limits.
dcvMod = Math.max(0, (Math.min(modLimit, dcvMod)) );
ocvMod = Math.max(0, (Math.min(modLimit, ocvMod)) );
// Braced modifiers.
if (isBraced) {
braceMod = 2;
halfDCV = true;
}
// Prepare hidden variables for the maneuver roll.
if (isBlocking) {
attributes.hiddenIsContest = "false";
attributes.hiddenIsPower = "false";
attributes.rangeManeuver = 0;
attributes.checkSet = 0;
attributes.checkBrace = 0;
} else if (isContest) {
rollMessage = values["martialManeuverName"+maneuverId];
subtractENDAmt += parseInt(values["weaponEndurance"+weaponId])||0;
damageLabel = "Contest";
attributes.hiddenDamage = contestDice;
attributes.hiddenIsContest = "true";
attributes.hiddenIsPower = "false";
attributes.hiddenIsNormal = "false";
attributes.hiddenMessage = rollMessage;
attributes.hiddenIsAoE = isAoE ? "true" : "false";
} else if (isAttack){
rollMessage = values["weaponName"+weaponId] + " Attack";
subtractENDAmt += parseInt(values["weaponEndurance"+weaponId])||0;
if (capDamage) {
if ((adjustedDC + maneuverDC) > 2 * baseDC) {
adjustedDC = 2 * baseDC;
} else {
adjustedDC += maneuverDC;
}
} else {
adjustedDC += maneuverDC;
}
attributes.hiddenDamage = getDamageDice(adjustedDC, theAdvantage, isNormal, theSign);
attributes.hiddenStunMod = stunMod;
attributes.hiddenIsNormal = isNormal ? "true" : "false";
attributes.hiddenIsContest = "false";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
attributes.hiddenIsAoE = isAoE ? "true" : "false";
} else {
return;
}
netDCV = getNetDCV(netDCV, maneuverDCV+dcvMod, isBraced);
netOCV += maneuverOCV + ocvMod + weaponOCV;
// Experimental
netOCV -= (isAoE ? 0 : 1)*targetPenalty;
netOCV += isSet ? 1 : 0;
netOCV -= Math.max(0, theRangePenalty - rangeMod - (isBraced ? braceMod : 0));
attributes.ephemeralOCV = netOCV;
attributes.ephemeralDCV = netDCV;
// Send changes for use with damage roll template functions.
setAttrs(attributes);
// Create dice rolling script to send to a roll dialog.
if (isBlocking) {
// Use the Defense template for a block.
theRoll += "&{template:custom-defense}";
theRoll += "{{title=@{character_name}"+dingbat+"@{character_title}}} ";
theRoll += "{{subtitle=Blocks with @{martialManeuverName"+maneuverId+"}}} ";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
if (dispDoS) {
theRoll += "{{versus OCV=[[11-3d6cf6cs1[Roll]+@{ocv}[OCV]+@{martialManeuverOCV"+maneuverId+"}[ManOCV]+@{martialManeuverOCVmod"+maneuverId+"}[CSL]+@{weaponOCV"+weaponId+"}[WeaponOCV]" + (isShield ? "+[[@{shieldDCV}]][ShieldDCV]" : "") + "+@{weaponPenalty"+weaponId+"}[STR]+(?{Modifiers|0})[Modifiers]]]}} ";
} else {
theRoll += "{{OCV=[[@{ocv}[OCV]+@{martialManeuverOCV"+maneuverId+"}[ManOCV]+@{martialManeuverOCVmod"+maneuverId+"}[CSL]+@{weaponOCV"+weaponId+"}[WeaponOCV]" + (isShield ? "+[[@{shieldDCV}]][ShieldDCV]" : "") + "+@{weaponPenalty"+weaponId+"}[Strength]+(?{Modifiers|0})[Modifiers]]]}} " + "{{Result=[[3d6cf6cs1]]}}";
}
if (subtractENDAmt != 0) {
theRoll += (subtractENDAmt ? "{{END=[[@{martialManeuverEndurance"+maneuverId+"}]] (@{currentEND})}}" : "");
}
} else {
// Use the attack roll template.
// First, check to see if this is a ranged attack.
if ( ((parseInt(values.rangeToTarget)||0) > 8) || isBraced || isSet) {
isRanged = true;
rollMessage = "Ranged " + rollMessage;
}
// However, if the weapon's RMod plus braceMod plus maneuverRmod is better than the range penalty, we'll skip range modifiers.
if (((parseInt(values["weaponRangeMod"+weaponId])||0) + braceMod + maneuverRmod) > (parseInt(values.rangeOCVpenalty)||0)) {
hasRangePenalty = false;
}
// Contest or Attack Heading.
if (isContest) {
theRoll += "&{template:custom-contest} ";
theRoll += "{{title=@{character_name}"+dingbat+"@{character_title}}}";
theRoll += "{{subtitle=@{martialManeuverName"+maneuverId+"}" + " with " + values["weaponName"+weaponId] + "}}";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
} else {
// If isNormal is TRUE, use the Normal Damage template. Else use the killing template.
theRoll += "&{template:custom"+(isNormal ? "-normal" : "") + "-attack} ";
theRoll += "{{title=@{character_name}"+dingbat+"@{character_title}}} ";
theRoll += "{{subtitle= " + (isRanged ? "Ranged " : "") + (isNormal ? "Normal" : "Killing") + " Attack with @{martialManeuverName"+maneuverId+"}}} ";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
}
// Roll details.
if (isRanged && hasRangePenalty) {
if (dispDoS) {
theRoll += "{{Hit DCV=[[11-3d6cf6cs1[Roll]+@{ocv}[OCV]+@{martialManeuverOCV"+maneuverId+"}[ManOCV]+@{martialManeuverOCVmod"+maneuverId+"}[CSL]" + (isSet ? "+1[Set]" :"") +"+@{weaponOCV"+weaponId+"}[WeaponOCV]-[[" + (isAoE ? 0 : 1) + "*@{targetOCVPenalty}]][TargetOCV]+@{weaponPenalty"+weaponId+"}[STR]-@{rangeOCVPenalty}[RangeOCV]+@{weaponRangeMod"+weaponId+"}[RMod]+@{martialManeuverRNGmod"+maneuverId+"}[ManRMod]"+ (isBraced ? "+2[Braced]" :"") +"+(?{Modifiers|0})[Modifiers]]]}} ";
} else {
theRoll += "{{OCV=[[@{ocv}[OCV]+@{martialManeuverOCV"+maneuverId+"}[ManOCV]+@{martialManeuverOCVmod"+maneuverId+"}[CSL]" + (isSet ? "+1[Set]" :"") +"+@{weaponOCV"+weaponId+"}[WeaponOCV]-[[" + (isAoE ? 0 : 1) + "*@{targetOCVPenalty}]][TargetOCV]+@{weaponPenalty"+weaponId+"}[STR]-@{rangeOCVPenalty}[RangeOCV]+@{weaponRangeMod"+weaponId+"}[RMod]+@{martialManeuverRNGmod"+maneuverId+"}[ManRMod]"+ (isBraced ? "+2[Braced]" :"") +"+(?{Modifiers|0})[Modifiers]]]}}" + "{{Result=[[3d6cf6cs1]]}}"
}
} else {
if (dispDoS) {
theRoll += "{{Hit DCV=[[11-3d6cf6cs1[Roll]+@{ocv}[OCV]+@{martialManeuverOCV"+maneuverId+"}[ManOCV]+@{martialManeuverOCVmod"+maneuverId+"}[CSL]" + (isSet ? "+1[Set]" :"") +"+@{weaponOCV"+weaponId+"}[WeaponOCV]" + (isShield ? "-[[@{shieldDCV}]][ShieldDCV]" : "") + "-[[" + (isAoE ? 0 : 1) + "*@{targetOCVPenalty}]][TargetOCV]" + (strengthPenalty ? ("+" + penaltyOCV.toString() + "[STR]") : ("+@{weaponPenalty"+weaponId+"}[STR]")) + (isRanged ? "-0[NetRangePenalty]" :"") +"+(?{Modifiers|0})[Modifiers]]]}} ";
} else {
theRoll += "{{OCV=[[@{ocv}[OCV]+@{martialManeuverOCV"+maneuverId+"}[ManOCV]+@{martialManeuverOCVmod"+maneuverId+"}[CSL]" + (isSet ? "+1[Set]" :"") +"+@{weaponOCV"+weaponId+"}[WeaponOCV]"+ (isShield ? "-[[@{shieldDCV}]][ShieldDCV]" : "") + "-[[" + (isAoE ? 0 : 1) + "*@{targetOCVPenalty}]][TargetOCV]" + (strengthPenalty ? ("+" + penaltyOCV.toString() + "[STR]") : ("+@{weaponPenalty"+weaponId+"}[STR]")) + (isRanged ? "-0[NetRangePenalty]" :"") +"+(?{Modifiers|0})[Modifiers]]]}}" + "{{Result=[[3d6cf6cs1]]}}"
}
}
theRoll += (subtractENDAmt ? "{{END=[[@{weaponEndurance"+weaponId+"}+@{martialManeuverEndurance"+maneuverId+"}]] (@{currentEND})}}" : "");
theRoll += "{{" + damageLabel + " = [Roll](~hiddenDamageRoll)}}";
}
startRoll(theRoll, (results) => {
let theResult = new Object();
// Subtract END cost if option checked.
if (values.optionAutoSubtractEND != 0) {
subtractEndurance(subtractENDAmt);
}
finishRoll(results.rollId, theResult);
});
});
}
function getNetDCV (base, mods, isHalved) {
let DCV = Math.max(0, base + mods);
return isHalved ? Math.round(DCV/2) : DCV;
}
on('clicked:maneuverDodge', (info) => {
// Display chat message and add DCV.
getAttrs(["currentDCV", "maneuverDCVmod", "whisperToGM", "character_title", "dingbat", "ocvNet"], function(values) {
var theRoll = values.whisperToGM||"";
var attributes = new Object();
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
const maneuverDCV = +3;
const subtractENDAmt = 1;
let netDCV = getNetDCV (parseInt(values.currentDCV)||0, maneuverDCV, false);
let netOCV = parseInt(values["ocvNet"])||3;
let dcvMod = parseInt(values.maneuverDCVmod)||0;
const modLimit = 20;
// Limit DCV mod.
dcvMod = Math.max(0, Math.min(modLimit, dcvMod));
netDCV = getNetDCV(netDCV, dcvMod, false);
attributes.rangeManeuver = 0;
attributes.checkSet = 0;
attributes.checkBrace = 0;
attributes.ephemeralOCV = netOCV;
attributes.ephemeralDCV = netDCV;
// Send changes for use with damage roll template functions.
setAttrs(attributes);
theRoll += "&{template:custom-defense} {{title=@{character_name}"+dingbat+"@{character_title}}}";
theRoll += "{{subtitle=Dodges}} ";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
theRoll += (subtractENDAmt ? "{{END=[[1]] (@{currentEND})}}" : "");
startRoll(theRoll, (results) => {
let theResult = new Object();
// Subtract END cost if option checked.
if (values.optionAutoSubtractEND != 0) {
subtractEndurance(subtractENDAmt);
}
finishRoll(results.rollId, theResult);
});
});
});
on('clicked:maneuverSet', (info) => {
// Display chat message and add DCV.
getAttrs(["currentDCV", "whisperToGM", "character_title", "dingbat", "ocvNet"], function(values) {
var theRoll = values.whisperToGM||"";
var attributes = new Object();
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
const maneuverDCV = 0;
const subtractENDAmt = 1;
let netDCV = getNetDCV (parseInt(values.currentDCV)||0, maneuverDCV, false);
let netOCV = parseInt(values["ocvNet"])||3;
attributes.checkSet = "on";
attributes.ephemeralOCV = netOCV;
attributes.ephemeralDCV = netDCV;
// Send changes for use with damage roll template functions.
setAttrs(attributes);
theRoll += "&{template:custom-contest} {{title=@{character_name}"+dingbat+"@{character_title}}}";
theRoll += "{{subtitle=Set}} ";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
theRoll += (subtractENDAmt ? "{{END=[[1]] (@{currentEND})}}" : "");
startRoll(theRoll, (results) => {
let theResult = new Object();
// Subtract END cost if option checked.
if (values.optionAutoSubtractEND != 0) {
subtractEndurance(subtractENDAmt);
}
finishRoll(results.rollId, theResult);
});
});
});
// Roll attack and damage dice for Weapon XX.
on(`clicked:attackStrength`, (info) => {
getAttrs(["hiddenBasicDamage", "hiddenBasicEndurance", "optionAutoSubtractEND", "optionHitLocationSystem", "optionD6MinusOne", "optionWeaponDamageCap", "whisperToGM", "character_title", "displayDegreeOfSuccess", "rangeToTarget", "rangeOCVpenalty", "maneuverSelection", "maneuverDCVmod", "maneuverOCVmod", "variableOCVmod", "maneuverDamageCSL", "checkBrace", "checkSet", "strengthNet", "currentDCV", "moveVelocity", "maneuverDCLimit", "dingbat", "ocvNet", "targetOCVpenalty"], function(values) {
var theRoll = values.whisperToGM||"";
var attributes = new Object();
const isAoE = false;
const useHitLocations = (values.optionHitLocationSystem === "on") ? true : false;
const optionMinusOne = (values.optionD6MinusOne === "on") ? true : false;
let isNormal = true;
let dispDoS = (values.displayDegreeOfSuccess === "on") ? true : false;
let isBraced = (values.checkBrace === "on") ? true : false;
let braceMod = 0;
let isSet = (values.checkSet === "on") ? true : false;
let isRanged = ( ((parseInt(values.rangeToTarget)||0) > 8) || isSet || isBraced ) ? true : false;
let theRangePenalty = parseInt(values.rangeOCVpenalty)||0;
let hasRangePenalty = isRanged;
let subtractENDAmt = parseInt(values.hiddenBasicEndurance)||0;
let rollMessage = "attack";
let damageLabel = "Damage";
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
const modLimit = 20;
// Update damage for maneuvers that add damage.
let adjustedStatValue = parseInt(values.strengthNet)||0;
let modifyDC = Math.floor( (parseInt(values.maneuverDamageCSL)||0)/2 );
let velocity = parseInt(values["moveVelocity"])||0;
let velocityDC = 0;
// CV
let netDCV = parseInt(values["currentDCV"])||3;
let netOCV = parseInt(values["ocvNet"])||3;
let maneuverOCV = 0;
let maneuverDCV = 0;
// CV Mods
let halfDCV = isBraced ? true : false;
let dcvMod = parseInt(values.maneuverDCVmod)||0;
let ocvMod = parseInt(values.maneuverOCVmod)||0;
let targetPenalty = parseInt(values["targetOCVpenalty"])||0;
// Keep mod within reasonable limits.
dcvMod = Math.max(0, (Math.min(modLimit, dcvMod)) );
ocvMod = Math.max(0, (Math.min(modLimit, ocvMod)) );
// Braced modifiers.
if (isBraced) {
braceMod = 2;
halfDCV = true;
}
if (values.maneuverSelection === "haymaker") {
rollMessage = "Haymaker Attack";
// CV
maneuverOCV = 0;
maneuverDCV = -5;
// Damage
modifyDC += 4;
adjustedStatValue += modifyDC * 5;
attributes.hiddenDamage = calculateBasicDamage(adjustedStatValue);
attributes.hiddenIsNormal = "true";
attributes.hiddenIsContest = "false";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
attributes.hiddenIsAoE = "false";
} else if (values.maneuverSelection === "moveBy") {
// Message
rollMessage = "Move By Attack";
// CV
maneuverOCV = -2;
maneuverDCV = -2;
isBraced = false;
isSet = false;
theRangePenalty = 0;
// Damage
adjustedStatValue = heroRoundHigh(parseInt(adjustedStatValue/2)) + Math.floor(velocity/10)*5 + modifyDC*5;
attributes.hiddenDamage = calculateBasicDamage(adjustedStatValue);
attributes.hiddenIsNormal = "true";
attributes.hiddenIsContest = "false";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
attributes.hiddenIsAoE = "false";
attributes.rangeManeuver = 0;
attributes.checkSet = 0;
attributes.checkBrace = 0;
} else if (values.maneuverSelection === "moveThrough") {
// Message
rollMessage = "Move Through Attack";
// CV
maneuverDCV = -3;
maneuverOCV = -1 * Math.floor(velocity/10);
isBraced = false;
isSet = false;
theRangePenalty = 0;
// Damage
adjustedStatValue += Math.floor(velocity/6)*5 + modifyDC*5;
attributes.hiddenDamage = calculateBasicDamage( adjustedStatValue );
attributes.hiddenIsNormal = "true";
attributes.hiddenIsContest = "false";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
attributes.hiddenIsAoE = "false";
attributes.rangeManeuver = 0;
attributes.checkSet = 0;
attributes.checkBrace = 0;
} else if (values.maneuverSelection === "multipleAttack") {
rollMessage = "Multiple Attack";
// CV
maneuverOCV = parseInt(values.variableOCVmod)||0;
maneuverDCV = 0;
halfDCV = true;
// Damage
adjustedStatValue += modifyDC * 5;
attributes.hiddenDamage = calculateBasicDamage( adjustedStatValue );
attributes.hiddenIsNormal = "true";
attributes.hiddenIsContest = "false";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
attributes.hiddenIsAoE = "false";
} else if (values.maneuverSelection === "strike") {
rollMessage = "Normal Strike";
// CV
maneuverOCV = 0;
maneuverDCV = 0;
// Damage
adjustedStatValue += modifyDC * 5;
attributes.hiddenDamage = calculateBasicDamage( adjustedStatValue );
attributes.hiddenIsNormal = "true";
attributes.hiddenIsContest = "false";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
attributes.hiddenIsAoE = "false";
} else if (values.maneuverSelection === "grab") {
rollMessage = "Grab";
maneuverOCV = -1;
maneuverDCV = -2;
isBraced = false;
isSet = false;
theRangePenalty = 0;
subtractENDAmt = 1;
attributes.rangeManeuver = 0;
attributes.checkSet = 0;
attributes.checkBrace = 0;
} else if (values.maneuverSelection === "grabBy") {
rollMessage = "Grab By";
damageLabel = "Contest";
// CV
maneuverOCV = -3;
maneuverDCV = -4;
isBraced = false;
isSet = false;
theRangePenalty = 0;
attributes.hiddenDamage = calculateBasicDamage(parseInt(values.strengthNet) + Math.floor(velocity/10));
attributes.hiddenIsNormal = "false";
attributes.hiddenIsContest = "true";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
attributes.rangeManeuver = 0;
attributes.checkSet = 0;
attributes.checkBrace = 0;
} else if (values.maneuverSelection === "shove") {
rollMessage = "Shove up to " + Math.floor((parseInt(values.strengthNet)||0)/5) + " m";
// CV
maneuverOCV = -1;
maneuverDCV = -1;
isBraced = false;
isSet = false;
theRangePenalty = 0;
// Damage
// Do CSLs add to shove damage?
// adjustedStatValue = Math.min(adjustedStatValue + modifyDC*5, (parseInt(values.maneuverDCLimit)||0)*5 );
adjustedStatValue = Math.min(adjustedStatValue, (parseInt(values.maneuverDCLimit)||0)*5 );
attributes.hiddenDamage = calculateBasicDamage(adjustedStatValue);
attributes.hiddenIsNormal = "true";
attributes.hiddenIsContest = "false";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
attributes.hiddenIsAoE = "false";
attributes.rangeManeuver = 0;
attributes.checkSet = 0;
attributes.checkBrace = 0;
} else if (values.maneuverSelection === "throw") {
rollMessage = "Throw Object";
// CV
maneuverOCV = 0;
maneuverDCV = 0;
// Damage
adjustedStatValue = Math.min(adjustedStatValue + modifyDC*5, (parseInt(values.maneuverDCLimit)||0)*5 );
attributes.hiddenDamage = calculateBasicDamage(adjustedStatValue);
attributes.hiddenIsNormal = "true";
attributes.hiddenIsContest = "false";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
attributes.hiddenIsAoE = "false";
} else if (values.maneuverSelection === "trip") {
// Message
rollMessage = "Trip Attack";
// CV
maneuverOCV = -1;
maneuverDCV = -2;
isBraced = false;
isSet = false;
theRangePenalty = 0;
// Damage
velocityDC = Math.floor(velocity/20);
// Endurance
subtractENDAmt = 1;
attributes.hiddenDamage = getDamageDice(velocityDC, 0, true, 1);
attributes.hiddenIsNormal = "true";
attributes.hiddenIsContest = "false";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
attributes.hiddenIsAoE = "false";
attributes.rangeManeuver = 0;
attributes.checkSet = 0;
attributes.checkBrace = 0;
} else if (values.maneuverSelection === "disarm") {
rollMessage = "Unarmed Disarm";
damageLabel = "Contest";
// CV
maneuverOCV = -2;
maneuverDCV = 0;
isBraced = false;
isSet = false;
theRangePenalty = 0;
attributes.hiddenDamage = values.hiddenBasicDamage;
attributes.hiddenIsNormal = "false";
attributes.hiddenIsContest = "true";
attributes.hiddenIsPower = "false";
attributes.hiddenMessage = rollMessage;
attributes.rangeManeuver = 0;
attributes.checkSet = 0;
attributes.checkBrace = 0;
} else if (values.maneuverSelection === "block") {
// CV
maneuverOCV = parseInt(values.variableOCVmod)||0;
maneuverDCV = 0;
isBraced = false;
isSet = false;
theRangePenalty = 0;
attributes.rangeManeuver = 0;
attributes.checkSet = 0;
attributes.checkBrace = 0;
}
netDCV = getNetDCV(netDCV, maneuverDCV+dcvMod, halfDCV);
netOCV += maneuverOCV + ocvMod;
// Experimental
netOCV -= (isAoE ? 0 : 1)*targetPenalty;
netOCV += isSet ? 1 : 0;
netOCV -= Math.max(0, theRangePenalty - (isBraced ? braceMod : 0));
attributes.ephemeralOCV = netOCV;
attributes.ephemeralDCV = netDCV;
// Send changes for use with damage roll template functions.
setAttrs(attributes);
// Create dice rolling text to send to a roll dialog.
if ((values.maneuverSelection === "haymaker") || (values.maneuverSelection === "multipleAttack") || (values.maneuverSelection === "strike") || (values.maneuverSelection === "moveThrough") || (values.maneuverSelection === "moveBy") || (values.maneuverSelection === "shove") || (values.maneuverSelection === "throw") || (values.maneuverSelection === "disarm")) {
// First, check to see if this is a ranged attack.
if ( (values.maneuverSelection === "moveThrough") || (values.maneuverSelection === "moveBy") || (values.maneuverSelection === "shove") || (values.maneuverSelection === "disarm") ) {
isRanged = false;
} else if ( ((parseInt(values.rangeToTarget)||0) > 0) || isBraced || isSet || (values.maneuverSelection === "throw")) {
isRanged = true;
if (values.maneuverSelection !== "throw") {
rollMessage = "Ranged " + rollMessage;
}
}
// However, if braceMod is negates the range penalty, we'll skip range modifiers.
if (braceMod > (parseInt(values.rangeOCVpenalty)||0)) {
hasRangePenalty = false;
}
// Begin roll template
if (values.maneuverSelection === "disarm") {
theRoll += "&{template:custom-contest} {{title=@{character_name}"+dingbat+"@{character_title}}}";
theRoll += "{{subtitle=" + rollMessage + "}}";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
} else {
// If isNormal is TRUE, use the Normal Damage template.
theRoll += "&{template:custom"+(isNormal ? "-normal" : "") + "-attack}";
theRoll += "{{title=@{character_name}"+dingbat+"@{character_title}}}";
theRoll += "{{subtitle=" + rollMessage + " with Strength}} ";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
// theRoll += "{{data=[[@{currentDCV}[CurrentDCV]+"+maneuverDCV.toString()+"]]}}";
}
// Attack and damage rolls.
if (isRanged && hasRangePenalty) {
if (dispDoS) {
theRoll += "{{Hit DCV=[[11-3d6cf6cs1[Roll]+@{ocv}[OCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]" + (isSet ? "+1[Set]" :"") + "-[[@{targetOCVPenalty}]][TargetOCV]-@{rangeOCVPenalty}[RangeOCV]"+ (isBraced ? "+2[Braced]+" :"+") +"(?{Modifiers|0})[Modifiers]]]}} ";
} else {
theRoll += "{{OCV=[[@{ocv}[OCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]" + (isSet ? "+1[Set]" :"") + "-[[@{targetOCVPenalty}]][TargetOCV]-@{rangeOCVPenalty}[RangeOCV]"+ (isBraced ? "+2[Braced]+" :"+") +"(?{Modifiers|0})[Modifiers]]]}}" + "{{Result=[[3d6cf6cs1]]}}";
}
} else {
if (dispDoS) {
theRoll += "{{Hit DCV=[[11-3d6cf6cs1[Roll]+@{ocv}[OCV]+" + maneuverOCV.toString() +"[ManOCV]+@{maneuverOCVmod}[CSL]" + (isSet ? "+1[Set]" :"") + "-[[@{targetOCVPenalty}]][TargetOCV]"+ (isRanged ? "-0[NetRangePenalty]+" :"+") +"(?{Modifiers|0})[Modifiers]]]}} ";
} else {
theRoll += "{{OCV=[[@{ocv}[OCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]" + (isSet ? "+1[Set]" :"") + "-[[@{targetOCVPenalty}]][TargetOCV]"+ (isRanged ? "-0[NetRangePenalty]+" :"+") +"(?{Modifiers|0})[Modifiers]]]}}" + "{{Result=[[3d6cf6cs1]]}}";
}
}
theRoll += (subtractENDAmt ? "{{END=[[@{hiddenBasicEndurance}]] (@{currentEND})}}" : "");
theRoll += "{{" + damageLabel + " = [Roll](~hiddenDamageRoll)}}";
} else if (values.maneuverSelection === "block") {
// Blocking Roll
theRoll += "&{template:custom-defense} {{title=@{character_name}"+dingbat+"@{character_title}}}";
theRoll += "{{subtitle=Unarmed Block}} ";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
if (dispDoS) {
theRoll += "{{versus OCV=[[11-3d6cf6cs1[Roll]+@{ocv}[OCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]+(?{Modifiers|0})[Modifiers]]]}} ";
} else {
theRoll += "{{OCV=[[@{ocv}[OCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]+(?{Modifiers|0})[Modifiers]]]}} " + "{{Result=[[3d6cf6cs1]]}}";
}
theRoll += (subtractENDAmt ? "{{END=[[1]] (@{currentEND})}}" : "");
} else if (values.maneuverSelection === "grab") {
// Grab Roll
theRoll += "&{template:custom-contest} {{title=@{character_name}"+dingbat+"@{character_title}}}";
theRoll += "{{subtitle=Grab}} ";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
if (dispDoS) {
theRoll += "{{Grabs DCV=[[11-3d6cf6cs1[Roll]+@{ocv}[OCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]-[[@{targetOCVPenalty}]][TargetOCV]+(?{Modifiers|0})[Modifiers]]]}} ";
} else {
theRoll += "{{OCV=[[@{ocv}[OCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]-[[@{targetOCVPenalty}]][TargetOCV]+(?{Modifiers|0})[Modifiers]]]}}" + "{{Result=[[3d6cf6cs1]]}}";
}
theRoll += (subtractENDAmt ? "{{END=[[1]] (@{currentEND})}}" : "");
} else if (values.maneuverSelection === "grabBy") {
// Grab By Roll
theRoll += "&{template:custom-contest} {{title=@{character_name}"+dingbat+"@{character_title}}}";
theRoll += "{{subtitle=Grab By}} ";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
if (dispDoS) {
theRoll += "{{Grabs DCV=[[11-3d6cf6cs1[Roll]+@{ocv}[OCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]+(?{Modifiers|0})[Modifiers]]]}} ";
} else {
theRoll += "{{OCV=[[@{ocv}[OCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]+(?{Modifiers|0})[Modifiers]]]}}" + "{{Result=[[3d6cf6cs1]]}}";
}
theRoll += (subtractENDAmt ? "{{END=[[@{hiddenBasicEndurance}]] (@{currentEND})}}" : "");
theRoll += "{{" + damageLabel + " = [Roll](~hiddenDamageRoll)}}";
} else if (values.maneuverSelection === "trip") {
// Trip Roll
theRoll += "&{template:custom-normal-attack} {{title=@{character_name}"+dingbat+"@{character_title}}}";
theRoll += "{{subtitle=" + rollMessage + "}} ";
theRoll += "{{label=DCV}}";
theRoll += "{{data="+netDCV+"}}";
if (dispDoS) {
theRoll += "{{Hit DCV=[[11-3d6cf6cs1[Roll]+@{ocv}[OCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]-[[@{targetOCVPenalty}]][TargetOCV]+(?{Modifiers|0})[Modifiers]]]}} ";
} else {
theRoll += "{{OCV=[[@{ocv}[OCV]+" + maneuverOCV.toString() + "[ManOCV]+@{maneuverOCVmod}[CSL]-[[@{targetOCVPenalty}]][TargetOCV]+(?{Modifiers|0})[Modifiers]]]}}" + "{{Result=[[3d6cf6cs1]]}}";
}
theRoll += (subtractENDAmt ? "{{END=[[1]] (@{currentEND})}}" : "");
theRoll += "{{" + damageLabel + " = [Roll](~hiddenDamageRoll)}}";
}
startRoll(theRoll, (results) => {
let theResult = new Object();
// Subtract END cost if option checked.
if (values.optionAutoSubtractEND != 0) {
subtractEndurance(subtractENDAmt);
}
finishRoll(results.rollId, theResult);
});
});
});
/* ----------------- */
/* Weapon Movers */
/* ----------------- */
arrayOf(maxWeaponNum-1).forEach(num => {
// We want to skip weapon06, which is the shield, hence maxWeaponNum-1.
// For weapons 01 and 05 we need to swap with the alternates 15 and 11.
const stepId = 10;
var lowId = String(num).padStart(2,'0');
var highId = String(num === (maxWeaponNum-1) ? maxWeaponNum + stepId - 1 : num + 1).padStart(2,'0');
on("clicked:weaponDown"+lowId, function() {
swapWeaponPositions(lowId, highId);
});
});
arrayOf(maxWeaponNum-1).forEach(num => {
// We want to skip weapon06, which is the shield, hence maxWeaponNum-1.
// For weapons 01 and 05 we need to swap with the alternates 15 and 11.
const stepId = 10;
var lowId = String(num === 1 ? stepId + 1 : num - 1).padStart(2,'0');
var highId = String(num).padStart(2,'0');
on("clicked:weaponUp"+highId, function() {
swapWeaponPositions(lowId, highId);
});
});
function swapWeaponPositions(lowId, highId) {
getAttrs(["weaponName"+lowId, "weaponDamage"+lowId, "weaponAdjustedDamage"+lowId, "weaponDC"+lowId, "weaponAdjustedDC"+lowId, "weaponNormalDamage"+lowId, "weaponCSL"+lowId, "weaponOCV"+lowId, "weaponPenalty"+lowId, "weaponAdvantage"+lowId, "weaponRangeMod"+lowId, "weaponStunMod"+lowId, "weaponShots"+lowId, "weaponStrength"+lowId, "weaponStrengthMin"+lowId, "weaponEnhancedByStr"+lowId, "weaponEndurance"+lowId, "weaponEndMod"+lowId, "weaponRange"+lowId, "weaponAreaEffect"+lowId, "weaponCarried"+lowId, "weaponMass"+lowId, "weaponName"+highId, "weaponDamage"+highId, "weaponAdjustedDamage"+highId, "weaponDC"+highId, "weaponAdjustedDC"+highId, "rangeBasedOnStr"+lowId, "weaponNormalDamage"+highId, "weaponAdvantage"+highId, "weaponCSL"+highId, "weaponOCV"+highId, "weaponPenalty"+highId, "weaponRangeMod"+highId, "weaponStunMod"+highId,"weaponShots"+highId, "weaponStrength"+highId, "weaponStrengthMin"+highId, "weaponEnhancedByStr"+highId, "weaponEndurance"+highId, "weaponEndMod"+highId, "weaponRange"+highId, "weaponAreaEffect"+highId, "weaponCarried"+highId, "weaponMass"+highId, "rangeBasedOnStr"+highId], function(values)
{
var attributes = new Object();
let theString = values["weaponName"+highId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["weaponName"+lowId] = "";
} else {
attributes["weaponName"+lowId] = values["weaponName"+highId];
}
theString = values["weaponName"+lowId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["weaponName"+highId] = "";
} else {
attributes["weaponName"+highId] = values["weaponName"+lowId];
}
theString = values["weaponDamage"+highId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["weaponDamage"+lowId] = "";
} else {
attributes["weaponDamage"+lowId] = values["weaponDamage"+highId];
}
theString = values["weaponDamage"+lowId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["weaponDamage"+highId] = "";
} else {
attributes["weaponDamage"+highId] = values["weaponDamage"+lowId];
}
attributes["weaponAdjustedDamage"+lowId] = values["weaponAdjustedDamage"+highId];
attributes["weaponAdjustedDamage"+highId] = values["weaponAdjustedDamage"+lowId];
attributes["weaponDC"+lowId] = values["weaponDC"+highId];
attributes["weaponDC"+highId] = values["weaponDC"+lowId];
attributes["weaponAdjustedDC"+lowId] = values["weaponAdjustedDC"+highId];
attributes["weaponAdjustedDC"+highId] = values["weaponAdjustedDC"+lowId];
attributes["weaponNormalDamage"+lowId] = values["weaponNormalDamage"+highId];
attributes["weaponNormalDamage"+highId] = values["weaponNormalDamage"+lowId];
attributes["weaponAdvantage"+lowId] = values["weaponAdvantage"+highId];
attributes["weaponAdvantage"+highId] = values["weaponAdvantage"+lowId];
attributes["weaponCSL"+lowId] = values["weaponCSL"+highId];
attributes["weaponCSL"+highId] = values["weaponCSL"+lowId];
attributes["weaponOCV"+lowId] = values["weaponOCV"+highId];
attributes["weaponOCV"+highId] = values["weaponOCV"+lowId];
attributes["weaponPenalty"+lowId] = values["weaponPenalty"+highId];
attributes["weaponPenalty"+highId] = values["weaponPenalty"+lowId];
attributes["weaponRangeMod"+lowId] = values["weaponRangeMod"+highId];
attributes["weaponRangeMod"+highId] = values["weaponRangeMod"+lowId];
attributes["weaponStunMod"+lowId] = values["weaponStunMod"+highId];
attributes["weaponStunMod"+highId] = values["weaponStunMod"+lowId];
attributes["weaponShots"+lowId] = values["weaponShots"+highId];
attributes["weaponShots"+highId] = values["weaponShots"+lowId];
attributes["weaponStrength"+lowId] = values["weaponStrength"+highId];
attributes["weaponStrength"+highId] = values["weaponStrength"+lowId];
attributes["weaponStrengthMin"+lowId] = values["weaponStrengthMin"+highId];
attributes["weaponStrengthMin"+highId] = values["weaponStrengthMin"+lowId];
attributes["weaponEnhancedByStr"+lowId] = values["weaponEnhancedByStr"+highId];
attributes["weaponEnhancedByStr"+highId] = values["weaponEnhancedByStr"+lowId];
attributes["weaponEndurance"+lowId] = values["weaponEndurance"+highId];
attributes["weaponEndurance"+highId] = values["weaponEndurance"+lowId];
attributes["weaponEndMod"+lowId] = values["weaponEndMod"+highId];
attributes["weaponEndMod"+highId] = values["weaponEndMod"+lowId];
attributes["weaponRange"+lowId] = values["weaponRange"+highId];
attributes["weaponRange"+highId] = values["weaponRange"+lowId];
attributes["weaponAreaEffect"+lowId] = values["weaponAreaEffect"+highId];
attributes["weaponAreaEffect"+highId] = values["weaponAreaEffect"+lowId];
attributes["weaponMass"+lowId] = values["weaponMass"+highId];
attributes["weaponMass"+highId] = values["weaponMass"+lowId];
attributes["weaponCarried"+lowId] = values["weaponCarried"+highId];
attributes["weaponCarried"+highId] = values["weaponCarried"+lowId];
attributes["rangeBasedOnStr"+lowId] = values["rangeBasedOnStr"+highId];
attributes["rangeBasedOnStr"+highId] = values["rangeBasedOnStr"+lowId];
setAttrs(attributes);
});
}
// Exchange all weapons in a set.
on("clicked:weaponSetAtoB", function() {
getAttrs(["activateDeleteChecks"], function(values) {
if (values.activateDeleteChecks !== "on") {
swapWeaponSet();
}
});
});
function swapWeaponSet() {
const stepId = 10;
for (let i=1; i <= maxWeaponNum-1; i++) {
lowId = String(i).padStart(2,'0');
highId = String(i+stepId).padStart(2,'0');
swapWeaponPositions(lowId, highId);
}
}
/* ---------------- */
/* Equipment Movers */
/* ---------------- */
arrayOf(maxEquipmentNum).forEach(num => {
var lowId = String(num).padStart(2,'0');
var highId = String(num == maxEquipmentNum ? 1 : num + 1).padStart(2,'0');
swapEquipmentPositions(lowId, highId);
});
function swapEquipmentPositions(lowId, highId) {
on("clicked:equipDown"+lowId+" clicked:equipUp"+highId, function () {
getAttrs(["equipText"+lowId, "equipText"+highId, "equipCarried"+lowId, "equipCarried"+highId, "equipMass"+lowId, "equipMass"+highId], function(values) {
var attributes = new Object();
let theString = values["equipText"+lowId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["equipText"+highId] = "";
} else {
attributes["equipText"+highId] = values["equipText"+lowId];
}
theString = values["equipText"+highId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["equipText"+lowId] = "";
} else {
attributes["equipText"+lowId] = values["equipText"+highId];
}
attributes["equipCarried"+lowId] = values["equipCarried"+highId];
attributes["equipCarried"+highId] = values["equipCarried"+lowId];
attributes["equipMass"+lowId] = values["equipMass"+highId];
attributes["equipMass"+highId] = values["equipMass"+lowId];
setAttrs(attributes);
});
});
}
/* ---------------- */
/* Talent Functions */
/* ---------------- */
// Talent Selection
arrayOf(maxTalentNum).forEach(num => {
var button = "talent"+String(num).padStart(2,'0');
on(`clicked:${button}`, function() {
var attributes = new Object();
attributes.talentSelection = button;
setAttrs(attributes);
});
});
/* Talent Movers */
arrayOf(maxTalentNum).forEach(num => {
var lowId = String(num).padStart(2,'0');
var highId = String(num == maxTalentNum ? 1 : num + 1).padStart(2,'0');
swapTalentPositions(lowId, highId);
});
function swapTalentPositions(lowId, highId) {
on("clicked:talentDown"+lowId+" clicked:talentUp"+highId, function () {
getAttrs(["talentName"+lowId, "talentName"+highId, "talentActivate"+lowId, "talentActivate"+highId, "talentDice"+lowId, "talentDice"+highId, "talentRollChance"+lowId, "talentRollChance"+highId, "talentText"+lowId, "talentText"+highId, "talentCP"+lowId, "talentCP"+highId], function(values) {
var attributes = new Object();
let theString = values["talentName"+highId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["talentName"+lowId] = "";
} else {
attributes["talentName"+lowId] = values["talentName"+highId];
}
theString = values["talentName"+lowId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["talentName"+highId] = "";
} else {
attributes["talentName"+highId] = values["talentName"+lowId];
}
attributes["talentText"+lowId] = values["talentText"+highId];
attributes["talentText"+highId] = values["talentText"+lowId];
attributes["talentDice"+lowId] = values["talentDice"+highId];
attributes["talentDice"+highId] = values["talentDice"+lowId];
attributes["talentActivate"+lowId] = values["talentActivate"+highId];
attributes["talentActivate"+highId] = values["talentActivate"+lowId];
attributes["talentRollChance"+lowId] = values["talentRollChance"+highId];
attributes["talentRollChance"+highId] = values["talentRollChance"+lowId];
attributes["talentCP"+lowId] = values["talentCP"+highId];
attributes["talentCP"+highId] = values["talentCP"+lowId];
setAttrs(attributes);
});
});
}
/* Keep selected talent slide visible when moved. */
arrayOf(maxTalentNum).forEach(num => {
var lowId = String(num).padStart(2,'0');
var highId = String(num == maxTalentNum ? 1 : num + 1).padStart(2,'0');
on("clicked:talentDown"+lowId, function() {
setAttrs({
"talentSelection":"talent"+highId
});
});
});
arrayOf(maxTalentNum).forEach(num => {
var lowId = String(num).padStart(2,'0');
var highId = String(num == maxTalentNum ? 1 : num + 1).padStart(2,'0');
on("clicked:talentUp"+highId, function() {
setAttrs({
"talentSelection":"talent"+lowId
});
});
});
arrayOf(maxTalentNum).forEach(num => {
var talentId = String(num).padStart(2,'0');
on(`clicked:showTalentRoll${talentId}`, (info) => {
getAttrs(["whisperToGM", "character_title", "dingbat", "talentDice"+talentId, "talentActivate"+talentId], function(values) {
var theRoll = values.whisperToGM||"";
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
const lesserDingbat = " ⬩ ";
const needsActivation = (values["talentActivate"+talentId] === "on") ? true : false;
const hasDice = ((values["talentDice"+talentId] === "") || (values["talentDice"+talentId] === "0")) ? false : true;
let talentDice = values["talentDice"+talentId];
theRoll += "&{template:custom-show} ";
theRoll += "{{title=@{character_name}" + dingbat + "@{character_title}}} ";
theRoll += "{{subtitle= Perks & Talents" + lesserDingbat + "@{talentName"+talentId+"}}} ";
if (needsActivation) {
theRoll += "{{Activate On=@{talentRollChance"+talentId+"}}}";
}
if (hasDice) {
theRoll += "{{Talent Dice=@{talentDice"+talentId+"}}}";
}
theRoll += "{{desc=@{talentText"+talentId+"}}}";
startRoll(theRoll, (results) => {
finishRoll(results.rollId, {});
});
});
});
});
// Activate Talent XX
arrayOf(maxTalentNum).forEach(num => {
var talentId = String(num).padStart(2,'0');
on(`clicked:talentRoll${talentId}`, (info) => {
getAttrs(["whisperToGM", "character_title", "dingbat", "displayDegreeOfSuccess", "talentName"+talentId, "talentDice"+talentId, "talentActivate"+talentId], function(values) {
var attributes = new Object();
var theRoll = values.whisperToGM||"";
const dispDoS = (values.displayDegreeOfSuccess === "on") ? true : false;
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
const lesserDingbat = " ⬩ ";
const needsActivation = (values["talentActivate"+talentId] === "on") ? true : false;
const hasDice = ((values["talentDice"+talentId] === "") || (values["talentDice"+talentId] === "0")) ? false : true;
let talentDice = values["talentDice"+talentId];
let damageLabel = "Result";
theRoll += "&{template:custom-power-attack} ";
theRoll += "{{title=@{character_name}" + dingbat + "@{character_title}}} ";
theRoll += "{{subtitle= Perks & Talents " + lesserDingbat + "@{talentName"+talentId+"}}} ";
if (needsActivation) {
if (dispDoS) {
theRoll += "{{SUCCESS=[[@{talentRollChance" + talentId + "}[Talent Activation]-3d6cf6cs1[Roll]+(?{Modifiers|0})[Modifiers]]] }}";
} else {
theRoll += "{{Activate On = [[@{talentRollChance" + talentId + "}[Talent Activation]+(?{Modifiers|0})[Modifiers]]] }} {{Roll=[[3d6cf6cs1]]}}";
}
}
if (hasDice) {
talentDice = talentDice.replace(/[^\ddD\\+\\-]/g,"");
attributes.hiddenDamage = talentDice;
attributes.hiddenDamageType = "power";
attributes.hiddenMessage = values["talentName"+talentId];
attributes.hiddenIsNormal = "false";
attributes.hiddenIsPower = "true";
attributes.hiddenIsMental = "false";
setAttrs(attributes);
theRoll += "{{" + damageLabel + " = [Roll](~hiddenDamageRoll)}}";
}
theRoll += "{{desc=@{talentText"+talentId+"}}}";
startRoll(theRoll, (results) => {
finishRoll(results.rollId, {});
});
});
});
});
/* ---------------------- */
/* Complication Functions */
/* ---------------------- */
// Complication Selection
arrayOf(maxComplicationNum).forEach(num => {
var button = "complication"+String(num).padStart(2,'0');
on(`clicked:${button}`, function() {
var attributes = new Object();
attributes.complicationSelection = button;
setAttrs(attributes);
});
});
// Complication movers
arrayOf(maxComplicationNum).forEach(num => {
var lowId = String(num).padStart(2,'0');
var highId = String(num == maxComplicationNum ? 1 : num + 1).padStart(2,'0');
swapComplicationPositions(lowId, highId);
});
function swapComplicationPositions(lowId, highId) {
on("clicked:complicationDown"+lowId+" clicked:complicationUp"+highId, function () {
getAttrs(["complicationName"+lowId, "complicationName"+highId, "complicationType"+lowId, "complicationType"+highId, "complicationDice"+lowId, "complicationDice"+highId, "complicationActivate"+lowId, "complicationActivate"+highId, "complicationRollChance"+lowId, "complicationRollChance"+highId, "complicationText"+lowId, "complicationText"+highId, "complicationCP"+lowId, "complicationCP"+highId], function(values) {
var attributes = new Object();
let theString = values["complicationName"+highId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["complicationName"+lowId] = "";
} else {
attributes["complicationName"+lowId] = values["complicationName"+highId];
}
theString = values["complicationName"+lowId];
if ( (theString.length === 0) || (theString === null) ) {
attributes["complicationName"+highId] = "";
} else {
attributes["complicationName"+highId] = values["complicationName"+lowId];
}
attributes["complicationType"+lowId] = values["complicationType"+highId];
attributes["complicationType"+highId] = values["complicationType"+lowId];
attributes["complicationDice"+lowId] = values["complicationDice"+highId];
attributes["complicationDice"+highId] = values["complicationDice"+lowId];
attributes["complicationActivate"+lowId] = values["complicationActivate"+highId];
attributes["complicationActivate"+highId] = values["complicationActivate"+lowId];
attributes["complicationRollChance"+lowId] = values["complicationRollChance"+highId];
attributes["complicationRollChance"+highId] = values["complicationRollChance"+lowId];
attributes["complicationText"+lowId] = values["complicationText"+highId];
attributes["complicationText"+highId] = values["complicationText"+lowId];
attributes["complicationCP"+lowId] = values["complicationCP"+highId];
attributes["complicationCP"+highId] = values["complicationCP"+lowId];
setAttrs(attributes);
});
});
}
/* Keep selected complication slide visible when moved. */
arrayOf(maxComplicationNum).forEach(num => {
var lowId = String(num).padStart(2,'0');
var highId = String(num == maxComplicationNum ? 1 : num + 1).padStart(2,'0');
on("clicked:complicationDown"+lowId, function() {
setAttrs({
"complicationSelection":"complication"+highId
});
});
});
arrayOf(maxComplicationNum).forEach(num => {
var lowId = String(num).padStart(2,'0');
var highId = String(num == maxComplicationNum ? 1 : num + 1).padStart(2,'0');
on("clicked:complicationUp"+highId, function() {
setAttrs({
"complicationSelection":"complication"+lowId
});
});
});
/* Show selected complication details. */
arrayOf(maxComplicationNum).forEach(num => {
var complicationId = String(num).padStart(2,'0');
on(`clicked:showComplicationRoll${complicationId}`, (info) => {
getAttrs(["whisperToGM", "character_title", "dingbat", "complicationDice"+complicationId, "complicationActivate"+complicationId], function(values) {
var theRoll = values.whisperToGM||"";
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
const lesserDingbat = " ⬩ ";
const needsActivation = (values["complicationActivate"+complicationId] === "on") ? true : false;
const hasDice = ((values["complicationDice"+complicationId] === "") || (values["complicationDice"+complicationId] === "0")) ? false : true;
let talentDice = values["complicationDice"+complicationId];
theRoll += "&{template:custom-show} ";
theRoll += "{{title=@{character_name}" + dingbat + "@{character_title}}} ";
theRoll += "{{subtitle= Complication " + lesserDingbat + "@{complicationName"+complicationId+"}}} ";
if (needsActivation) {
theRoll += "{{Activate On=@{complicationRollChance"+complicationId+"}}}";
}
if (hasDice) {
theRoll += "{{Complication Dice=@{complicationDice"+complicationId+"}}}";
}
theRoll += "{{desc=@{complicationText"+complicationId+"}}}";
startRoll(theRoll, (results) => {
finishRoll(results.rollId, {});
});
});
});
});
// Activate Complication XX
arrayOf(maxComplicationNum).forEach(num => {
var complicationId = String(num).padStart(2,'0');
on(`clicked:complicationRoll${complicationId}`, (info) => {
getAttrs(["whisperToGM", "character_title", "dingbat", "displayDegreeOfSuccess", "complicationName"+complicationId, "complicationDice"+complicationId, "complicationActivate"+complicationId], function(values) {
var attributes = new Object();
var theRoll = values.whisperToGM||"";
const dispDoS = (values.displayDegreeOfSuccess === "on") ? true : false;
const dingbat = ((values.character_title).replace(/\s/g, '') != '') ? (" "+values.dingbat+" ") : "";
const lesserDingbat = " ⬩ ";
const needsActivation = (values["complicationActivate"+complicationId] === "on") ? true : false;
const hasDice = ((values["complicationDice"+complicationId] === "") || (values["complicationDice"+complicationId] === "0")) ? false : true;
let complicationDice = values["complicationDice"+complicationId];
let damageLabel = "Result";
theRoll += "&{template:custom-power-attack} ";
theRoll += "{{title=@{character_name}" + dingbat + "@{character_title}}} ";
theRoll += "{{subtitle= Complication " + lesserDingbat + "@{complicationName"+complicationId+"}}} ";
if (needsActivation) {
if (dispDoS) {
theRoll += "{{SUCCESS=[[@{complicationRollChance" + complicationId + "}[Complication Activation]-3d6cf6cs1[Roll]+(?{Modifiers|0})[Modifiers]]] }}";
} else {
theRoll += "{{Activate On = [[@{complicationRollChance" + complicationId + "}[Complication Activation]+(?{Modifiers|0})[Modifiers]]] }} {{Roll=[[3d6cf6cs1]]}}";
}
}
if (hasDice) {
complicationDice = complicationDice.replace(/[^\ddD\\+\\-]/g,"");
attributes.hiddenDamage = complicationDice;
attributes.hiddenDamageType = "power";
attributes.hiddenMessage = values["complicationName"+complicationId];
attributes.hiddenIsNormal = "false";
attributes.hiddenIsPower = "true";
attributes.hiddenIsMental = "false";
setAttrs(attributes);
theRoll += "{{" + damageLabel + " = [Roll](~hiddenDamageRoll)}}";
}
theRoll += "{{desc=@{complicationText"+complicationId+"}}}";
startRoll(theRoll, (results) => {
finishRoll(results.rollId, {});
});
});
});
});
// End sheet workers
</script>