Files
roll20-character-sheets/ShadowrunAnarchy/ShadowrunAnarchy.html
T
Cassie Levett 5a02224bdd Shadowrun Anarchy 1.9: - French template (#4970)
* SR 1.41 - fixed modifier,edge,wound buttons

* CSS update for French & Spanish

* Dice roller, Wounds improvement (#14)

* Update Branch (#15)

* Add readme documentation. Fix small issues (#4708)

* Fix issue #2: exclude dropped items from total weight
* Fix issue #3: add critical rolls to base spells
* Fix issue #4: add underflow to attack rolls
* Fix issue #5: add missing fumble rolls
* Fix typo: movement maneuver to moving maneuver

* Cyberpunk 2020 - localization (#4727)

- i18n tags added to the sheet (with help from Andreas 1223200 localization script)
- translation.json created
- italian translation inlcuded (thanks to Salerno T. 2547667)
- few small changes to help with localization layout
- added a new roll template "&{template:general}"  and updated the ability rolls so they could also be translated.

* Call_of_cthulhu_7th_ed extention (#4726)

* Commit for Extending coc_7th_ed.html

• Moved ''Mana Points'' to the left under ''Luck''

• Added ''Bouts of Madness'' with respective buttons and rollTemplates as per Call of Cthulhu 7th Ed Rules. Also added Current Mental Condition Input for players to keep track of (Default set to Stable).

• Added Commonly Used Dice Rolls, Custom Dice Roller and Body Hit Location Button and respective rollTemplates.

• Shortened the height of Backstory Textboxes.

* Commit for extended coc_7th_ed.css

• Added Background

• Made Inputs and Text Areas Translucent.

• Added another button designated for Bouts of Madness, Dice and Body Hit Location.

• Added Templates for Bouts of Madness, Dice and Body Hit Location.

* Update en.json

Added 
• "bouts-of-madness-u": "Bouts of Madness"
• "stable": "Stable"
• "dicerolls-u": "Dice Rolls"
• "custom-u": "Custom"
to accomplany the additions to the Char Sheet

* Add files via upload

* [CWOD V20] Bug Fixes (#4723)

-Fixed the issue with Main Dice Pool rolls not having attributes properly named.

-Fixed the issue with the Vinculum section putting the To Target and To Me sections to 10 if the user chose 3 or higher as the rating.

* [The Strange] Fix 'might' attribute (#4722)

* change mightpool from 'span' to 'input'

* rm span tag

* Splittermond: Improving mana regeneration calculation (#4721)

* Adding button to directly calculate mana

* Fixed a spelling error

* Changed image color for better visibility

* Deleting debug info

* Restructuring mana cost calculation

* Adding updates

* Updated sheet.json

* Update es.json (#4720)

Minor corrections.

* Starfinder (simple) update 021619 (#4719)

* Starfinder (simple) Update 021619

Sheet cosmetic changes
•Added Faction Block for Organized Play use
•Swapped Other Statistics and Currency and Experience blocks to make signifcant attributes (initiative and movement speeds) encountered sooner when opening character sheet.
•Added Fame and Reputation to Currency and Experience block for Organized Play use.
•Added Skill Notes block in preparation for including skill notes in Skill Check rolls.

* Starfinder (simple) update 021719

Added functionality for selecting which skills will display a skill note when the check is rolled.

* Nemesis v1.1 (#4718)

* SR 1.41 - fixed modifier,edge,wound buttons

* CSS update for French & Spanish

* Dice roller, Wounds improvement (#14)

* [RWBY_RoC-Unofficial_Tabletop_RPG] sheet functions update (#4717)

* Update to V2- Added numerous roll and display options

change log
¤ Modified all roll values
¤ Added Empower feature in Semblance section
¤ Added optional Additional, Unarmed and Alternate Form attack and damage rolls in Weapon section footer
¤ Added Info boxes attached to various parts of the sheet containing rule details
¤ Added Version Notes section in the header containing update and how-to-use notes
¤ Added Sheet Options section in the footer, containing modifiers and roll options
¤ Added option to hide Modification and Phial description fields, reduced format includes a Quick description field for mods and roll buttons for phials
¤ Changed Weapon Variants to Weapon Styles
¤ Added default placeholders to drop-down menus for Weapon styles and phial attributes
¤ Minor cosmetic changes (sans-serif font in text areas, etc)
¤ (Chrome only) Added webkit buttons (up/down arrows) in RoC Dice field for one-click RoC modification

* Update RWBY_RoC-Unofficial_Tabletop_RPG/RWBY-UnofficialTabletopRPG.css

Changed image link to github repo

Co-Authored-By: Kasenai3 <Sengannomahoutsukai@gmail.com>

* changed logo link to github repo

* Update preview.jpg

* [Blades in the Dark] v3.8 (#4716)

* [Blades in the Dark] v3.8

* Minor bugfixes and removal of legacy code

* [Blades in the Dark] Simplified handling of fortune rolls

* Bug Fixes for Starcraft RPG (#4714)

* Update sheet.json

* Update starcraft.html

* .gitattribute & template update (#4712)

* Updates for git files

* updated gitattribute to enforce lf

* Update ChroniquesOublieesContemporain to 2.5, small fixes on (#4711)

ChroniquesGalactiques.

* Corrected a bug in the UESTRPG sheet that caused some classes to be assigned the wrong hit dice (#4710)

* Added UESTRPG based on the 5e Sheet

This is a customised version of the 5e OGL sheet for use in the Unofficial Elder Scrolls Tabletop Role-Playing Game conversion. Known issues: Agility saves for NPCs don't display properly, minor formatting issue with temp HP

* Added spell costs, fixed NPC AGI save bug

* Create UESTRPG core page preview.png

* Added preview, user ID, clarified file names

* Update sheet.json

* Renamed folder

* Corrected a bug that caused some classes to be assigned wrong hit die

* [LANCER RPG 1.8] Numerous Style/QoL Fixes (#4709)

* fixed 'tech attack' field extending outside of the sheet frame

* Numerous Style/QoL fixes

-made talent rank text containers longer to accomodate longer description text
-tweaked height/margins of several repeating fields to make them tile correctly
-reorganized pilot weapons and armor fields to look cleaner
-added a damage type dropdown for pilot weapons
-resized various modules to make them flush with sheet gutters
-Added new toggle indicator for core power button
-added a default of 0 to SP value to prevent NaN on new sheet load
-fixed some macros with trailing brackets

* Spell listener refactor (#4705)

* Add Halo & fix line endings

* Creating Leovaunt Halo RPG (#4713)

* Creating Halo RPG

* Create sheet.json

* Rename halo.css.txt to halo.css

* Rename halo.html.txt to halo.html

* Rename translation.json.txt to translation.json

* Add files via upload

* Delete halo.png.png

* Added MadCoder253 Gurps changes

* Changes from PR 4696

* Revert 4713 master (#4735)

* Revert "Creating Leovaunt Halo RPG (#4713)"

This reverts commit d5bb1e2ea8.

* Removed new Halo sheet

* Update translations"

* Fixed translation issue. Removed unneccessary code. (#16)

* Update fork (#17)

* Add readme documentation. Fix small issues (#4708)

* Fix issue #2: exclude dropped items from total weight
* Fix issue #3: add critical rolls to base spells
* Fix issue #4: add underflow to attack rolls
* Fix issue #5: add missing fumble rolls
* Fix typo: movement maneuver to moving maneuver

* Cyberpunk 2020 - localization (#4727)

- i18n tags added to the sheet (with help from Andreas 1223200 localization script)
- translation.json created
- italian translation inlcuded (thanks to Salerno T. 2547667)
- few small changes to help with localization layout
- added a new roll template "&{template:general}"  and updated the ability rolls so they could also be translated.

* Call_of_cthulhu_7th_ed extention (#4726)

* Commit for Extending coc_7th_ed.html

• Moved ''Mana Points'' to the left under ''Luck''

• Added ''Bouts of Madness'' with respective buttons and rollTemplates as per Call of Cthulhu 7th Ed Rules. Also added Current Mental Condition Input for players to keep track of (Default set to Stable).

• Added Commonly Used Dice Rolls, Custom Dice Roller and Body Hit Location Button and respective rollTemplates.

• Shortened the height of Backstory Textboxes.

* Commit for extended coc_7th_ed.css

• Added Background

• Made Inputs and Text Areas Translucent.

• Added another button designated for Bouts of Madness, Dice and Body Hit Location.

• Added Templates for Bouts of Madness, Dice and Body Hit Location.

* Update en.json

Added 
• "bouts-of-madness-u": "Bouts of Madness"
• "stable": "Stable"
• "dicerolls-u": "Dice Rolls"
• "custom-u": "Custom"
to accomplany the additions to the Char Sheet

* Add files via upload

* [CWOD V20] Bug Fixes (#4723)

-Fixed the issue with Main Dice Pool rolls not having attributes properly named.

-Fixed the issue with the Vinculum section putting the To Target and To Me sections to 10 if the user chose 3 or higher as the rating.

* [The Strange] Fix 'might' attribute (#4722)

* change mightpool from 'span' to 'input'

* rm span tag

* Splittermond: Improving mana regeneration calculation (#4721)

* Adding button to directly calculate mana

* Fixed a spelling error

* Changed image color for better visibility

* Deleting debug info

* Restructuring mana cost calculation

* Adding updates

* Updated sheet.json

* Update es.json (#4720)

Minor corrections.

* Starfinder (simple) update 021619 (#4719)

* Starfinder (simple) Update 021619

Sheet cosmetic changes
•Added Faction Block for Organized Play use
•Swapped Other Statistics and Currency and Experience blocks to make signifcant attributes (initiative and movement speeds) encountered sooner when opening character sheet.
•Added Fame and Reputation to Currency and Experience block for Organized Play use.
•Added Skill Notes block in preparation for including skill notes in Skill Check rolls.

* Starfinder (simple) update 021719

Added functionality for selecting which skills will display a skill note when the check is rolled.

* Nemesis v1.1 (#4718)

* SR 1.41 - fixed modifier,edge,wound buttons

* CSS update for French & Spanish

* Dice roller, Wounds improvement (#14)

* [RWBY_RoC-Unofficial_Tabletop_RPG] sheet functions update (#4717)

* Update to V2- Added numerous roll and display options

change log
¤ Modified all roll values
¤ Added Empower feature in Semblance section
¤ Added optional Additional, Unarmed and Alternate Form attack and damage rolls in Weapon section footer
¤ Added Info boxes attached to various parts of the sheet containing rule details
¤ Added Version Notes section in the header containing update and how-to-use notes
¤ Added Sheet Options section in the footer, containing modifiers and roll options
¤ Added option to hide Modification and Phial description fields, reduced format includes a Quick description field for mods and roll buttons for phials
¤ Changed Weapon Variants to Weapon Styles
¤ Added default placeholders to drop-down menus for Weapon styles and phial attributes
¤ Minor cosmetic changes (sans-serif font in text areas, etc)
¤ (Chrome only) Added webkit buttons (up/down arrows) in RoC Dice field for one-click RoC modification

* Update RWBY_RoC-Unofficial_Tabletop_RPG/RWBY-UnofficialTabletopRPG.css

Changed image link to github repo

Co-Authored-By: Kasenai3 <Sengannomahoutsukai@gmail.com>

* changed logo link to github repo

* Update preview.jpg

* [Blades in the Dark] v3.8 (#4716)

* [Blades in the Dark] v3.8

* Minor bugfixes and removal of legacy code

* [Blades in the Dark] Simplified handling of fortune rolls

* Bug Fixes for Starcraft RPG (#4714)

* Update sheet.json

* Update starcraft.html

* .gitattribute & template update (#4712)

* Updates for git files

* updated gitattribute to enforce lf

* Update ChroniquesOublieesContemporain to 2.5, small fixes on (#4711)

ChroniquesGalactiques.

* Corrected a bug in the UESTRPG sheet that caused some classes to be assigned the wrong hit dice (#4710)

* Added UESTRPG based on the 5e Sheet

This is a customised version of the 5e OGL sheet for use in the Unofficial Elder Scrolls Tabletop Role-Playing Game conversion. Known issues: Agility saves for NPCs don't display properly, minor formatting issue with temp HP

* Added spell costs, fixed NPC AGI save bug

* Create UESTRPG core page preview.png

* Added preview, user ID, clarified file names

* Update sheet.json

* Renamed folder

* Corrected a bug that caused some classes to be assigned wrong hit die

* [LANCER RPG 1.8] Numerous Style/QoL Fixes (#4709)

* fixed 'tech attack' field extending outside of the sheet frame

* Numerous Style/QoL fixes

-made talent rank text containers longer to accomodate longer description text
-tweaked height/margins of several repeating fields to make them tile correctly
-reorganized pilot weapons and armor fields to look cleaner
-added a damage type dropdown for pilot weapons
-resized various modules to make them flush with sheet gutters
-Added new toggle indicator for core power button
-added a default of 0 to SP value to prevent NaN on new sheet load
-fixed some macros with trailing brackets

* Spell listener refactor (#4705)

* Add Halo & fix line endings

* Creating Leovaunt Halo RPG (#4713)

* Creating Halo RPG

* Create sheet.json

* Rename halo.css.txt to halo.css

* Rename halo.html.txt to halo.html

* Rename translation.json.txt to translation.json

* Add files via upload

* Delete halo.png.png

* Added MadCoder253 Gurps changes

* Changes from PR 4696

* Revert 4713 master (#4735)

* Revert "Creating Leovaunt Halo RPG (#4713)"

This reverts commit d5bb1e2ea8.

* Removed new Halo sheet

* Update translations"

* Sr5 1.42 (#19)

* Fixed translation issue. Removed unneccessary code.

* Whisper bug fix, Host Rating fix

* Updating Template to use Translations

* update

* Update 1.81. Template translation adjustments

* Fixed versioning

* Fixed the None in Attribute rolls

* French template start

* French style completed

* Added two translation keys

* Update Version

Update the version
2019-04-15 16:47:06 -05:00

1174 lines
81 KiB
HTML

<!-- ~~~~~~~~ Shadowrun Anarchy Character sheet ~~~~~~~~~ -->
<div class="container">
<input type="hidden" class="template" name="attr_template" value="English" />
<input type="hidden" class="npc-toggle" name="attr_npc_toggle" value="0"/>
<img class="header" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ShadowrunAnarchy/ShadowrunHeader.png" style="width:100%" "border:1px solid black;" alt="Shadowrun logo" />
<div class="pc">
<!-- The "Shadowrun" logo -->
<div class="row row-name">
<div class="col" style="margin-top: 1%;">
<button class="pictos" type="action" name="act_template">P</button>
</div>
<div class="col col-name">
<input type="text" name="attr_character_name" value="" placeholder="Name" />
</div>
<div class="col special">
<input type="hidden" name="attr_special" value="" />
<button type="action" name="act_awakened" data-i18n="awakened">Awakened</button>
<button type="action" name="act_emerged" data-i18n="emerged">Emerged</button>
</div>
<div class="col npc-toggle">
<button type="action" name="act_npc" data-i18n="NPC">NPC</button>
</div>
</div>
<!-- ~~~~~~~~ Attribute ~~~~~~~~ -->
<div class="tan attribute">
<div class="sheet-col">
<button name="Strength" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{strength}}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength})+(@{attribute_roll})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Strength Roll"><h1 data-i18n="strength">STRENGTH</h1></button>
<input type="number" name="attr_strength" value="1" title="@{strength}" />
</div>
<div class="vertdeco"></div>
<div class="sheet-col">
<button name="Agility" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{agility}}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{agility}+(@{attribute_roll})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Agility Roll"><h1 data-i18n="agility">AGILITY</h1></button>
<input type="number" name="attr_agility" value="1" title="@{agility}" />
</div>
<div class="vertdeco"></div>
<div class="sheet-col">
<button name="Willpower" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{willpower}}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{willpower}+(@{attribute_roll})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Willpower Roll"><h1 data-i18n="willpower">WILLPOWER</h1></button>
<input type="number" name="attr_willpower" value="1" title="@{willpower}" />
</div>
<div class="vertdeco"></div>
<div class="sheet-col">
<button name="Logic" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{logic}}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{logic}+(@{attribute_roll})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Logic Roll"><h1 data-i18n="logic">LOGIC</h1></button>
<input type="number" name="attr_logic" value="1" title="@{logic}" />
</div>
<div class="vertdeco"></div>
<div class="sheet-col">
<button name="Charisma" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{charisma}}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{charisma}+(@{attribute_roll})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Charisma Roll"><h1 data-i18n="charisma">CHARISMA</h1></button>
<input type="number" name="attr_charisma" value="1" title="@{charisma}" />
</div>
<div class="vertdeco"></div>
<div class="sheet-col">
<button name="Edge" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{edge}}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{edge}+(@{attribute_roll})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Edge Roll"><h1 data-i18n="edge">EDGE</h1></button>
<input type="number" name="attr_edge" value="1" title="@{edge}" />
</div>
</div><!--End Attributes-->
<!-- ~~~~~~~~ Metatype Input ~~~~~~~~ -->
<div class="meta">
<label data-i18n="metatype">Metatype</label>
<input type="text" name="attr_metatype" value="" placeholder="Human" />
</div><!-- End Metatype Inputs -->
<!-- ~~~~~~~~ Karma Input ~~~~~~~~ -->
<div class="karma">
<div class="karma-bubbles">
<label data-i18n="totalkarma">TOTAL KARMA</label>
<input type="number" name="attr_karma_total" placeholder="#" title="@{karma_total}" />
</div>
<div class="karma-bubbles">
<label data-i18n="karmabalance">KARMA BALANCE</label>
<input type="number" name="attr_karma" placeholder="#" title="@{karma}" />
</div>
</div><!-- End Karma Inputs -->
<!-- ~~~~~~~~ Dispositions ~~~~~~~~ -->
<div class="row dispositionsrow dispoenglish">
<div class="trapezoid"></div>
<div class="trapezoid-white"></div>
<h2 data-i18n="dispositions">DISPOSITIONS</h2>
<div class="textbox toggle">
<input type="checkbox" class="options-flag" name="attr_disposition_toggle" checked="checked" /><span>y</span>
<div class="options">
<div class="cues">
<textarea name="attr_disposition_1"></textarea>
</div>
<div class="cues">
<textarea name="attr_disposition_2"></textarea>
</div>
</div>
<div class="display">
<div class="cues">
<span name="attr_disposition_1"></span>
</div>
<div class="cues">
<span name="attr_disposition_2"></span>
</div>
</div>
</div>
</div><!--End Dispositions Row -->
<!-- ~~~~~~~~ French Dispositions ~~~~~~~~ -->
<div class="row dispositionsrow dispofrench">
<div class="trapezoid"></div>
<div class="trapezoid-white"></div>
<h2 data-i18n="dispositions">DISPOSITIONS</h2>
<div class="textbox toggle">
<input type="checkbox" class="options-flag" name="attr_disposition_toggle" checked="checked" /><span>y</span>
<div class="options">
<div class="cues">
<label data-i18n="keywords">Keywords</label>
<textarea name="attr_keywords"></textarea>
</div>
<div class="cues">
<textarea name="attr_disposition"></textarea>
</div>
<div class="cues">
<label data-i18n="cues">Cues</label>
<textarea name="attr_cues"></textarea>
</div>
</div>
<div class="display">
<div class="cues">
<label data-i18n="keywords">Keywords</label>
<span name="attr_keywords"></span>
</div>
<div class="cues">
<span name="attr_disposition"></span>
</div>
<div class="cues">
<label data-i18n="cues">Cues</label>
<span name="attr_cues"></span>
</div>
</div>
</div>
</div><!--End Dispositions Row -->
<!-- ~~~~~~~~ Skills ~~~~~~~~ -->
<div class="roll-toggles">
<div class="toggle-buttons">
<button name="Perception" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{perception}}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{willpower}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="Perception Roll"><span class="pictos">E</span></button>
<button name="Defense" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{defense}}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{agility}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="Defense Roll"><span class="pictosC">e</span></button>
<button name="Spell Defense" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{spelldefense}}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+@{willpower}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="Spell Defense Roll"><span class="pictos3">b</span><span class="lightening">e</span></button>
<button name="Glitch Die" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{glitchdie}}}{{glitch=[[1d6cs6cs5cf1]]}}" title="Glitch Dice"><span class="glitch">L</span></button>
<button name="D6s" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{d6s}}}{{attr=?{D6s to roll|0}d6}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(?{D6s to roll|0}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="D6 Roll"><span class="d6">L</span></button>
</div>
<div class="toggle-toggles">
<input type="checkbox" class="whisper-flag" name="attr_gm_toggle" value="/w gm" title="GM Whisper Toggle" /><span class="whisper-flag">w</span>
<input type="checkbox" class="wound-flag" name="attr_wound_toggle" value="@{wounds}" title="Wounds Toggle" /><span class="wound-flag">k</span><span class="wound-line">Y</span>
<input type="checkbox" class="modifier-flag" name="attr_modifier_toggle" value="?{Modifiers +/-|0}" title="Modifier Toggle" /><span class="modifier-flag">?</span>
<input type="checkbox" class="edge-flag" name="attr_edge_toggle" value="1" title="Edge Toggle" /><span class="edge-flag">!</span>
<input type="hidden" name="attr_wounds" value="0" />
<input type="hidden" name="attr_edge_threshold" value="5" />
</div>
</div>
<div class="tan bubblerow skillrow">
<div class="trapezoid"></div>
<div class="trapezoid-tan"></div>
<h2 data-i18n="skills">SKILLS</h2>
<fieldset class="repeating_skills">
<input type="hidden" name="attr_skill_spec_display">
<input type="hidden" name="attr_attribute_name" value="Strength">
<div class="toggle">
<input type="checkbox" class="options-flag" name="attr_skill_toggle" checked="checked" /><span>y</span>
<div class="options">
<div class="skillbox">
<input type="text" name="attr_skill" placeholder="Skill Name">
<input type="number" name="attr_skill_rank" placeholder="0"><br />
<input type="hidden" name="attr_skill_specalization" placeholder="Specialization"> <!--- DELETE IN FUTURE UPDATE Patch 1.8--->
<input type="text" name="attr_skill_specialization" placeholder="Specialization">
</div>
</div>
<div class="display">
<div class="skillbox">
<div class="skillheader">
<button name="Skill" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=@{skill}}}{{attr=@{attribute_name}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{skill_rank}+@{skill_attribute}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="Skill Name">
<span class="skillname" name="attr_skill_display"></span>
</button>
<button name="Specialization" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=@{skill}}}{{spec=@{skill_specialization}}}{{attr=@{attribute_name}}}{{wound=[[@{wound_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{skill_rank}+2+@{skill_attribute}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="Skill Specilization Roll">
<span class="skillname" name="attr_skill_spec_display"></span>
</button>
</div>
<div class="skillcontainer">
<span name="attr_skill_rank"></span>
<select name="attr_skill_attribute">
<option class="option" value="@{strength}" >+S</option>
<option class="option" value="@{agility}">+A</option>
<option class="option" value="@{willpower}">+W</option>
<option class="option" value="@{logic}">+L</option>
<option class="option" value="@{charisma}">+C</option>
<option class="option" value="@{edge}">+E</option>
<option class="option" value="0">(K)</option>
</select>
</div>
</div>
</div>
</div>
</fieldset>
</div><!-- End Skills Row -->
<!-- ~~~~~~~~ Shadow Amps ~~~~~~~~ -->
<div class="tan bubblerow amprow">
<div class="trapezoid"></div>
<div class="trapezoid-tan"></div>
<div class="essence-box">
<h2 data-i18n="shadowamps">SHADOW AMPS</h2>
<h3 data-i18n="essence">ESSENCE</h3><span style="color:white">: </span>
<input class="essence-input" type="text" name="attr_essence" value="6" placeholder="6" title="@{essence}" />
<input class="essence-note" type="text" name="attr_essence_penalty" value="" placeholder="0 penalty to magic/healing tests" title="@{essence_penalty}" />
</div>
<fieldset class="repeating_amps">
<div class="toggle">
<input type="checkbox" class="options-flag" name="attr_amp_toggle" checked="checked" /><span>y</span>
<div class="options">
<div class="ampbox">
<input type="number" name="attr_amp_rating" placeholder="0">
<input type="text" name="attr_amp" placeholder="Amp Name">
<textarea name="attr_amp_desc" placeholder="Amp Description"></textarea>
</div>
</div>
<div class="display">
<div class="skillbox">
<div class="amprating"><span name="attr_amp_rating"></span></div>
<div class="ampheader"><button name="Description" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=@{amp}}}{{desc=@{amp_desc}}}"><span class="skillname" name="attr_amp"></span></button></div>
<div class="textcontainer"><span name="attr_amp_desc"></span></div>
</div>
</div>
</div>
</fieldset>
</div><!-- End Shadow Amps -->
<!-- ~~~~~~~~ Cues ~~~~~~~~ -->
<div class="row cuerow">
<div class="trapezoid"></div>
<div class="trapezoid-white"></div>
<div class="que-hide">
<h2 data-i18n="cues">CUES</h2>
<div class="textbox toggle">
<input type="checkbox" class="options-flag" name="attr_cue_toggle" checked="checked" /><span>y</span>
<div class="options">
<div class="cues">
<textarea name="attr_cues_1"></textarea>
</div>
<div class="cues">
<textarea name="attr_cues_2"></textarea>
</div>
</div>
<div class="display">
<div class="cues">
<span name="attr_cues_1"></span>
</div>
<div class="cues">
<span name="attr_cues_2"></span>
</div>
</div>
</div>
</div>
</div><!--End Cues -->
<!-- ~~~~~~~~ Qualities ~~~~~~~~ -->
<div class="qualityrow bubblerow">
<h2 data-i18n="qualities">QUALITIES</h2>
<fieldset class="repeating_qualities">
<div class="toggle">
<input type="checkbox" class="options-flag" name="attr_quality_toggle" checked="checked" /><span>y</span>
<div class="options">
<input type="radio" class="quality-pos" name="attr_quality_type" value="positive" title="Positive Quality" checked="checked" /><span>+</span>
<input type="radio" class="quality-neg" name="attr_quality_type" value="negative" title="Negative Quality" /><span>-</span>
<div class="ampbox">
<input type="text" name="attr_quality" placeholder="Quality" />
<textarea name="attr_quality_desc" value="" placeholder="Quality Description" /></textarea>
</div>
</div>
<div class="display">
<input type="hidden" class="quality-pos" name="attr_quality_type" value="positive" />
<input type="hidden" class="quality-neg" name="attr_quality_type" value="negative" />
<div class="skillbox">
<div class="ampheader"><button name="Quality" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=@{quality}}}{{desc=@{quality_desc}}}"><span class="skillname" name="attr_quality"></span></button></div>
<div class="textcontainer"><span name="attr_quality_desc"></span></div>
</div>
</div>
</div>
</fieldset>
</div><!-- End Qualities -->
<!-- ~~~~~~~~ Weapons!! ~~~~~~~~ -->
<div class="tan weaponrow">
<div class="trapezoid"></div>
<div class="trapezoid-tan"></div>
<h2 data-i18n="weapons">WEAPONS</h2>
<div class="weaponsection">
<!-- Unarmed Boxs-->
<div class="unarmedbox toggle">
<div class="unarmedheader">
<h4 data-i18n="unarmed">UNARMED</h4>
</div>
<div class="unarmeddamagebox">
<div class="weaponlabels"><label>DAM</label></div>
<div class="weaponlabels"><label data-i18n="close">CLOSE</label></div>
<div class="weaponlabels"><label data-i18n="near">NEAR</label></div>
<div class="weaponlabels"><label data-i18n="far">FAR</label></div>
</div>
<input type="checkbox" class="options-flag" name="attr_unarmed_toggle" checked="checked" /><span>y</span>
<div class="options unarmeddamagebox">
<input type="text" name="attr_unarmed_dmg" value="" placeholder="#S" />
<input type="text" name="attr_unarmed_close" value="OK" placeholder="OK" />
<input type="text" name="attr_unarmed_near" value="-" placeholder="-"/>
<input type="text" name="attr_unarmed_far" value="-" placeholder="-" />
</div>
<div class="display unarmeddamagebox">
<div class="weaponlabels"><span name="attr_unarmed_dmg"></span></div>
<div class="weaponlabels"><span name="attr_unarmed_close"></span></div>
<div class="weaponlabels"><span name="attr_unarmed_near"></span></div>
<div class="weaponlabels"><span name="attr_unarmed_far"></span></div>
</div>
</div>
<br />
<!-- Weapons box -->
<fieldset class="repeating_weapons">
<div class="weaponbox toggle ">
<input type="checkbox" class="options-flag" name="attr_weapon_toggle" checked="checked" /><span>y</span>
<div class="weaponsubtitlesbox">
<label>DAM</label>
<label data-i18n="close">CLOSE</label>
<label data-i18n="near">NEAR</label>
<label data-i18n="far">FAR</label>
</div>
<div class="options weapondamagebox">
<div class="weaponheader">
<input type="text" name="attr_weapon_name" value="" placeholder="Ares Predator V" /><br />
<input type="text" name="attr_weapon_type" value="" placeholder="Heavy Pistol" />
</div>
<div class="weaponbody">
<input type="text" name="attr_weapon_dmg" value="" placeholder="6P" />
<input type="text" name="attr_weapon_close" value="" placeholder="OK" />
<input type="text" name="attr_weapon_near" value="" placeholder="-2"/>
<input type="text" name="attr_weapon_far" value="" placeholder="-" />
</div>
</div>
<div class="display weapondamagebox">
<div class="weaponheader">
<span name="attr_weapon_name"></span><br />
<span name="attr_weapon_type"></span>
</div>
<div class="weaponbody">
<div class="weaponlabels"><span name="attr_weapon_dmg"></span></div>
<div class="weaponlabels"><span name="attr_weapon_close"></span></div>
<div class="weaponlabels"><span name="attr_weapon_near"></span></div>
<div class="weaponlabels"><span name="attr_weapon_far"></span></div>
</div>
</div>
</div>
</fieldset>
</div>
</div><!--End Weapons!! -->
<!-- ~~~~~~~~ Condition Monitor ~~~~~~~~ -->
<div class="tan conrow">
<div class="trapezoid"></div>
<div class="trapezoid-tan"></div>
<div class="trapezoid"></div>
<div class="trapezoid-tan"></div>
<h1 data-i18n="condition">CONDITION MONITOR</h1>
<!-- ~~~~~~~~ Armor ~~~~~~~~ -->
<div class="armorbox">
<div class="armorsection">
<div class="toggle">
<input type="checkbox" class="options-flag" name="attr_armor_toggle" checked="checked" /><span>y</span>
<div class="options">
<input type="number" name="attr_armor" value="" placeholder="12" />
<input type="text" name="attr_armor_name" value="" placeholder="Armor Jacket" />
</div>
<div class="display">
<div class="armor">
<span name="attr_armor_name"></span>
</div>
</div>
</div>
<input type="radio" class="radio-header-armor" name="attr_armor_damage" value="0" title="Armor Reset" checked="checked" />
<h1 data-i18n="armor">ARMOR</h1>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ShadowrunAnarchy/CatalystLogo.png" alt="Catalyst & Anarchy Logo">
<div class="armorcircles">
<input type="hidden" name="attr_armor_1_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="1" /><span></span>
<input type="hidden" name="attr_armor_2_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="2" /><span></span>
<input type="hidden" name="attr_armor_3_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="3" /><span></span>
<input type="hidden" name="attr_armor_4_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="4" /><span></span>
<input type="hidden" name="attr_armor_5_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="5" /><span></span><br />
<input type="hidden" name="attr_armor_6_enabled" value="true"/>
<input type="radio" class="circles5" name="attr_armor_damage" value="6" /><span></span>
<input type="hidden" name="attr_armor_7_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="7" /><span></span>
<input type="hidden" name="attr_armor_8_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="8" /><span></span>
<input type="hidden" name="attr_armor_9_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="9" /><span></span>
<input type="hidden" name="attr_armor_10_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="10" /><span></span><br />
<input type="hidden" name="attr_armor_11_enabled" value="true"/>
<input type="radio" class="circles15" name="attr_armor_damage" value="11" /><span></span>
<input type="hidden" name="attr_armor_12_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="12" /><span></span>
<input type="hidden" name="attr_armor_13_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="13" /><span></span>
<input type="hidden" name="attr_armor_14_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="14" /><span></span>
<input type="hidden" name="attr_armor_15_enabled" value="true"/>
<input type="radio" name="attr_armor_damage" value="15" /><span></span>
</div>
</div>
</div>
<!-- Middle area with condition monitor -->
<img class="conleftdec" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ShadowrunAnarchy/SideDecor.png" alt="Straight line with circle at the top facing left.">
<img class="conmiddec" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ShadowrunAnarchy/MidDecor.png" alt="Straight line with circle at both ends">
<img class="conrightdec" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ShadowrunAnarchy/SideDecor.png" alt="Straight line with circle at the top facing right.">
<div class="conditionbox">
<!-- Physical Damage Circles -->
<div class="conditionsection">
<input type="hidden" name="attr_physical_max" value="8">
<input type="radio" class="radio-header-physical" name="attr_physical" value="0" title="Physical Reset" checked="checked" />
<h2 data-i18n="physical">PHYSICAL</h2>
<div class="conditioncircles">
<input type="hidden" name="attr_physical_1_enabled" value="true"/>
<input type="radio" name="attr_physical" value="1" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_2_enabled" value="true"/>
<input type="radio" name="attr_physical" value="2" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_3_enabled" value="true"/>
<input type="radio" name="attr_physical" value="3" /><span></span><span class="condigit">-1</span><br />
<input type="hidden" name="attr_physical_4_enabled" value="true"/>
<input type="radio" class="circles5" name="attr_physical" value="4" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_5_enabled" value="true"/>
<input type="radio" name="attr_physical" value="5" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_6_enabled" value="true"/>
<input type="radio" name="attr_physical" value="6" /><span></span><span class="condigit">-2</span><br />
<input type="hidden" name="attr_physical_7_enabled" value="true"/>
<input type="radio" class="circles15" name="attr_physical" value="7" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_8_enabled" value="true"/>
<input type="radio" name="attr_physical" value="8" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_9_enabled" value="true"/>
<input type="radio" name="attr_physical" value="9" /><span></span><span class="condigit">-3</span><br />
<input type="hidden" name="attr_physical_10_enabled" value="true"/>
<input type="radio" class="circles25" name="attr_physical" value="10" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_11_enabled" value="true"/>
<input type="radio" name="attr_physical" value="11" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_12_enabled" value="true"/>
<input type="radio" name="attr_physical" value="12" /><span></span><span class="condigit">-4</span><br />
<input type="hidden" name="attr_physical_13_enabled" value="true"/>
<input type="radio" class="circles35" name="attr_physical" value="13" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_14_enabled" value="true"/>
<input type="radio" name="attr_physical" value="14" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_15_enabled" value="true"/>
<input type="radio" name="attr_physical" value="15" /><span></span><span class="condigit">-5</span><br />
</div>
</div>
<!-- Stun Damage Cirlces -->
<div class="conditionsection">
<input type="hidden" name="attr_stun_max" value="8">
<input type="radio" class="radio-header-small" name="attr_stun" value="0" title="Stun Reset" checked="checked" />
<h2 data-i18n="stun">STUN</h2>
<div class="conditioncircles">
<input type="hidden" name="attr_stun_1_enabled" value="true"/>
<input type="radio" name="attr_stun" value="1" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_2_enabled" value="true"/>
<input type="radio" name="attr_stun" value="2" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_3_enabled" value="true"/>
<input type="radio" name="attr_stun" value="3" /><span></span><span class="condigit">-1</span><br />
<input type="hidden" name="attr_stun_4_enabled" value="true"/>
<input type="radio" class="circles5" name="attr_stun" value="4" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_5_enabled" value="true"/>
<input type="radio" name="attr_stun" value="5" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_6_enabled" value="true"/>
<input type="radio" name="attr_stun" value="6" /><span></span><span class="condigit">-2</span><br />
<input type="hidden" name="attr_stun_7_enabled" value="true"/>
<input type="radio" class="circles15" name="attr_stun" value="7" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_8_enabled" value="true"/>
<input type="radio" name="attr_stun" value="8" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_9_enabled" value="true"/>
<input type="radio" name="attr_stun" value="9" /><span></span><span class="condigit">-3</span><br />
<input type="hidden" name="attr_stun_10_enabled" value="true"/>
<input type="radio" class="circles25" name="attr_stun" value="10" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_11_enabled" value="true"/>
<input type="radio" name="attr_stun" value="11" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_12_enabled" value="true"/>
<input type="radio" name="attr_stun" value="12" /><span></span><span class="condigit">-4</span><br />
<input type="hidden" name="attr_stun_13_enabled" value="true"/>
<input type="radio" class="circles35" name="attr_stun" value="13" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_14_enabled" value="true"/>
<input type="radio" name="attr_stun" value="14" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_15_enabled" value="true"/>
<input type="radio" name="attr_stun" value="15" /><span></span><span class="condigit">-5</span><br />
</div>
</div>
<!-- Edge & Plot Cirlces -->
<div class="edgesection">
<input type="radio" class="radio-header-small" name="attr_edge_pool" value="0" title="Edge Reset" checked="checked" />
<h2 data-i18n="edge">EDGE</h2>
<div class="edgecircles">
<input type="hidden" name="attr_edge_1_enabled" value="true"/>
<input type="radio" name="attr_edge_pool" value="1" /><span></span>
<input type="hidden" name="attr_edge_2_enabled" value="true"/>
<input type="radio" name="attr_edge_pool" value="2" /><span></span>
<input type="hidden" name="attr_edge_3_enabled" value="true"/>
<input type="radio" name="attr_edge_pool" value="3" /><span></span>
<input type="hidden" name="attr_edge_4_enabled" value="true"/>
<input type="radio" name="attr_edge_pool" value="4" /><span></span>
<input type="hidden" name="attr_edge_5_enabled" value="true"/>
<input type="radio" name="attr_edge_pool" value="5" /><span></span>
<input type="hidden" name="attr_edge_6_enabled" value="true"/>
<input type="radio" name="attr_edge_pool" value="6" /><span></span>
</div>
</div>
<div class="edgesection">
<input type="radio" class="radio-header-small" name="attr_plot" value="0" title="Plot Reset" checked="checked" />
<h2 data-i18n="plot">PLOT</h2>
<div class="edgecircles">
<input type="radio" name="attr_plot" value="1" /><span></span>
<input type="radio" name="attr_plot" value="2" /><span></span>
<input type="radio" name="attr_plot" value="3" /><span></span>
<input type="radio" name="attr_plot" value="4" /><span></span>
<input type="radio" name="attr_plot" value="5" /><span></span>
</div>
</div>
</div>
<!-- Gear & Contact section -->
<div class="gearbox">
<h1 data-i18n="gear">GEAR</h1>
<div class="textbox toggle geartoggle">
<input type="checkbox" class="options-flag" name="attr_gear_toggle" checked="checked" /><span>y</span>
<div class="options">
<div class="gear">
<textarea name="attr_gear" placeholder="Erika Elite Commlink, Crowbar, fake SIN, sister's necklace"></textarea>
</div>
</div>
<div class="display">
<div class="gear">
<span name="attr_gear"></span>
</div>
</div>
</div>
<h1 data-i18n="contacts">Contacts</h1>
<div class="textbox toggle contacttoggle">
<input type="checkbox" class="options-flag" name="attr_contact_toggle" checked="checked" /><span>y</span>
<div class="options">
<div class="gear contact">
<textarea name="attr_contacts" placeholder="Old Crow (informational anarchist, Raven shaman)"></textarea>
</div>
</div>
<div class="display">
<div class="gear contact">
<span name="attr_contacts"></span>
</div>
</div>
</div>
</div>
</div> <!--- End Condition Monitor area -->
</div><!--- End PC Sheet -->
<!-- ~~~~~~~~ Start of NPC sheet ~~~~~~~~ -->
<input type="hidden" class="npc-toggle" name="attr_npc_toggle" />
<div class="npc">
<div class="toggle">
<input type="checkbox" class="options-flag" name="attr_npc_options_toggle" checked="checked" /><span style="display:inline-block">y</span>
<div class="options">
<h1 data-i18n="npcoptions">NPC Options</h1>
<div class="row">
<span data-i18n="name">NAME</span><input type="text" name="attr_character_name" value="1" placeholder="Name" />
</div>
<div class="row"><label data-i18n="attributes">Attributes</label></div>
<div class="row">
<span data-i18n="str">STR </span><input type="number" name="attr_strength" value="1" placeholder="0" title="@{strength}"/>
<span data-i18n="agi">AGI </span><input type="number" name="attr_agility" value="1" placeholder="0" title="@{agility}" />
<span data-i18n="wil">WIL </span><input type="number" name="attr_willpower" value="1" placeholder="0" title="@{willpower}" />
<span data-i18n="log">LOG </span><input type="number" name="attr_logic" value="1" title="@{logic}" />
<span data-i18n="cha">CHA </span><input type="number" name="attr_charisma" value="1" title="@{charisma}" />
<span data-i18n="edg">EDG </span><input type="number" name="attr_edge" value="1" placeholder="0" title="@{edge}" />
</div>
<div class="row"><label data-i18n="skills" style="font-weight: bolder">SKILLS</label></div>
<div class="col">
<div class="row"><span data-i18n="astralcombat">Astral Combat</span><input type="number" name="attr_astral_combat" value="0" placeholder="0" title="@{astral_combat}" /></div>
<div class="row"><span data-i18n="athletics">Athletics</span><input type="number" name="attr_athletics" value="0" placeholder="0" title="@{athletics}" /></div>
<div class="row"><span data-i18n="biotech">Biotech</span><input type="number" name="attr_biotech" value="0" placeholder="0" title="@{biotech}" /></div>
<div class="row"><span data-i18n="closecombat">Close Combat</span><input type="number" name="attr_close_combat" value="0" placeholder="0" title="@{close_combat}" /></div>
<div class="row"><span data-i18n="con">Con</span><input type="number" name="attr_con" value="0" placeholder="0" title="@{con}" /></div>
<div class="row"><span data-i18n="conjuring">Conjuring</span><input type="number" name="attr_conjuring" value="0" placeholder="0" title="@{conjuring}" /></div>
<div class="row"><span data-i18n="disguise">Disguise</span><input type="number" name="attr_disguise" value="0" placeholder="0" title="@{disguise}" /></div>
<div class="row"><span data-i18n="electronics">Electronics</span><input type="number" name="attr_electronics" value="0" placeholder="0" title="@{electronics}" /></div>
</div>
<div class="col">
<div class="row"><span data-i18n="engineering">Engineering</span><input type="number" name="attr_engineering" value="0" placeholder="0" title="@{engineering}" /></div>
<div class="row"><span data-i18n="escapeartist">Escape Artist</span><input type="number" name="attr_escape_artist" value="0" placeholder="0" title="@{escape_artist}" /></div>
<div class="row"><span data-i18n="firearms">Firearms</span><input type="number" name="attr_firearms" value="0" placeholder="0" title="@{firearms}" /></div>
<div class="row"><span data-i18n="hacking">Hacking</span><input type="number" name="attr_hacking" value="0" placeholder="0" title="@{hacking}" /></div>
<div class="row"><span data-i18n="heavyweapons">Heavy Weapons</span><input type="number" name="attr_heavy_weapons" value="0" placeholder="0" title="@{heavy_weapons}" /></div>
<div class="row"><span data-i18n="intimidation">Intimidation</span><input type="number" name="attr_intimidation" value="0" placeholder="0" title="@{intimidation}" /></div>
<div class="row"><span data-i18n="negotiation">Negotiation</span><input type="number" name="attr_negotiation" value="0" placeholder="0" title="@{negotiation}" /></div>
<div class="row"><span data-i18n="pilotground">Piloting (Ground)</span><input type="number" name="attr_piloting_ground" value="0" placeholder="0" title="@{piloting_ground}" /></div>
</div>
<div class="col">
<div class="row"><span data-i18n="pilotother">Piloting (Other)</span><input type="number" name="attr_piloting_other" value="0" placeholder="0" title="@{piloting_other}" /></div>
<div class="row"><span data-i18n="projectileweapons">Projectile Weapons</span><input type="number" name="attr_projectile_weapons" value="0" placeholder="0" title="@{projectile_weapons}" /></div>
<div class="row"><span data-i18n="sorcery">Sorcery</span><input type="number" name="attr_sorcery" value="0" placeholder="0" title="@{sorcery}" /></div>
<div class="row"><span data-i18n="stealth">Stealth</span><input type="number" name="attr_stealth" value="0" placeholder="0" title="@{stealth}" /></div>
<div class="row"><span data-i18n="survival">Survival</span><input type="number" name="attr_survival" value="0" placeholder="0" title="@{survival}" /></div>
<div class="row"><span data-i18n="tasking">Tasking</span><input type="number" name="attr_tasking" value="0" placeholder="0" title="@{tasking}" /></div>
<div class="row"><span data-i18n="tracking">Tracking</span><input type="number" name="attr_tracking" value="0" placeholder="0" title="@{tracking}" /></div>
<div class="row"><span data-i18n="vehicleweapons">Vehicle Weapons</span><input type="number" name="attr_vehicle_weapons" value="0" placeholder="0" title="@{vehicle_weapons}" /></div>
</div>
<br />
<label data-i18n="condition" style="font-weight: bolder">CONDITION MONITOR</label>
<div class="row">
<span data-i18n="armor">ARMOR</span>
<input type="number" name="attr_armor" value="9" placeholder="9"><input type="text" name="attr_armor_name" value="Natural Armor" placeholder="Natural Armor">
</div>
<br />
<div class="row">
<span data-i18n="physicalbonus">PHYSICAL BONUS</span><input type="number" name="attr_physical_bonus" value="0" placeholder="0"> /
<span data-i18n="stunbonus">STUN BONUS</span><input type="number" name="attr_stun_bonus" value="0" placeholder="0">
</div>
<br />
<span data-i18n="npctoggle">NPC Toggle</span><input class="npc-toggle" type="checkbox" name="attr_npc_toggle" value="npc" checked="checked" />
</div>
<div class="display">
<div class="npc-name"><span name="attr_character_name"></span></div>
<div class="roll-toggles">
<button name="Defense" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{perception}}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{willpower}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="Perception Roll"><span class="pictos">E</span></button>
<button name="Defense" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{defense}}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{agility}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="Defense Roll"><span class="pictosC">e</span></button>
<button name="Spell Defense" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=spelldefense}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+@{willpower}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="Spell Defense Roll"><span class="pictos3">b</span><span class="lightening">e</span></button>
<button name="Glitch Die" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^glitchdie}}{{glitch=[[1d6cs6cs5cf1]]}}" title="Glitch Dice"><span class="glitch">L</span></button>
<button name="D6" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^d6s}}{{attr=?{D6s to roll|0}d6}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(?{D6s to roll|0}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}" title="D6s"><span class="d6">L</span></button>
<div class="toggle-toggles">
<input type="checkbox" class="whisper-flag" name="attr_gm_toggle" value="/w gm" title="GM Whisper Toggle" /><span class="whisper-flag">w</span>
<input type="checkbox" class="wound-flag" name="attr_wound_toggle" value="@{wounds}" title="Wounds Toggle" /><span class="wound-flag">k</span><span class="wound-line">Y</span>
<input type="checkbox" class="modifier-flag" name="attr_modifier_toggle" value="?{Modifiers +/-|0}" title="Modifier Toggle" /><span class="modifier-flag">?</span>
<input type="checkbox" class="edge-flag" name="attr_edge_toggle" value="1" title="Edge Toggle" /><span class="edge-flag">!</span>
<input type="hidden" name="attr_wounds" value="0" />
<input type="hidden" name="attr_edge_threshold" value="5" />
</div>
</div>
<div class="npc-attribute">
<button name="Strength" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^strength}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+(@{attribute_roll})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Strength Roll"><label>STR</label></button>
<button name="Agility" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{agility}}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+(@{attribute_roll})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Agility Roll"><label>AGI</label></button>
<button name="Willpower" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{willpower}}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+(@{attribute_roll})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Willpower Roll"><label>WIL</label></button>
<button name="Logic" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{logic}}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+(@{attribute_roll})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Logic Roll"><label>LOG</label></button>
<button name="Charisma" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^{charisma}}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+(@{attribute_roll})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Charisma Roll"><label>CHA</label></button>
<button name="Edge" type='roll' value="@{gm_toggle} &{template:sAnarchy}{{header=^edge}}{{attr=^{attribute}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{strength}+(@{attribute_roll})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}]]}}" title="Edge Roll"><label>EDG</label></button>
<div class="npc-attr-row">
<div class="npc-attr-num"><span name="attr_strength"></span></div>
<div class="npc-attr-num"><span name="attr_agility"></span></div>
<div class="npc-attr-num"><span name="attr_willpower"></span></div>
<div class="npc-attr-num"><span name="attr_logic"></span></div>
<div class="npc-attr-num"><span name="attr_charisma"></span></div>
<div class="npc-attr-num"><span name="attr_edge"></span></div>
</div>
</div>
<div class="npc-body">
<div class="indent-row"><span class="bolder caps" data-i18n="skills" style="font-weight: bolder">SKILLS</span><span>: </span>
<!-- ~~~~~~~~ astralcombat ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_astral_combat_flag" value="0">
<span class="optional"><button name="Astral Combat" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{astralcombat}}}{{attr=^{willpower}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{astral_combat}+@{willpower}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}"><span data-i18n="astralcombat">Astral Combat</span><span> </span><span name="attr_astral_combat"></span><span>+W</span></button>,</span>
<!-- ~~~~~~~~ Athletics ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_athletics_flag" value="0">
<span class="optional"><button name="Athletics" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{athletics}}}{{attr=^{agility}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{athletics}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="athletics">Athletics</span><span> </span><span name="attr_athletics"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ Biotech ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_biotech_flag" value="0">
<span class="optional"><button name="Biotech" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{biotech}}}{{attr=^{logic}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{biotech}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="biotech">Biotech</span><span> </span><span name="attr_biotech"></span><span>+L</span></button>,</span>
<!-- ~~~~~~~~ close_combat ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_close_combat_flag" value="0">
<span class="optional"><button name="Close Combat" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{closecombat}}}{{attr=^{agility}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{close_combat}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="closecombat">Close Combat</span><span> </span><span name="attr_close_combat"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ con ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_con_flag" value="0">
<span class="optional"><button name="Con" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{con}}}{{attr=^{charisma}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{con}+@{charisma}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="con">Con</span><span> </span><span name="attr_con"></span><span>+C</span></button>,</span>
<!-- ~~~~~~~~ conjuring ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_conjuring_flag" value="0">
<span class="optional"><button name="Conjuring" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{conjuring}}}{{attr=^{willpower}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{conjuring}+@{willpower}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="conjuring">Conjuring</span><span> </span><span name="attr_conjuring"></span><span>+W</span></button>,</span>
<!-- ~~~~~~~~ disguise ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_disguise_flag" value="0">
<span class="optional"><button name="Disguise" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{disguise}}}{{attr=^{charisma}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{disguise}+@{charisma}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="disguise">Disguise</span><span> </span><span name="attr_disguise"></span><span>+C</span></button>,</span>
<!-- ~~~~~~~~ electronics ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_electronics_flag" value="0">
<span class="optional"><button name="Electronics" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{electronics}}}{{attr=^{logic}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{electronics}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="electronics">Electronics</span><span> </span><span name="attr_electronics"></span><span>+L</span></button>,</span>
<!-- ~~~~~~~~ engineering ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_engineering_flag" value="0">
<span class="optional"><button name="Engineering" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{engineering}}}{{attr=^{logic}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{engineering}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="engineering">Engineering</span><span> </span><span name="attr_engineering"></span><span>+L</span></button>,</span>
<!-- ~~~~~~~~ escape_artist ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_escape_artist_flag" value="0">
<span class="optional"><button name="Escape Artist" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{escapeartist}}}{{attr=^{agility}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{escape_artist}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="escapeartist">Escape Artist</span><span> </span><span name="attr_escape_artist"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ firearms ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_firearms_flag" value="0">
<span class="optional"><button name="Firearms" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{firearms}}}{{attr=^{agility}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{firearms}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="firearms">Firearms</span><span> </span><span name="attr_firearms"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ hacking ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_hacking_flag" value="0">
<span class="optional"><button name="Hacking" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{hacking}}}{{attr=^{logic}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{hacking}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="hacking">Hacking</span><span> </span><span name="attr_hacking"></span><span>+L</span></button>,</span>
<!-- ~~~~~~~~ heavy weapons ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_heavy_weapons_flag" value="0">
<span class="optional"><button name="Heavy Weapons" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{heavyweapons}}}{{attr=^{agility}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{heavy_weapons}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="heavyweapons">Heavy Weapons</span><span> </span><span name="attr_heavy_weapons"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ intimidation ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_intimidation_flag" value="0">
<span class="optional"><button name="Intimidation" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{intimidation}}}{{attr=^{charisma}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{intimidation}+@{charisma}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="intimidation">Intimidation</span><span> </span><span name="attr_intimidation"></span><span>+C</span></button>,</span>
<!-- ~~~~~~~~ negotiation ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_negotiation_flag" value="0">
<span class="optional"><button name="Negotiation" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{negotiation}}}{{attr=^{charisma}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{negotiation}+@{charisma}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="negotiation">Negotiation</span><span> </span><span name="attr_negotiation"></span><span>+C</span></button>,</span>
<!-- ~~~~~~~~ piloting_ground ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_piloting_ground_flag" value="0">
<span class="optional"><button name="Piloting (Ground)" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{pilotground}}}{{attr=^{agility}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{piloting_ground}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="pilotground">Piloting (Ground)</span><span> </span><span name="attr_piloting_ground"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ piloting_other ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_piloting_other_flag" value="0">
<span class="optional"><button type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header^{pilotother}}}{{attr=^{agility}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{piloting_other}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="pilotother">Piloting (Other)</span><span> </span><span name="attr_piloting_other"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ projectile_weapons ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_projectile_weapons_flag" value="0">
<span class="optional"><button name="Projectile Weapons" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{projectileweapons}}}{{attr=^{agility}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{projectile_weapons}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="projectileweapons">Projectile Weapons</span><span> </span><span name="attr_projectile_weapons"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ sorcery ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_sorcery_flag" value="0">
<span class="optional"><button name="Sorcery" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{sorcery}}}{{attr=^{willpower}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{sorcery}+@{willpower}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="sorcery">Sorcery</span><span> </span><span name="attr_sorcery"></span><span>+W</span></button>,</span>
<!-- ~~~~~~~~ stealth ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_stealth_flag" value="0">
<span class="optional"><button name="Stealth" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{stealth}}}{{attr=^{agility}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{stealth}+@{agility}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="stealth">Stealth</span><span> </span><span name="attr_stealth"></span><span>+A</span></button>,</span>
<!-- ~~~~~~~~ survival ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_survival_flag" value="0">
<span class="optional"><button name="Survival" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{survival}}}{{attr=^{willpower}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{survival}+@{willpower}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="survival">Survival</span><span> </span><span name="attr_survival"></span><span>+W</span></button>,</span>
<!-- ~~~~~~~~ tasking ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_tasking_flag" value="0">
<span class="optional"><button name="Tasking" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{tasking}}}{{attr=^{logic}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{tasking}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="tasking">Tasking</span><span> </span><span name="attr_tasking"></span><span>+L</span></button>,</span>
<!-- ~~~~~~~~ tracking ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_tracking_flag" value="0">
<span class="optional"><button name="Tracking" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{tracking}}}{{attr=^{logic}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{tracking}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="tracking">Tracking</span><span> </span><span name="attr_tracking"></span><span>+L</span></button>,</span>
<!-- ~~~~~~~~ vehicle_weapons ~~~~~~~~ -->
<input type="hidden" class="optional-flag0" name="attr_vehicle_weapons_flag" value="0">
<span class="optional"><button name="Vehicle Weapons" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=^{vehicleweapons}}}{{attr=^{logic}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}@{modifier_toggle}{{edge=[[@{edge_toggle}]]}}{{dice=[[(@{vehicle_weapons}+@{logic}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>@{edge_threshold}cs0]]}}">
<span data-i18n="vehicleweapons">Vehicle Weapons</span><span> </span><span name="attr_vehicle_weapons"></span><span>+A</span></button></span>
</div>
</div>
<div class="indent-row"><span class="caps" data-i18n="shadowamps" style="font-weight: bolder">SHADOW AMPS</span><span>: </span>
<span data-i18n="essence">Essence</span><span>: </span>
<input class="essence-input" type="text" name="attr_essence" value="6" placeholder="6" title="@{essence}" />
<input class="essence-note" type="text" name="attr_essence_penalty" value="" placeholder="0 penalty to magic/healing tests" title="@{essence_penalty}" />
</div>
<div class="npc-ampbox">
<fieldset class="repeating_amps">
<div class="toggle">
<input type="checkbox" class="options-flag" name="attr_amp_toggle" checked="checked" /><span>y</span>
<div class="options">
<div class="npc-amps">
<input type="text" name="attr_amp" placeholder="Amp Name">
<input class="npc-long" type="text" name="attr_amp_desc" placeholder="Amp Description">
</div>
</div>
<div class="display">
<div class="npc-amps">
<button name="Description" type="roll" value="@{gm_toggle} &{template:sAnarchy}{{header=@{amp}}}{{desc=@{amp_desc}}}"><span name="attr_amp"></span></button><span>: </span><span name="attr_amp_desc"></span>
</div>
</div>
</div>
</fieldset>
</div>
<div class="npc-weapons">
<h2>Weapons</h2>
<div class="weaponsubtitlesbox">
<div class="weaponlabels"><span data-i18n="damage">Damage</span></div>
<div class="weaponlabels"><span data-i18n="close">Close</span></div>
<div class="weaponlabels"><span data-i18n="near">Near</span></div>
<div class="weaponlabels"><span data-i18n="far">Far</span></div>
</div>
<fieldset class="repeating_weapons">
<div class="weaponbox toggle">
<input type="checkbox" class="options-flag" name="attr_weapon_toggle" checked="checked" /><span>y</span>
<div class="options weapondamagebox">
<div class="weaponheader">
<input type="text" name="attr_weapon_name" value="" placeholder="Ares Predator V" /><br />
</div>
<div class="weaponbody">
<input type="text" name="attr_weapon_dmg" value="" placeholder="6P" />
<input type="text" name="attr_weapon_close" value="" placeholder="OK" />
<input type="text" name="attr_weapon_near" value="" placeholder="-2"/>
<input type="text" name="attr_weapon_far" value="" placeholder="-" />
</div>
</div>
<div class="display weapondamagebox">
<div class="weaponheader">
<div class="weaponlabels"><span name="attr_weapon_name"></span></div>
</div>
<div class="weaponbody">
<div class="weaponlabels"><span name="attr_weapon_dmg"></span></div>
<div class="weaponlabels"><span name="attr_weapon_close"></span></div>
<div class="weaponlabels"><span name="attr_weapon_near"></span></div>
<div class="weaponlabels"><span name="attr_weapon_far"></span></div>
</div>
</div>
</div>
</fieldset>
</div>
<div class="npc-body">
<div class="indent">
<input type="radio" class="radio-header-armor" name="attr_npc_armor_damage" value="0" title="@{armor_damage}" checked="checked" />
<span class="bolder" data-i18n="armor" style="font-weight: bolder;">Armor</span><span>: </span><span name="attr_armor"></span> [<span name="attr_armor_name"></span>]
<div class="armorcircles">
<input type="hidden" name="attr_npc_armor_1_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="1" /><span></span>
<input type="hidden" name="attr_npc_armor_2_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="2" /><span></span>
<input type="hidden" name="attr_npc_armor_3_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="3" /><span></span>
<input type="hidden" name="attr_npc_armor_4_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="4" /><span></span>
<input type="hidden" name="attr_npc_armor_5_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="5" /><span></span>
<input type="hidden" name="attr_npc_armor_6_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="6" /><span></span>
<input type="hidden" name="attr_npc_armor_7_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="7" /><span></span>
<input type="hidden" name="attr_npc_armor_8_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="8" /><span></span>
<input type="hidden" name="attr_npc_armor_9_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="9" /><span></span>
<input type="hidden" name="attr_npc_armor_10_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="10" /><span></span>
<input type="hidden" name="attr_npc_armor_11_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="11" /><span></span>
<input type="hidden" name="attr_npc_armor_12_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="12" /><span></span>
<input type="hidden" name="attr_npc_armor_13_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="13" /><span></span>
<input type="hidden" name="attr_npc_armor_14_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="14" /><span></span>
<input type="hidden" name="attr_npc_armor_15_enabled" value="true"/>
<input type="radio" name="attr_npc_armor_damage" value="15" /><span></span>
</div>
</div>
<div class="indent"><span data-i18n="condition" style="font-weight: bolder;">Condition Monitors (P/S)</span><span>: </span><span name="attr_physical_max"></span>/<span name="attr_stun_max"></span>
<div class="npc-consection">
<input type="radio" class="radio-header-physical" name="attr_npc_physical" value="0" title="@{physical}" checked="checked" />
<span data-i18n="physical">Physical</span><span>: </span>
<div class="conditioncircles">
<input type="hidden" name="attr_npc_physical_1_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="1" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_physical_2_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="2" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_physical_3_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="3" /><span></span><span class="condigit">-1</span>
<input type="hidden" name="attr_npc_physical_4_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="4" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_physical_5_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="5" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_physical_6_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="6" /><span></span><span class="condigit">-2</span>
<input type="hidden" name="attr_npc_physical_7_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="7" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_physical_8_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="8" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_9_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="9" /><span></span><span class="condigit">-3</span>
<input type="hidden" name="attr_npc_physical_10_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="10" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_physical_11_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="11" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_physical_12_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="12" /><span></span><span class="condigit">-4</span>
<input type="hidden" name="attr_npc_physical_13_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="13" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_physical_14_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="14" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_physical_15_enabled" value="true"/>
<input type="radio" name="attr_npc_physical" value="15" /><span></span><span class="condigit">-5</span>
</div>
</div>
<div class="npc-consection">
<input type="radio" class="radio-header-small" name="attr_npc_stun" value="0" title="@{stun}" checked="checked" />
<span data-i18n="stun">Stun</span><span>: </span>
<div class="conditioncircles">
<input type="hidden" name="attr_npc_stun_1_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="1" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_2_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="2" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_3_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="3" /><span></span><span class="condigit">-1</span>
<input type="hidden" name="attr_npc_stun_4_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="4" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_5_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="5" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_6_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="6" /><span></span><span class="condigit">-2</span>
<input type="hidden" name="attr_npc_stun_7_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="7" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_8_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="8" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_9_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="9" /><span></span><span class="condigit">-3</span>
<input type="hidden" name="attr_npc_stun_10_enabled" value="true"/>
<input type="radio" name="attr_stun" value="10" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_stun_11_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="11" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_12_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="12" /><span></span><span class="condigit">-4</span>
<input type="hidden" name="attr_npc_stun_13_enabled" value="true"/>
<input type="radio" name="attr_stun" value="13" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_14_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="14" /><span></span><div class="arrow-left"></div>
<input type="hidden" name="attr_npc_stun_15_enabled" value="true"/>
<input type="radio" name="attr_npc_stun" value="15" /><span></span><span class="condigit">-5</span>
</div>
</div>
</div>
<div class="indent">
<input type="radio" class="radio-header-small" name="attr_npc_edge_pool" value="0" title="@{edge}" checked="checked" />
<span data-i18n="edge" style="font-weight: bolder;">Edge</span><span>: </span>
<div class="edgecircles">
<input type="hidden" name="attr_npc_edge_1_enabled" value="true"/>
<input type="radio" name="attr_npc_edge_pool" value="1" /><span></span>
<input type="hidden" name="attr_npc_edge_2_enabled" value="true"/>
<input type="radio" name="attr_npc_edge_pool" value="2" /><span></span>
<input type="hidden" name="attr_npc_edge_3_enabled" value="true"/>
<input type="radio" name="attr_npc_edge_pool" value="3" /><span></span>
<input type="hidden" name="attr_npc_edge_4_enabled" value="true"/>
<input type="radio" name="attr_npc_edge_pool" value="4" /><span></span>
<input type="hidden" name="attr_npc_edge_5_enabled" value="true"/>
<input type="radio" name="attr_npc_edge_pool" value="5" /><span></span>
<input type="hidden" name="attr_npc_edge_6_enabled" value="true"/>
<input type="radio" name="attr_npc_edge_pool" value="6" /><span></span>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
<!-- Hidden Inputs -->
<input type="hidden" class="npc-toggle" name="attr_npc_toggle" />
<input type="hidden" name="attr_attribute_roll" value="?{Attribute|Strength,@{strength}|Agility,@{agility}|Willpower,@{willpower}|Logic,@{logic}|Charisma,@{charisma}|Edge,@{edge}|None,0}" />
<input type="hidden" name="attr_version" value="1.9" />
<!-- Footer -->
<div class="footer">
<span data-i18n="topps">The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.</span>
<br />
Sheet: Version <span name="attr_version"></span>
</div>
<div class="rolltemplates">
<!--Roll Template for rolling without Focus-->
<rolltemplate class="sheet-rolltemplate-sAnarchy">
<div class="sheet-template-body">
<div class="sheet-template-header">
{{#header}}{{header}}{{/header}}{{#spec}}<br /> <span> ({{spec}})</span>{{/spec}}<br />
{{#attr}}<span>{{attr}}</span>{{/attr}}
{{#rollLess() wound 0}}<span></span><span data-i18n="wounds">Wounds</span>{{/rollLess() wound 0}}
{{#rollLess() mod 0}}<span></span><span data-i18n="modifier">Modifier</span>{{/rollLess() mod 0}}
{{#rollGreater() mod 0}}<span></span><span data-i18n="modifier">Modifier</span>{{/rollGreater() mod 0}}
{{#rollGreater() edge 0}}<span></span><span data-i18n="edge">Edge</span>{{/rollGreater() edge 0}}
</div>
<div class="sheet-template-row">
{{#dice}}{{dice}}{{/dice}}
{{#rollTotal() glitch 1}}<span data-i18n="glitch">GLITCH!</span> {{glitch}}{{/rollTotal() glitch 1}}
{{#rollBetween() glitch 2 4}}<span data-i18n="nocons">No consequence...</span> {{glitch}}{{/rollBetween() glitch 2 4}}
{{#rollBetween() glitch 5 6}}<span data-i18n="exploit">EXPLOIT! </span>{{glitch}}{{/rollBetween() glitch 5 6}}
{{#desc}}<span class="sheet-template-desc">{{desc}}</span>{{/desc}}
</div>
</div>
</rolltemplate>
</div>
<!--Sheet Worker-->
<script type="text/worker">
//Sheet open versioning
on("sheet:opened", () => {
getAttrs(["version"], (v) => {
versioning(parseFloat(v.version) || 1);
});
let translations = [];
let attributes = ["attribute", "strength", "agility", "willpower", "logic", "charisma", "edge", "none"];
attributes.forEach((attribute) => {
translations.push(getTranslationByKey(attribute));
});
let attribute_roll = `?{${translations[0]}`;
for (i = 1; i <= (attributes.length - 2); i += 1) {
attribute_roll += `|${translations[i]},@{${attributes[i]}}`;
};
attribute_roll += `|${translations[10]},0}`; //For None
});
//Template button
on("clicked:template", (eventinfo) => {
getAttrs([`template`], (v) => {
setAttrs({
template: (v.template === "English") ? "French" : "English"
});
});
});
on("clicked:awakened clicked:emerged", (eventinfo) => {
const trigger = (eventinfo.triggerName).split("clicked:")[1];
getAttrs([`special`], (v) => {
setAttrs({
special: (v.special === trigger) ? "" : trigger
});
});
});
on("clicked:npc", (eventinfo) => {
getAttrs([`npc_toggle`], (v) => {
setAttrs({
npc_toggle: (v.npc_toggle === "0") ? "npc" : "0"
});
});
});
//UPDATE THE TRACKS
["armor","physical_max","stun_max","edge"].forEach(attr => {
on(`change:${attr}`, (eventinfo) => {
getAttrs([`${attr}`], (v) => {
const name = (attr === "edge") ? "edge" : (attr.includes("max")) ? attr.slice(0, -4) : "armor";
const stat = parseInt(v[`${attr}`]) || 0;
const max = (attr === "edge") ? 6 : 15;
let set = {};
for (i = 1; i <= stat; i += 1) {
set[`${name}_`.concat(i, "_enabled")] = "true";
set[`npc_${name}_`.concat(i, "_enabled")] = "true";
}
for (i = stat + 1; i <= max; i += 1) {
set[`${name}_`.concat(i)] = 0;
set[`${name}_`.concat(i, "_enabled")] = "false";
set[`npc_${name}_`.concat(i)] = 0;
set[`npc_${name}_`.concat(i, "_enabled")] = "false";
}
setAttrs(set);
});
});
});
//Configure Max Physical & Stun Track
on("change:strength change:willpower", (eventinfo) => {
const attr = parseInt(eventinfo.newValue) || 0;
const change = (eventinfo.sourceAttribute === "strength") ? "physical_max" : "stun_max";
setAttrs({
[`${change}`]: Math.ceil(attr/2) + 8
});
});
//Edge Toggle
on("change:edge_toggle", () => {
getAttrs(["edge_threshold", "edge_toggle"], (v) => {
setAttrs({
edge_threshold: (v.edge_toggle == 1 && v.edge_threshold == 5) ? 4 : 5
});
});
});
//Wound Modifiers for PC & NPC
["physical", "stun", "npc_physical", "npc_stun"].forEach(attr => {
on(`change:${attr}`, (eventinfo) => {
const source = eventinfo.sourceAttribute;
const otherattr = (source === "physical") ? "stun" : (source === "stun") ? "physical" : (source === "npc_physical") ? "npc_stun" : "npc_physical";
getAttrs([`${otherattr}`], (v) => {
const attr1 = parseInt(eventinfo.newValue) || 0, attr2 = parseInt(v[`${otherattr}`]) || 0, tot = Math.floor(attr1/3) + Math.floor(attr2/3);
setAttrs({
wounds: [`-${tot}`]
});
});
});
});
//Set the Attribute to a name for the Roll Template
on("change:repeating_skills:skill_attribute", (eventinfo) => {
const attribute = (eventinfo.newValue.includes("@{") || eventinfo.newValue === "0") ? (eventinfo.newValue).slice(2, -1).toLowerCase() : "null";
const translation = getTranslationByKey(`${attribute}`);
setAttrs({
repeating_skills_attribute_name: translation
});
});
//Put () around Skill specializations
on("change:repeating_skills:skill_specialization", (eventinfo) => {
setAttrs({
repeating_skills_skill_spec_display: (eventinfo.newValue) ? `(${eventinfo.newValue})` : ""
});
});
//NPC Skill Toggles
['astral_combat','athletics','biotech','close_combat','con','conjuring','disguise','electronics','engineering','escape_artist','firearms','hacking','heavy_weapons','intimidation','negotiation','piloting_ground','piloting_other','projectile_weapons','sorcery','stealth','survival','tasking','tracking','vehicle_weapons'].forEach(attr => {
on(`change:${attr}`, (eventinfo) => {
const skl = parseInt(eventinfo.newValue) || 0;
const flag = (skl > 0) ? 1 : 0;
setAttrs({
[`${attr}_flag`]: flag
});
});
});
//Repeating active for PC sheet
on("change:repeating_skills", () => {
getAttrs(["repeating_skills_skill", "repeating_skills_skill_specialization"], (v) => {
const skill = (v.repeating_skills_skill);
const spec = (v.repeating_skills_skill_specialization);
let update = {};
if (spec === "") {
update["repeating_skills_skill_display"] = (skill.length > 0 && skill.length <= 24) ? skill : (skill.length > 24 ) ? skill.slice(0, 24) + "..." : " ";
} else {
update["repeating_skills_skill_display"] = (skill.length > 0 && skill.length <= 15) ? skill : (skill.length > 12 ) ? skill.slice(0, 12) + "..." : " ";
update["repeating_skills_skill_spec_display"] = (spec.length > 0 && spec.length <= 12) ? `(${spec})`: (spec.length > 12 ) ? "(" + spec.slice(0, 12) + "..." + ")" : " ";
};
setAttrs(update);
});
});
//VERSION
const versioning = (version) => {
console.log(`%c Shadowrun Anarchy versioning. Version ${version}`, "color: #4f7da7; font-weight:bold");
if (version >= 1.9) {
console.log(`%c Shadowrun Anarchy is update to date`, "color: #e9b230; font-weight:bold");
} else if (version >= 1.8) {
getAttrs(["special"], (v) => {
let update = {};
update[`special`] = (v.special === "1") ? "awakened" : (v.special === "2") ? "emerged" : "";
update[`version`] = "1.9";
setAttrs(update, () => {versioning("1.9")});
});
} else if (version >= 1.7) {
getAttrs(["astral_combat"], (v) => {
const skl = parseInt(v.astral_combat) || 0;
if (skl > 0) {
setAttrs({
astral_combat_flag: 1
});
};
});
//GET THE OLD SPEC MISSPELLED AND UPDATE NEW SPEC ATTRIBUTE
getSectionIDs(`repeating_skills`, (ids) => {
let oldSpecs = [];
for(var i=0; i < ids.length; i++) {
oldSpecs.push(`repeating_skills_` + ids[i] + "_skill_specalization");
};
getAttrs(oldSpecs, (v) => {
let update = {};
oldSpecs.forEach(spec => {
const repeatingID = spec.split("_")[2];
update[`repeating_skills_${repeatingID}_skill_specialization`] = (v[`${spec}`]) ? v[`${spec}`] : "";
});
setAttrs(update);
});
});
//UPDATE VERSION
setAttrs({version: "1.8"}, () => {versioning("1.8")});
} else {
setAttrs({version: "1.7"}, () => {versioning("1.7")});
};
};
</script>