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roll20-character-sheets/PokemonTabletopAdventures_v3/PTA3.html
T
Ian Merryweather af1e32002a chore: Reapplied formatter
- Set Prettier line length limit to a more sensible 140 to prevent the horrendous formatting that caused so many elements to be broken into multiple lines
2020-12-10 17:19:35 +00:00

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This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
<!-- Background coloring strategy inspired by the GURPS sheet -->
<input type="checkbox" name="attr_style-bug" class="hidden-setting color-setting-bug"></input>
<input type="checkbox" name="attr_style-dark" class="hidden-setting color-setting-dark"></input>
<input type="checkbox" name="attr_style-dragon" class="hidden-setting color-setting-dragon"></input>
<input type="checkbox" name="attr_style-electric" class="hidden-setting color-setting-electric"></input>
<input type="checkbox" name="attr_style-fairy" class="hidden-setting color-setting-fairy"></input>
<input type="checkbox" name="attr_style-fighting" class="hidden-setting color-setting-fighting"></input>
<input type="checkbox" name="attr_style-fire" class="hidden-setting color-setting-fire"></input>
<input type="checkbox" name="attr_style-flying" class="hidden-setting color-setting-flying"></input>
<input type="checkbox" name="attr_style-ghost" class="hidden-setting color-setting-ghost"></input>
<input type="checkbox" name="attr_style-grass" class="hidden-setting color-setting-grass"></input>
<input type="checkbox" name="attr_style-ground" class="hidden-setting color-setting-ground"></input>
<input type="checkbox" name="attr_style-ice" class="hidden-setting color-setting-ice"></input>
<input type="checkbox" name="attr_style-normal" class="hidden-setting color-setting-normal"></input>
<input type="checkbox" name="attr_style-poison" class="hidden-setting color-setting-poison"></input>
<input type="checkbox" name="attr_style-psychic" class="hidden-setting color-setting-psychic"></input>
<input type="checkbox" name="attr_style-rock" class="hidden-setting color-setting-rock"></input>
<input type="checkbox" name="attr_style-steel" class="hidden-setting color-setting-steel"></input>
<input type="checkbox" name="attr_style-water" class="hidden-setting color-setting-water"></input>
<div class="wrapper color-background">
<input type="radio" name="attr_tab" class="tab select-trainer" value="1" title="Trainer" checked="checked" />
<span class="tab select-trainer">Trainer</span>
<input type="radio" name="attr_tab" class="tab select-pokemon" value="2" title="Pokemon" />
<span class="tab select-pokemon">Pokémon</span>
<input type="radio" name="attr_tab" class="tab select-hybrid" value="3" title="Hybrid" />
<span class="tab select-hybrid">Hybrid</span>
<p class="logo">
<img
src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/PokemonTabletopAdventures_v3/images/PTA3SmallLogo.png"
/>
</p>
<div class="tab-trainer">
<div class="2col-centered">
<div class="character-name-grid">
<b>Name</b><input type="text" spellcheck="false" name="attr_character_name" class="top-information" /> <b>Origin</b
><input type="text" spellcheck="false" name="attr_origin" class="top-information" /> <b>Honors</b
><input type="number" name="attr_honor_count" class="top-information" /> <b>Credits</b
><input type="number" name="attr_credits" class="top-information long-number" />
</div>
<div class="character-class-grid">
<b>Class</b><input type="text" spellcheck="false" name="attr_class1" class="top-information" /> <b>Level</b
><input type="number" name="attr_level1" class="top-information" /> <b>Class</b
><input type="text" spellcheck="false" name="attr_class2" class="top-information" /> <b>Level</b
><input type="number" name="attr_level2" class="top-information" /> <b>Class</b
><input type="text" spellcheck="false" name="attr_class3" class="top-information" /> <b>Level</b
><input type="number" name="attr_level3" class="top-information" /> <b>Class</b
><input type="text" spellcheck="false" name="attr_class4" class="top-information" /> <b>Level</b
><input type="number" name="attr_level4" class="top-information" />
</div>
</div>
</div>
<div class="tab-pokemon">
<div class="2col-centered">
<div class="character-name-grid">
<b>Name</b><input type="text" spellcheck="false" name="attr_character_name" class="top-information" /> <b>Species</b
><input type="text" spellcheck="false" name="attr_species" class="top-information" />
<b>Type</b>
<!-- Formatting note: These inputs should have no whitespace between them -->
<span
><select name="attr_type1" class="half-text top-information">
<option value="bug">Bug</option>
<option value="dark">Dark</option>
<option value="dragon">Dragon</option>
<option value="electric">Electric</option>
<option value="fairy">Fairy</option>
<option value="fighting">Fighting</option>
<option value="fire">Fire</option>
<option value="flying">Flying</option>
<option value="ghost">Ghost</option>
<option value="grass">Grass</option>
<option value="ground">Ground</option>
<option value="ice">Ice</option>
<option value="normal" selected>Normal</option>
<option value="poison">Poison</option>
<option value="psychic">Psychic</option>
<option value="rock">Rock</option>
<option value="steel">Steel</option>
<option value="water">Water</option></select
><select name="attr_type2" class="half-text top-information">
<option value=""></option>
<option value="bug">Bug</option>
<option value="dark">Dark</option>
<option value="dragon">Dragon</option>
<option value="electric">Electric</option>
<option value="fairy">Fairy</option>
<option value="fighting">Fighting</option>
<option value="fire">Fire</option>
<option value="flying">Flying</option>
<option value="ghost">Ghost</option>
<option value="grass">Grass</option>
<option value="ground">Ground</option>
<option value="ice">Ice</option>
<option value="normal">Normal</option>
<option value="poison">Poison</option>
<option value="psychic">Psychic</option>
<option value="rock">Rock</option>
<option value="steel">Steel</option>
<option value="water">Water</option>
</select></span
>
<b>Nature</b
><select name="attr_nature" class="top-information top-select">
<option value=""></option>
<option value="lonely">Lonely (+Atk, -Def)</option>
<option value="brave">Brave (+Atk, -Spd)</option>
<option value="adamant">Adamant (+Atk, -SpAtk)</option>
<option value="naughty">Naughty (+Atk, -SpDef)</option>
<option value="bold">Bold (+Def, -Atk)</option>
<option value="relaxed">Relaxed (+Def, -Spd)</option>
<option value="impish">Impish (+Def, -SpAtk)</option>
<option value="lax">Lax (+Def, -SpDef)</option>
<option value="timid">Timid (+Spd, -Atk)</option>
<option value="hasty">Hasty (+Spd, -Def)</option>
<option value="jolly">Jolly (+Spd, -SpAtk)</option>
<option value="naive">Naive (+Spd, -SpDef)</option>
<option value="modest">Modest (+SpAtk, -Atk)</option>
<option value="mild">Mild (+SpAtk, -Def)</option>
<option value="quiet">Quiet (+SpAtk, -Spd)</option>
<option value="rash">Rash (+SpAtk, -SpDef)</option>
<option value="calm">Calm (+SpDef, -Atk)</option>
<option value="gentle">Gentle (+SpDef, -Def)</option>
<option value="sassy">Sassy (+SpDef, -Spd)</option>
<option value="careful">Careful (+SpDef, -SpAtk)</option>
<option value="hardy">Hardy</option>
<option value="docile">Docile</option>
<option value="serious">Serious</option>
<option value="bashful">Bashful</option>
<option value="quirky">Quirky</option>
<option value="other">Other</option>
</select>
<b>Held Item</b><input type="text" spellcheck="false" name="attr_item" class="top-information" />
</div>
<div class="character-name-grid">
<b>Size</b><input type="text" spellcheck="false" name="attr_size" class="top-information" /> <b>Weight</b
><input type="text" spellcheck="false" name="attr_weight" class="top-information" /> <b>Sex</b
><input type="text" spellcheck="false" name="attr_pokemon_sex" class="top-information" /> <b>Egg Group</b
><input type="text" spellcheck="false" name="attr_egg_group" class="top-information" /> <b>Diet</b
><input type="text" spellcheck="false" name="attr_diet" class="top-information" />
</div>
</div>
</div>
<div class="tab-hybrid">
<div class="2col-centered">
<div class="character-name-grid">
<b>Name</b><input type="text" spellcheck="false" name="attr_character_name" class="top-information" /> <b>Species</b
><input type="text" spellcheck="false" name="attr_species" class="top-information" /> <b>Nature</b
><input type="text" spellcheck="false" name="attr_nature" class="top-information" /> <b>Origin</b
><input type="text" spellcheck="false" name="attr_origin" class="top-information" /> <b>Honors</b
><input type="number" name="attr_honor_count" class="top-information" /> <b>Credits</b
><input type="number" name="attr_credits" class="top-information long-number" />
</div>
<div class="character-name-grid">
<b>Type</b>
<!-- Formatting note: These inputs should have no whitespace between them -->
<span
><select name="attr_type1" class="half-text top-information">
<option value="bug">Bug</option>
<option value="dark">Dark</option>
<option value="dragon">Dragon</option>
<option value="electric">Electric</option>
<option value="fairy">Fairy</option>
<option value="fighting">Fighting</option>
<option value="fire">Fire</option>
<option value="flying">Flying</option>
<option value="ghost">Ghost</option>
<option value="grass">Grass</option>
<option value="ground">Ground</option>
<option value="ice">Ice</option>
<option value="normal" selected>Normal</option>
<option value="poison">Poison</option>
<option value="psychic">Psychic</option>
<option value="rock">Rock</option>
<option value="steel">Steel</option>
<option value="water">Water</option></select
><select name="attr_type2" class="half-text top-information">
<option value=""></option>
<option value="bug">Bug</option>
<option value="dark">Dark</option>
<option value="dragon">Dragon</option>
<option value="electric">Electric</option>
<option value="fairy">Fairy</option>
<option value="fighting">Fighting</option>
<option value="fire">Fire</option>
<option value="flying">Flying</option>
<option value="ghost">Ghost</option>
<option value="grass">Grass</option>
<option value="ground">Ground</option>
<option value="ice">Ice</option>
<option value="normal">Normal</option>
<option value="poison">Poison</option>
<option value="psychic">Psychic</option>
<option value="rock">Rock</option>
<option value="steel">Steel</option>
<option value="water">Water</option>
</select></span
>
<b>Size / Weight</b>
<!-- Formatting note: These inputs should have no whitespace between them -->
<span
><input type="text" spellcheck="false" name="attr_size" class="half-text top-information" /><input
type="text"
spellcheck="false"
name="attr_weight"
class="half-text top-information"
/></span>
<b>Sex</b><input type="text" spellcheck="false" name="attr_pokemon_sex" class="top-information" /> <b>Egg Group</b
><input type="text" spellcheck="false" name="attr_egg_group" class="top-information" /> <b>Diet</b
><input type="text" spellcheck="false" name="attr_diet" class="top-information" /> <b>Held Item</b
><input type="text" spellcheck="false" name="attr_item" class="top-information" />
</div>
</div>
</div>
<br />
<div class="tab-trainer tab-hybrid">
<div class="character-stat-grid">
<div class="ball hp-ball">
<b>Current HP</b><br />
<input type="number" name="attr_HP" class="stat-ball-color" /><br />
<input type="number" name="attr_HP_max" class="stat-ball-color" /><br />
<p>Max HP</p>
</div>
<div class="ball atk-ball">
<b>Attack</b><br />
<input type="number" name="attr_ATK" class="stat-ball-color" /><br />
<button
type="roll"
name="roll_attack_check"
class="stat-roller"
value="&{template:skill-roll} {{base-attribute=atk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Generic Attack Check}} {{skill-roll=[[ 1d20 + [[ @{ATKMOD} + ?{Temp Modifier|0} ]] ]]}}"
>
<span name="attr_ATKMOD"></span></button
><br />
<p>ATK mod</p>
</div>
<div class="ball def-ball">
<b>Defense</b><br />
<input type="number" name="attr_DEF" class="stat-ball-color" /><br />
<button
type="roll"
name="roll_defense_check"
class="stat-roller"
value="&{template:skill-roll} {{base-attribute=def}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Generic Defense Check}} {{skill-roll=[[ 1d20 + [[ @{DEFMOD} + ?{Temp Modifier|0} ]] ]]}}"
>
<span name="attr_DEFMOD"></span></button
><br />
<p>DEF mod</p>
</div>
<div class="ball spatk-ball">
<b>Special Attack</b><br />
<input type="number" name="attr_SPATK" class="stat-ball-color" /><br />
<button
type="roll"
name="roll_special-attack_check"
class="stat-roller"
value="&{template:skill-roll} {{base-attribute=spatk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Generic Special Attack Check}} {{skill-roll=[[ 1d20 + [[ @{SPATKMOD} + ?{Temp Modifier|0} ]] ]]}}"
>
<span name="attr_SPATKMOD"></span></button
><br />
<p>SPATK mod</p>
</div>
<div class="ball spdef-ball">
<b>Special Defense</b><br />
<input type="number" name="attr_SPDEF" class="stat-ball-color" /><br />
<button
type="roll"
name="roll_special-defense_check"
class="stat-roller"
value="&{template:skill-roll} {{base-attribute=spdef}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Generic Special Defense Check}} {{skill-roll=[[ 1d20 + [[ @{SPDEFMOD} + ?{Temp Modifier|0} ]] ]]}}"
>
<span name="attr_SPDEFMOD"></span></button
><br />
<p>SPDEF mod</p>
</div>
<div class="ball spd-ball">
<b>Speed</b><br />
<input type="number" name="attr_SPD" class="stat-ball-color" /><br />
<button
type="roll"
name="roll_speed_check"
class="stat-roller"
value="&{template:skill-roll} {{base-attribute=spd}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Generic Speed Check}} {{skill-roll=[[ 1d20 + [[ @{SPDMOD} + ?{Temp Modifier|0} ]] ]]}}"
>
<span name="attr_SPDMOD"></span></button
><br />
<p>SPD mod</p>
</div>
</div>
</div>
<div class="tab-pokemon">
<div class="character-stat-grid">
<div class="ball hp-ball">
<b>Current HP</b><br />
<input type="number" name="attr_HP" class="stat-ball-color" /><br />
<input type="number" name="attr_HP_max" class="stat-ball-color" /><br />
<p>Max HP</p>
</div>
<div class="ball atk-ball">
<b>Attack</b><br />
<input type="number" name="attr_ATK" class="stat-ball-color" /><br />
<button
type="roll"
name="roll_attack_check"
class="stat-roller"
value="&{template:skill-roll} {{base-attribute=atk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Generic Attack Check}} {{skill-roll=[[ 1d20 + [[ @{ATKMOD} + ?{Temp Modifier|0} ]] ]]}}"
>
<span name="attr_ATKMOD"></span></button
><br />
<p>ATK mod</p>
</div>
<div class="ball def-ball">
<b>Defense</b><br />
<input type="number" name="attr_DEF" class="stat-ball-color" /><br />
</div>
<div class="ball spatk-ball">
<b>Special Attack</b><br />
<input type="number" name="attr_SPATK" class="stat-ball-color" /><br />
<button
type="roll"
name="roll_special-attack_check"
class="stat-roller"
value="&{template:skill-roll} {{base-attribute=spatk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Generic Special Attack Check}} {{skill-roll=[[ 1d20 + [[ @{SPATKMOD} + ?{Temp Modifier|0} ]] ]]}}"
>
<span name="attr_SPATKMOD"></span></button
><br />
<p>SPATK mod</p>
</div>
<div class="ball spdef-ball">
<b>Special Defense</b><br />
<input type="number" name="attr_SPDEF" class="stat-ball-color" />
</div>
<div class="ball spd-ball">
<b>Speed</b><br />
<input type="number" name="attr_SPD" class="stat-ball-color" /><br />
<button
type="roll"
name="roll_speed_check"
class="stat-roller"
value="&{template:skill-roll} {{base-attribute=spd}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Generic Speed Check}} {{skill-roll=[[ 1d20 + [[ @{SPDMOD} + ?{Temp Modifier|0} ]] ]]}}"
>
<span name="attr_SPDMOD"></span></button
><br />
<p>SPD mod</p>
</div>
</div>
</div>
<div class="tab-pokemon tab-hybrid">
<div class="pokemon-extra-stats-grid">
<p></p>
<p></p>
<p></p>
<p></p>
<b>Movement</b>
<span>
<input type="number" name="attr_movement" readonly class="speed-read-color" />
<b>ft</b>
</span>
<b>Temporary Bonuses</b>
<b>Attack</b>
<b>Defense</b>
<b>Special Attack</b>
<b>Special Defense</b>
<b>Speed</b>
<b></b>
<input type="number" name="attr_atkbonus" class="attack-color" />
<input type="number" name="attr_defbonus" class="defense-color" />
<input type="number" name="attr_spatkbonus" class="spatk-color" />
<input type="number" name="attr_spdefbonus" class="spdef-color" />
<input type="number" name="attr_spdbonus" class="speed-color" />
<b>Contest Stats</b>
<b>Cool</b>
<b>Tough</b>
<b>Beauty</b>
<b>Clever</b>
<b>Cute</b>
<b></b>
<input type="number" name="attr_cool" class="attack-color" />
<input type="number" name="attr_tough" class="defense-color" />
<input type="number" name="attr_beauty" class="spatk-color" />
<input type="number" name="attr_clever" class="spdef-color" />
<input type="number" name="attr_cute" class="speed-color" />
</div>
</div>
<div class="tab-trainer tab-hybrid">
<br />
<div class="character-skill-labels">
<b>Total</b>
<b>Skill Name</b>
<b>Talent</b>
<b>Bonus</b>
<b>Inventory</b>
</div>
<div class="2col-centered">
<div>
<div class="character-skills">
<input type="number" readonly name="attr_acrobatics_total" class="speed-read-color" />
<button
type="roll"
name="roll_acrobaticscheck"
class="skill-roller spd-skill"
value="&{template:skill-roll} {{base-attribute=spd}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Acrobatics}} {{skill-roll=[[ 1d20!kh2 + [[ @{acrobatics_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Acrobatics (SPD)
</button>
<input type="checkbox" name="attr_acrobaticstalent1" value="2" />
<input type="checkbox" name="attr_acrobaticstalent2" value="2" />
<input type="number" name="attr_acrobatics" value="0" />
<input type="number" readonly name="attr_athletics_total" class="attack-read-color" />
<button
type="roll"
name="roll_athleticscheck"
class="skill-roller atk-skill"
value="&{template:skill-roll} {{base-attribute=atk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Athletics}} {{skill-roll=[[ 1d20!kh2 + [[ @{athletics_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Athletics (ATK)
</button>
<input type="checkbox" name="attr_athleticstalent1" value="2" />
<input type="checkbox" name="attr_athleticstalent2" value="2" />
<input type="number" name="attr_athletics" value="0" />
<input type="number" readonly name="attr_bluff_total" class="spdef-read-color" />
<button
type="roll"
name="roll_bluffcheck"
class="skill-roller spdef-skill"
value="&{template:skill-roll} {{base-attribute=spdef}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Bluff/Deception}} {{skill-roll=[[ 1d20!kh2 + [[ @{bluff_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Bluff/Deception (SPDEF)
</button>
<input type="checkbox" name="attr_blufftalent1" value="2" />
<input type="checkbox" name="attr_blufftalent2" value="2" />
<input type="number" name="attr_bluff" value="0" />
<input type="number" readonly name="attr_concentration_total" class="defense-read-color" />
<button
type="roll"
name="roll_concentrationcheck"
class="skill-roller def-skill"
value="&{template:skill-roll} {{base-attribute=def}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Concentration}} {{skill-roll=[[ 1d20!kh2 + [[ @{concentration_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Concentration (DEF)
</button>
<input type="checkbox" name="attr_concentrationtalent1" value="2" />
<input type="checkbox" name="attr_concentrationtalent2" value="2" />
<input type="number" name="attr_concentration" value="0" />
<input type="number" readonly name="attr_constitution_total" class="defense-read-color" />
<button
type="roll"
name="roll_constitutioncheck"
class="skill-roller def-skill"
value="&{template:skill-roll} {{base-attribute=def}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Constitution}} {{skill-roll=[[ 1d20!kh2 + [[ @{constitution_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Constitution (DEF)
</button>
<input type="checkbox" name="attr_constitutiontalent1" value="2" />
<input type="checkbox" name="attr_constitutiontalent2" value="2" />
<input type="number" name="attr_constitution" value="0" />
<input type="number" readonly name="attr_diplomacy_total" class="spdef-read-color" />
<button
type="roll"
name="roll_diplomacycheck"
class="skill-roller spdef-skill"
value="&{template:skill-roll} {{base-attribute=spdef}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Diplomacy/Persuasion}} {{skill-roll=[[ 1d20!kh2 + [[ @{diplomacy_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Diplomacy/Persuasion (SPDEF)
</button>
<input type="checkbox" name="attr_diplomacytalent1" value="2" />
<input type="checkbox" name="attr_diplomacytalent2" value="2" />
<input type="number" name="attr_diplomacy" value="0" />
<input type="number" readonly name="attr_engineering_total" class="spatk-read-color" />
<button
type="roll"
name="roll_engineeringcheck"
class="skill-roller spatk-skill"
value="&{template:skill-roll} {{base-attribute=spatk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Engineering/Operation}} {{skill-roll=[[ 1d20!kh2 + [[ @{engineering_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Engineering/Operation (SPATK)
</button>
<input type="checkbox" name="attr_engineeringtalent1" value="2" />
<input type="checkbox" name="attr_engineeringtalent2" value="2" />
<input type="number" name="attr_engineering" value="0" />
<input type="number" readonly name="attr_history_total" class="spatk-read-color" />
<button
type="roll"
name="roll_historycheck"
class="skill-roller spatk-skill"
value="&{template:skill-roll} {{base-attribute=spatk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=History}} {{skill-roll=[[ 1d20!kh2 + [[ @{history_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
History (SPATK)
</button>
<input type="checkbox" name="attr_historytalent1" value="2" />
<input type="checkbox" name="attr_historytalent2" value="2" />
<input type="number" name="attr_history" value="0" />
<input type="number" readonly name="attr_insight_total" class="spdef-read-color" />
<button
type="roll"
name="roll_insightcheck"
class="skill-roller spdef-skill"
value="&{template:skill-roll} {{base-attribute=spdef}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Insight}} {{skill-roll=[[ 1d20!kh2 + [[ @{insight_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Insight (SPDEF)
</button>
<input type="checkbox" name="attr_insighttalent1" value="2" />
<input type="checkbox" name="attr_insighttalent2" value="2" />
<input type="number" name="attr_insight" value="0" />
<input type="number" readonly name="attr_investigate_total" class="spatk-read-color" />
<button
type="roll"
name="roll_investigatecheck"
class="skill-roller spatk-skill"
value="&{template:skill-roll} {{base-attribute=spatk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Investigate}} {{skill-roll=[[ 1d20!kh2 + [[ @{investigate_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Investigate (SPATK)
</button>
<input type="checkbox" name="attr_investigatetalent1" value="2" />
<input type="checkbox" name="attr_investigatetalent2" value="2" />
<input type="number" name="attr_investigate" value="0" />
<input type="number" readonly name="attr_medicine_total" class="spatk-read-color" />
<button
type="roll"
name="roll_medicinecheck"
class="skill-roller spatk-skill"
value="&{template:skill-roll} {{base-attribute=spatk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Medicine}} {{skill-roll=[[ 1d20!kh2 + [[ @{medicine_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Medicine (SPATK)
</button>
<input type="checkbox" name="attr_medicinetalent1" value="2" />
<input type="checkbox" name="attr_medicinetalent2" value="2" />
<input type="number" name="attr_medicine" value="0" />
<input type="number" readonly name="attr_nature_total" class="spatk-read-color" />
<button
type="roll"
name="roll_naturecheck"
class="skill-roller spatk-skill"
value="&{template:skill-roll} {{base-attribute=spatk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Nature}} {{skill-roll=[[ 1d20!kh2 + [[ @{nature_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Nature (SPATK)
</button>
<input type="checkbox" name="attr_naturetalent1" value="2" />
<input type="checkbox" name="attr_naturetalent2" value="2" />
<input type="number" name="attr_nature" value="0" />
<input type="number" readonly name="attr_perception_total" class="spdef-read-color" />
<button
type="roll"
name="roll_perceptioncheck"
class="skill-roller spdef-skill"
value="&{template:skill-roll} {{base-attribute=spdef}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Perception}} {{skill-roll=[[ 1d20!kh2 + [[ @{perception_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Perception (SPDEF)
</button>
<input type="checkbox" name="attr_perceptiontalent1" value="2" />
<input type="checkbox" name="attr_perceptiontalent2" value="2" />
<input type="number" name="attr_perception" value="0" />
<input type="number" readonly name="attr_perform_total" class="spdef-read-color" />
<button
type="roll"
name="roll_performcheck"
class="skill-roller spdef-skill"
value="&{template:skill-roll} {{base-attribute=spdef}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Perform}} {{skill-roll=[[ 1d20!kh2 + [[ @{perform_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Perform (SPDEF)
</button>
<input type="checkbox" name="attr_performtalent1" value="2" />
<input type="checkbox" name="attr_performtalent2" value="2" />
<input type="number" name="attr_perform" value="0" />
<input type="number" readonly name="attr_handling_total" class="spdef-read-color" />
<button
type="roll"
name="roll_handlingcheck"
class="skill-roller spdef-skill"
value="&{template:skill-roll} {{base-attribute=spdef}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Pokemon Handling}} {{skill-roll=[[ 1d20!kh2 + [[ @{handling_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Pokémon Handling (SPDEF)
</button>
<input type="checkbox" name="attr_handlingtalent1" value="2" />
<input type="checkbox" name="attr_handlingtalent2" value="2" />
<input type="number" name="attr_handling" value="0" />
<input type="number" readonly name="attr_programming_total" class="spatk-read-color" />
<button
type="roll"
name="roll_programmingcheck"
class="skill-roller spatk-skill"
value="&{template:skill-roll} {{base-attribute=spatk}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Programming}} {{skill-roll=[[ 1d20!kh2 + [[ @{programming_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Programming (SPATK)
</button>
<input type="checkbox" name="attr_programmingtalent1" value="2" />
<input type="checkbox" name="attr_programmingtalent2" value="2" />
<input type="number" name="attr_programming" value="0" />
<input type="number" readonly name="attr_sleightofhand_total" class="speed-read-color" />
<button
type="roll"
name="roll_sleightofhandcheck"
class="skill-roller spd-skill"
value="&{template:skill-roll} {{base-attribute=spd}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Sleight of Hand}} {{skill-roll=[[ 1d20!kh2 + [[ @{sleightofhand_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Sleight of Hand (SPD)
</button>
<input type="checkbox" name="attr_sleightofhandtalent1" value="2" />
<input type="checkbox" name="attr_sleightofhandtalent2" value="2" />
<input type="number" name="attr_sleightofhand" value="0" />
<input type="number" readonly name="attr_stealth_total" class="speed-read-color" />
<button
type="roll"
name="roll_stealthcheck"
class="skill-roller spd-skill"
value="&{template:skill-roll} {{base-attribute=spd}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Stealth}} {{skill-roll=[[ 1d20!kh2 + [[ @{stealth_total} + ?{Temporary Bonus|0} ]] ]]}}"
>
Stealth (SPD)
</button>
<input type="checkbox" name="attr_stealthtalent1" value="2" />
<input type="checkbox" name="attr_stealthtalent2" value="2" />
<input type="number" name="attr_stealth" value="0" />
</div>
<hr class="skill-separator" />
<div class="capture-pokemon-skill tab-trainer">
<input type="number" readonly name="attr_capture_total" class="speed-read-color" />
<button
type="roll"
name="roll_capturecheck"
class="skill-roller spd-skill"
value="&{template:skill-roll} {{base-attribute=spd}} {{character-id=@{character_id}}} {{character-name=@{character_name}}} {{skill-name=Capture Pokémon}} {{skill-roll=[[ 1d20 + @{capture_total} ]] Capture Roll: [[ d100 + @{ball_capture_modifier} ]] }}"
>
Capture Pokémon (SPD)
</button>
<select name="attr_ball_capture_modifier" class="ball-selector">
<option value="5" selected>Basic Ball</option>
<option value="0">Great Ball</option>
<option value="-5">Ultra Ball</option>
<option value="-20">Park Ball</option>
<option value="-20">Safari Ball</option>
<option value="-20">Sport Ball</option>
<option value="-5">Cherish Ball</option>
<option value="-5">Luxury Ball</option>
<option value="-5">Premier Ball</option>
<option value="-12">Dive Ball</option>
<option value="-7">Dusk Ball</option>
<option value="-8">Fast Ball</option>
<option value="-10">Lure Ball</option>
<option value="-20">Quick Ball</option>
<option value="-10">Repeat Ball</option>
<option value="-10">1m Timer Ball</option>
<option value="-25">2m Timer Ball</option>
<option value="0">Friend Ball</option>
<option value="0">Heal Ball</option>
<option value="-10">Dream Ball</option>
<option value="-15">Heavy Ball</option>
<option value="-10">Level Ball</option>
<option value="-10">Love Ball</option>
<option value="-10">Moon Ball</option>
<option value="-10">Nest Ball</option>
<option value="-15">Type Ball</option>
<option value="-12">Terrain Ball</option>
<option value="-10">Save Ball</option>
<option value="-100">Master Ball</option>
<option value="?{Custom Ball Modifier|0}">Custom Ball</option>
</select>
</div>
</div>
<textarea
spellcheck="false"
name="attr_inventory"
class="inventory"
placeholder="Pokéballs, Berries, Medicine, Accessories, etc."
></textarea>
</div>
<br />
<b>Origin Feature</b>
<div>
<div class="pokemon-move-info-header">
<input type="text" spellcheck="false" name="attr_originfeaturename" placeholder="Feature Name" />
<span
><b>Feature Usage</b>
<input type="number" name="attr_origin_usage" value="0" />
<button name="act_incrementoriginusage" type="action">+</button>
<button name="act_resetoriginusage" type="action">Reset</button>
</span>
</div>
<textarea spellcheck="false" name="attr_originfeaturedesc" class="3row-textarea" placeholder="Feature Description"></textarea>
</div>
<b>Class Features</b>
<fieldset class="repeating_features">
<div class="pokemon-move-info-header">
<input type="text" spellcheck="false" name="attr_classfeaturename" placeholder="Feature Name" />
<span
><b>Feature Usage</b>
<input type="number" name="attr_feature_usage" value="0" />
<button name="act_incrementfeatureusage" type="action">+</button>
<button name="act_resetfeatureusage" type="action">Reset</button>
</span>
</div>
<textarea spellcheck="false" name="attr_classfeaturedesc" class="3row-textarea" placeholder="Feature Description"></textarea>
</fieldset>
<b>Honors</b>
<textarea spellcheck="false" name="attr_honors" placeholder="Gym Badges, Contest Ribbons, Recognitions, etc."></textarea>
</div>
<div class="tab-trainer">
<b>Owned Pokémon</b>
<textarea spellcheck="false" name="attr_ownedpokemon" placeholder="All Pokémon owned by this Trainer"></textarea>
</div>
<div class="tab-pokemon tab-hybrid">
<b>Skills</b>
<textarea
spellcheck="false"
name="attr_pokemonskills"
class="3row-textarea"
placeholder="Capabilities to be used both in and out of battle, such as Firestarter, Invisibility, and Telekinetic"
></textarea>
<b>Stat Passives</b>
<textarea
spellcheck="false"
name="attr_statpassives"
class="3row-textarea"
placeholder="Passives that affect Pokémon stats, such as Nasty Plot and Play Nice"
></textarea>
<b>Other Passives</b>
<textarea
spellcheck="false"
name="attr_otherpassives"
class="4row-textarea"
placeholder="Passives that do not affect stats, such as Cute Charm and Static"
></textarea>
</div>
<b>Moves</b>
<fieldset class="repeating_moves">
<input type="hidden" name="attr_move_category_defense" />
<input type="checkbox" name="attr_style-bug-move" class="hidden-setting color-setting-bug-move" />
<input type="checkbox" name="attr_style-dark-move" class="hidden-setting color-setting-dark-move" />
<input type="checkbox" name="attr_style-dragon-move" class="hidden-setting color-setting-dragon-move" />
<input type="checkbox" name="attr_style-electric-move" class="hidden-setting color-setting-electric-move" />
<input type="checkbox" name="attr_style-fairy-move" class="hidden-setting color-setting-fairy-move" />
<input type="checkbox" name="attr_style-fighting-move" class="hidden-setting color-setting-fighting-move" />
<input type="checkbox" name="attr_style-fire-move" class="hidden-setting color-setting-fire-move" />
<input type="checkbox" name="attr_style-flying-move" class="hidden-setting color-setting-flying-move" />
<input type="checkbox" name="attr_style-ghost-move" class="hidden-setting color-setting-ghost-move" />
<input type="checkbox" name="attr_style-grass-move" class="hidden-setting color-setting-grass-move" />
<input type="checkbox" name="attr_style-ground-move" class="hidden-setting color-setting-ground-move" />
<input type="checkbox" name="attr_style-ice-move" class="hidden-setting color-setting-ice-move" />
<input type="checkbox" name="attr_style-normal-move" class="hidden-setting color-setting-normal-move" checked />
<input type="checkbox" name="attr_style-poison-move" class="hidden-setting color-setting-poison-move" />
<input type="checkbox" name="attr_style-psychic-move" class="hidden-setting color-setting-psychic-move" />
<input type="checkbox" name="attr_style-rock-move" class="hidden-setting color-setting-rock-move" />
<input type="checkbox" name="attr_style-steel-move" class="hidden-setting color-setting-steel-move" />
<input type="checkbox" name="attr_style-water-move" class="hidden-setting color-setting-water-move" />
<div class="pokemon-move">
<div class="pokemon-move-info-header">
<input type="text" spellcheck="false" name="attr_move_name" placeholder="Move" />
<span>
<b>Move Usage</b>
<input type="number" name="attr_move_usage" value="0" />
<button name="act_incrementmoveusage" type="action">+</button>
<button name="act_resetmoveusage" type="action">Reset</button>
</span>
</div>
<div class="pokemon-move-info-grid-1">
<input type="text" spellcheck="false" name="attr_move_range" placeholder="Range" class="move-text" />
<select name="attr_move_type" class="move-text">
<option value="bug">Bug</option>
<option value="dark">Dark</option>
<option value="dragon">Dragon</option>
<option value="electric">Electric</option>
<option value="fairy">Fairy</option>
<option value="fighting">Fighting</option>
<option value="fire">Fire</option>
<option value="flying">Flying</option>
<option value="ghost">Ghost</option>
<option value="grass">Grass</option>
<option value="ground">Ground</option>
<option value="ice">Ice</option>
<option value="normal" selected>Normal</option>
<option value="poison">Poison</option>
<option value="psychic">Psychic</option>
<option value="rock">Rock</option>
<option value="steel">Steel</option>
<option value="water">Water</option>
</select>
<select name="attr_move_category" class="move-text">
<option value="0">Category</option>
<option value="1">Attack</option>
<option value="2">Special Attack</option>
<option value="3">Effect</option>
</select>
<select name="attr_move_frequency" class="move-text">
<option value="">Frequency</option>
<option value="atwill">At-Will</option>
<!-- 1day and 3day are switched, I know, but if we fix it we mess up existing sheets -->
<option value="1day">3/day</option>
<option value="3day">1/day</option>
<option value="1combat">1/combat</option>
</select>
<span>
<b>Damage</b>
<input type="number" name="attr_move_dicenumber" class="top-information damage-dice-count" value="0" />
<select name="attr_damage_dice" class="damage-dice">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="20">d20</option>
</select>
</span>
</div>
<div class="pokemon-move-info-grid-2">
<span>
<b>Accuracy Modifier</b>
<input type="number" name="attr_move_acmod" class="top-information thin-number" value="0" />
</span>
<span>
<b>Critical Threshold</b>
<input type="number" name="attr_move_critthreshold" class="top-information thin-number" value="20" min="1" max="20" />
<b
class="info-tooltip"
title="Modify to change critical hits based on the dice roll, as per Focus Energy and Super Luck. For moves like Slash, see Effect Threshold"
></b
>
</span>
<span> <b>STAB</b><input type="number" name="attr_move_stabbonus" class="top-information thin-number" value="0" /> </span>
<span> <b>Extra Damage</b><input type="number" name="attr_move_damagebonus" class="top-information thin-number" value="0" /> </span>
<span class="readonly-field">
<b>Damage Roll:</b>
<input type="hidden" name="attr_move_totaldamage" />
<input type="text" name="attr_move_totaldamage_display" readonly class="top-information total-display" value="" />
</span>
<span>
<b>Effect Threshold</b>
<input type="number" name="attr_move_effect1_threshold" class="top-information thin-number" value="0" min="0" max="20" />
<b class="info-tooltip" title="Enter the value shown in the move notes for effects like Burned, Poisoned, and Stunned"></b>
</span>
<span>
<select name="attr_move_effect1" class="move-text">
<option value="98" selected>None</option>
<option value="99">Critical Hit</option>
<option value="1">Asleep</option>
<option value="2">Burned</option>
<option value="3">Confused</option>
<option value="4">Cursed</option>
<option value="5">Frozen</option>
<option value="6">Infatuated</option>
<option value="7">Paralyzed</option>
<option value="8">Poisoned</option>
<option value="9">Toxified</option>
<option value="10">Stunned</option>
<option value="11">Other</option>
</select>
<input type="hidden" name="attr_move_effect1_name" />
<b
class="info-tooltip"
title="Choose Critical Hit for moves where a high accuracy check scores a critical hit, like Slash and Karate Chop"
></b
>
</span>
<span>
<b>Effect Threshold</b>
<input type="number" name="attr_move_effect2_threshold" class="top-information thin-number" value="0" min="0" max="20" />
</span>
<span>
<input type="hidden" name="attr_move_effect2_name" />
<select name="attr_move_effect2" class="move-text">
<option value="98" selected>None</option>
<option value="1">Asleep</option>
<option value="2">Burned</option>
<option value="3">Confused</option>
<option value="4">Cursed</option>
<option value="5">Frozen</option>
<option value="6">Infatuated</option>
<option value="7">Paralyzed</option>
<option value="8">Poisoned</option>
<option value="9">Toxified</option>
<option value="10">Stunned</option>
<option value="11">Other</option>
</select>
</span>
<span class="readonly-field">
<b>Accuracy Roll:</b>
<input type="hidden" name="attr_move_totalaccuracy" />
<input type="text" name="attr_move_totalaccuracy_display" readonly class="top-information total-display" value="" />
</span>
</div>
<div class="move-notes-roller">
<textarea spellcheck="false" name="attr_move_effect" placeholder="Additional Effect Notes" class="3row-textarea"></textarea>
<button
type="roll"
value="&{template:move-roll} {{move-type=@{move_type}}} {{character-name=@{character_name}}} {{character-id=@{character_id}}} {{move-name=@{move_name}}} {{accuracy=[[ d20cf0cs>@{move_critthreshold} + [[ @{move_totalaccuracy} + ?{Temp Accuracy Bonus|0} ]] ]]}} {{target=@{move_category_defense}}} {{effectiveness=?{Effectiveness|Neutral, 0|Super Effective, 1|Extremely Effective, 2|Resisted, -1|Shielded, -2}}} {{effectiveness-roll=[[ 1d1 + 1 + ?{Effectiveness} ]]}} {{critical-damage=[[ ([[ @{move_dicenumber} + ?{Effectiveness} ]]) * @{damage_dice} + [[ @{move_totaldamage} + ?{Temp Damage Bonus|0} ]] ]]}} {{damage=[[ ([[@{move_dicenumber} + ?{Effectiveness}]])d@{damage_dice} + [[ @{move_totaldamage} + ?{Temp Damage Bonus}]] ]]}} {{effect1=@{move_effect1}}} {{effect1_roll=[[ 0 + @{move_effect1} ]]}} {{effect1_name=@{move_effect1_name}}} {{effect1_threshold=[[ 0 + @{move_effect1_threshold} ]]}} {{effect2=@{move_effect2}}} {{effect2_roll=[[ 0 + @{move_effect2} ]]}} {{effect2_name=@{move_effect2_name}}} {{effect2_threshold=[[ 0 + @{move_effect2_threshold} ]]}} {{notes=@{move_effect}}}"
name="roll-movetemplate"
class="move-roller"
>
T
</button>
</div>
</div>
</fieldset>
<b>Notes</b>
<textarea spellcheck="false" name="attr_notes"></textarea>
<!-- General-Purpose Hidden Attributes -->
<input type="hidden" name="attr_initiative-tie-breaker" value="[[d20]]" />
</div>
<!-- ROLL TEMPLATES -->
<div class="rolltemplates">
<rolltemplate class="sheet-rolltemplate-move-roll">
<div class="container sheet-rolltemplate-color-setting-{{move-type}}-move">
<table class="move-template">
<tr>
<th colspan="2">{{move-name}}</th>
</tr>
<tr>
<td colspan="2" class="subhead">[{{character-name}}](https://journal.roll20.net/character/{{character-id}}" name="name-link")</td>
</tr>
<!-- Accuracy Check -->
<tr>
<td class="label"><span>Accuracy Check:</span></td>
<td class="accuracy-roll">
{{accuracy}} {{#target}}
<span class="targeted-defense">vs {{target}}</span>
{{/target}}
</td>
</tr>
<!-- Effectiveness -->
{{#^rollTotal() effectiveness-roll 2}}
<tr>
<!--<td class="label"><span>Effect:</span></td>-->
<td class="effectiveness-text" colspan="2">
<span>
<!-- Shielded -->
{{#rollTotal() effectiveness-roll 0}} It was *really* ineffective... {{/rollTotal() effectiveness-roll 0}}
<!-- Resisted -->
{{#rollTotal() effectiveness-roll 1}} It wasn't very effective... {{/rollTotal() effectiveness-roll 1}}
<!-- Super -->
{{#rollTotal() effectiveness-roll 3}} It was super effective! {{/rollTotal() effectiveness-roll 3}}
<!-- Extreme -->
{{#rollTotal() effectiveness-roll 4}} It was extremely effective! {{/rollTotal() effectiveness-roll 4}}
</span>
</td>
</tr>
{{/^rollTotal() effectiveness-roll 2}}
<!-- Damage Roll -->
<!-- Dice-Based Critical Hit -->
{{#rollWasCrit() accuracy}} {{#rollGreater() critical-damage 0}}
<tr>
<td class="label"><span>{{move-type}} Damage:</span></td>
<td>
<span class="damage-roll {{effectiveness}}-effectiveness-color">
{{critical-damage}}
<span class="crit-damage-text {{effectiveness}}-effectiveness-text-color"> Critical Hit! </span>
</span>
</td>
</tr>
{{/rollGreater() critical-damage 0}} {{/rollWasCrit() accuracy}}
<!-- Effect-Based Critical Hit -->
{{#^rollWasCrit() accuracy}} {{#rollGreater() critical-damage 0}} {{#rollTotal() effect1_roll 99}} {{#^rollLess() accuracy
effect1_threshold}}
<tr>
<td class="label"><span>{{move-type}} Damage:</span></td>
<td>
<span class="damage-roll {{effectiveness}}-effectiveness-color">
{{critical-damage}}
<span class="crit-damage-text {{effectiveness}}-effectiveness-text-color"> Critical Hit! </span>
</span>
</td>
</tr>
{{/^rollLess() accuracy effect1_threshold}}
<!-- Effect-Based Critical Hit Miss -->
{{#rollLess() accuracy effect1_threshold}}
<tr>
<td class="label"><span>{{move-type}} Damage:</span></td>
<td>
<span class="damage-roll {{effectiveness}}-effectiveness-color"> {{damage}} </span>
</td>
</tr>
{{/rollLess() accuracy effect1_threshold}} {{/rollTotal() effect1_roll 99}} {{/rollGreater() critical-damage 0}} {{/^rollWasCrit()
accuracy}}
<!-- Regular Hit -->
{{#^rollWasCrit() accuracy}} {{#rollGreater() damage 0}} {{#rollLess() effect1_roll 99}}
<tr>
<td class="label"><span>{{move-type}} Damage:</span></td>
<td>
<span class="damage-roll {{effectiveness}}-effectiveness-color"> {{damage}} </span>
</td>
</tr>
{{/rollLess() effect1_roll 99}} {{/rollGreater() damage 0}} {{/^rollWasCrit() accuracy}}
<!-- Effect Resoluton -->
{{#rollBetween() effect1_roll 1 10}} {{#^rollLess() accuracy effect1_threshold}}
<tr>
<td class="effectiveness-text" colspan="2">
<span>The opponent was {{effect1_name}}</span>
</td>
</tr>
{{/^rollLess() accuracy effect1_threshold}} {{/rollBetween() effect1_roll 1 10}} {{#rollBetween() effect2_roll 1 10}} {{#^rollLess()
accuracy effect2_threshold}}
<tr>
<td class="effectiveness-text" colspan="2">
<span>The opponent was {{effect2_name}}</span>
</td>
</tr>
{{/^rollLess() accuracy effect2_threshold}} {{/rollBetween() effect2_roll 1 10}}
<!-- Additional Notes - if there are any -->
{{#notes}}
<tr>
<td class="notes-text" colspan="2"><span>{{notes}}</span></td>
</tr>
{{/notes}}
</table>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-skill-roll">
<div class="container sheet-rolltemplate-color-setting-{{base-attribute}}-skill">
<table class="skill-template">
<tr>
<th colspan="2">{{skill-name}}</th>
</tr>
<tr>
<td colspan="2" class="subhead">[{{character-name}}](https://journal.roll20.net/character/{{character-id}}" name="name-link")</td>
</tr>
<!-- Skill Check -->
<tr>
<td class="label"><span>Skill Check:</span></td>
<td class="skill-roll">{{skill-roll}}</td>
</tr>
</table>
</div>
</rolltemplate>
</div>
<!-- SCRIPTS -->
<script type="text/worker">
// Handling Stat Changes
on("change:ATK change:atkbonus sheet:opened", function () {
getAttrs(["ATK", "atkbonus"], function (values) {
let atk = parseInt(values.ATK) || 0;
let bonus = parseInt(values.atkbonus) || 0;
calcModFor("ATK", atk, bonus);
});
});
on("change:DEF change:defbonus sheet:opened", function () {
getAttrs(["DEF", "defbonus"], function (values) {
let def = parseInt(values.DEF) || 0;
let bonus = parseInt(values.defbonus) || 0;
calcModFor("DEF", def, bonus);
});
});
on("change:SPATK change:spatkbonus sheet:opened", function () {
getAttrs(["SPATK", "spatkbonus"], function (values) {
let spatk = parseInt(values.SPATK) || 0;
let bonus = parseInt(values.spatkbonus) || 0;
calcModFor("SPATK", spatk, bonus);
});
});
on("change:SPDEF change:spdefbonus sheet:opened", function () {
getAttrs(["SPDEF", "spdefbonus"], function (values) {
let spdef = parseInt(values.SPDEF) || 0;
let bonus = parseInt(values.spdefbonus) || 0;
calcModFor("SPDEF", spdef, bonus);
});
});
on("change:SPD change:spdbonus sheet:opened", function () {
getAttrs(["SPD", "spdbonus"], function (values) {
let spd = parseInt(values.SPD) || 0;
let bonus = parseInt(values.spdbonus) || 0;
calcModFor("SPD", spd, bonus);
});
});
function calcModFor(ability, stat, bonus) {
const combined = stat + bonus;
const modifier = Math.floor(combined / 2);
const name = `${ability}MOD`;
const attrs = { [name]: modifier };
if (ability == "SPD") attrs["movement"] = combined * 5;
setAttrs(attrs);
}
// Handling Colour Changes
types = [
"bug",
"dark",
"dragon",
"electric",
"fairy",
"fighting",
"fire",
"flying",
"ghost",
"grass",
"ground",
"ice",
"normal",
"poison",
"psychic",
"rock",
"steel",
"water",
];
on("change:repeating_moves:move_type", function (event) {
getAttrs(["repeating_moves_move_type"], function (values) {
var typeAttrs = {};
var selectedType = values.repeating_moves_move_type;
types.forEach((type) => {
if (type == selectedType) {
typeAttrs["repeating_moves_style-" + type + "-move"] = "on";
} else {
typeAttrs["repeating_moves_style-" + type + "-move"] = "off";
}
});
setAttrs(typeAttrs);
});
});
// Handling Targeted Defense Changes
defenses = ["", "Defense", "Special Defense", "Speed"];
on("sheet:opened", function (eventInfo) {
getSectionIDs("repeating_moves", function (idArray) {
const categories = idArray.map((id) => `repeating_moves_${id}_move_category`);
getAttrs([...categories], function (values) {
const rows = categories.reduce((obj, rowName) => {
const cat = parseInt(values[rowName]) || 0;
const defense = defenses[cat];
obj[rowName + "_defense"] = defense;
return obj;
}, {});
if (rows) setAttrs(rows);
});
});
});
on("change:repeating_moves:move_category", function (event) {
getAttrs(["repeating_moves_move_name", "repeating_moves_move_category"], function (values) {
var attrs = {};
let cat = parseInt(values.repeating_moves_move_category) || 0;
attrs["repeating_moves_move_category_defense"] = defenses[cat];
setAttrs(attrs);
});
});
// Handling Move and Feature Usage
on("clicked:repeating_moves:incrementmoveusage", function () {
getAttrs(["repeating_moves_move_usage"], function (values) {
const currentusage = +values.repeating_moves_move_usage || 0;
const newusage = currentusage + 1;
setAttrs({
repeating_moves_move_usage: newusage,
});
});
});
on("clicked:repeating_moves:resetmoveusage", function () {
getAttrs(["repeating_moves_move_usage"], function (values) {
setAttrs({
repeating_moves_move_usage: 0,
});
});
});
on("clicked:incrementoriginusage", function () {
getAttrs(["origin_usage"], function (values) {
const currentusage = +values.origin_usage || 0;
const newusage = currentusage + 1;
setAttrs({
origin_usage: newusage,
});
});
});
on("clicked:resetoriginusage", function () {
getAttrs(["origin_usage"], function (values) {
setAttrs({
origin_usage: 0,
});
});
});
on("clicked:repeating_features:incrementfeatureusage", function () {
getAttrs(["repeating_features_feature_usage"], function (values) {
const currentusage = +values.repeating_features_feature_usage || 0;
const newusage = currentusage + 1;
setAttrs({
repeating_features_feature_usage: newusage,
});
});
});
on("clicked:repeating_features:resetfeatureusage", function () {
getAttrs(["repeating_features_feature_usage"], function (values) {
setAttrs({
repeating_features_feature_usage: 0,
});
});
});
// Handling Move Effects
effects = [
"Critical Hit",
"put to Sleep",
"Burned",
"Confused",
"Cursed",
"Frozen",
"Infatuated",
"Paralyzed",
"Poisoned",
"Toxified",
"Stunned",
"Other",
];
on("sheet:opened", function (eventInfo) {
getSectionIDs("repeating_moves", function (idArray) {
const rowNames = idArray.map((id) => `repeating_moves_${id}`);
const effect1s = idArray.map((id) => `repeating_moves_${id}_move_effect1`);
const effect2s = idArray.map((id) => `repeating_moves_${id}_move_effect2`);
getAttrs([...effect1s, ...effect2s], function (values) {
const rows = rowNames.reduce((obj, rowName) => {
const index1 = parseInt(values[rowName + "_move_effect1"]) || 99;
const index2 = parseInt(values[rowName + "_move_effect2"]) || 99;
var name = "";
if (index1 < effects.length) {
name = effects[index1];
}
obj[rowName + "_move_effect1_name"] = name;
name = "";
if (index2 < effects.length) {
name = effects[index2];
}
obj[rowName + "_move_effect2_name"] = name;
return obj;
}, {});
if (rows) setAttrs(rows);
});
});
});
on("change:repeating_moves:move_effect1 change:repeating_moves:move_effect2", function (eventInfo) {
getAttrs(["repeating_moves_move_effect1", "repeating_moves_move_effect2"], function (values) {
let index1 = parseInt(values.repeating_moves_move_effect1) || 99;
let index2 = parseInt(values.repeating_moves_move_effect2) || 99;
var effectNames = {};
var name = "";
if (index1 < effects.length) {
name = effects[index1];
}
effectNames["repeating_moves_move_effect1_name"] = name;
name = "";
if (index2 < effects.length) {
name = effects[index2];
}
effectNames["repeating_moves_move_effect2_name"] = name;
if (effectNames) setAttrs(effectNames);
});
});
// Handling Move Damage Bonuses
categoryDamageModifiers = ["", "ATKMOD", "SPATKMOD", ""];
on("change:ATKMOD change:SPATKMOD sheet:opened", function (eventInfo) {
getSectionIDs("repeating_moves", function (idArray) {
const rowNames = idArray.map((id) => `repeating_moves_${id}`);
const categories = idArray.map((id) => `repeating_moves_${id}_move_category`);
const extraBonuses = idArray.map((id) => `repeating_moves_${id}_move_damagebonus`);
const stabBonuses = idArray.map((id) => `repeating_moves_${id}_move_stabbonus`);
const diceNumbers = idArray.map((id) => `repeating_moves_${id}_move_dicenumber`);
const damageDice = idArray.map((id) => `repeating_moves_${id}_damage_dice`);
getAttrs([`ATKMOD`, `SPATKMOD`, ...categories, ...extraBonuses, ...stabBonuses, ...diceNumbers, ...damageDice], function (values) {
const rows = rowNames.reduce((obj, rowName) => {
const category = parseInt(values[rowName + `_move_category`]) || 0;
const extra = parseInt(values[rowName + "_move_damagebonus"]) || 0;
const stab = parseInt(values[rowName + "_move_stabbonus"]) || 0;
const dice = parseInt(values[rowName + "_move_dicenumber"]) || 0;
const points = parseInt(values[rowName + "_damage_dice"]) || 0;
const categoryModifier = parseInt(values[`${categoryDamageModifiers[category]}`]) || 0;
const total = categoryModifier + extra + stab;
var display = `${total}`;
if (dice > 0) display = `${dice}d${points} ${total < 0 ? "" : "+ "}${total}`;
obj[rowName + "_move_totaldamage"] = total;
obj[rowName + "_move_totaldamage_display"] = display;
return obj;
}, {});
if (rows) setAttrs(rows);
});
});
});
on(
"change:repeating_moves:move_category change:repeating_moves:move_damagebonus change:repeating_moves:move_stabbonus change:repeating_moves:move_dicenumber change:repeating_moves:damage_dice",
function (eventInfo) {
getAttrs(
[
"ATKMOD",
"SPATKMOD",
"repeating_moves_move_category",
"repeating_moves_move_damagebonus",
"repeating_moves_move_stabbonus",
"repeating_moves_move_dicenumber",
"repeating_moves_damage_dice",
],
function (values) {
const category = parseInt(values.repeating_moves_move_category) || 0;
const extra = parseInt(values.repeating_moves_move_damagebonus) || 0;
const stab = parseInt(values.repeating_moves_move_stabbonus) || 0;
const dice = parseInt(values.repeating_moves_move_dicenumber) || 0;
const points = parseInt(values.repeating_moves_damage_dice) || 0;
const categoryModifier = parseInt(values[`${categoryDamageModifiers[category]}`]) || 0;
const total = categoryModifier + extra + stab;
var display = `${total}`;
if (dice > 0) display = `${dice}d${points} ${total < 0 ? "" : "+ "}${total}`;
setAttrs({
repeating_moves_move_totaldamage: total,
repeating_moves_move_totaldamage_display: display,
});
}
);
}
);
// Handling Move Accuracy Bonuses
categoryAccuracyModifiers = ["", "ATKMOD", "SPATKMOD", "SPDMOD"];
on("change:ATKMOD change:SPATKMOD change:SPDMOD sheet:opened", function (eventInfo) {
getSectionIDs("repeating_moves", function (idArray) {
const rowNames = idArray.map((id) => `repeating_moves_${id}`);
const categories = idArray.map((id) => `repeating_moves_${id}_move_category`);
const accuracyMods = idArray.map((id) => `repeating_moves_${id}_move_acmod`);
getAttrs([`ATKMOD`, `SPATKMOD`, `SPDMOD`, ...categories, ...accuracyMods], function (values) {
const rows = rowNames.reduce((obj, rowName) => {
const category = parseInt(values[rowName + `_move_category`]) || 0;
const accuracy = parseInt(values[rowName + `_move_acmod`]) || 0;
const categoryModifier = parseInt(values[`${categoryAccuracyModifiers[category]}`]) || 0;
const total = categoryModifier + accuracy;
const roll = `d20 ${total < 0 ? "" : "+ "}${total}`;
obj[rowName + "_move_totalaccuracy"] = total;
obj[rowName + "_move_totalaccuracy_display"] = roll;
return obj;
}, {});
if (rows) setAttrs(rows);
});
});
});
on("change:repeating_moves:move_category change:repeating_moves:move_acmod", function (eventInfo) {
getAttrs([`ATKMOD`, `SPATKMOD`, `SPDMOD`, `repeating_moves_move_category`, `repeating_moves_move_acmod`], function (values) {
const category = parseInt(values.repeating_moves_move_category) || 0;
const accuracy = parseInt(values.repeating_moves_move_acmod) || 0;
const categoryModifier = parseInt(values[`${categoryAccuracyModifiers[category]}`]) || 0;
const total = categoryModifier + accuracy;
const roll = `d20 ${total < 0 ? "" : "+ "}${total}`;
setAttrs({
repeating_moves_move_totalaccuracy: total,
repeating_moves_move_totalaccuracy_display: roll,
});
});
});
// Skills Sheet Workers
// Acrobatics
on("change:SPDMOD change:acrobaticstalent1 change:acrobaticstalent2 change:acrobatics sheet:opened", function (eventInfo) {
getAttrs([`SPDMOD`, `acrobaticstalent1`, `acrobaticstalent2`, `acrobatics`, `acrobatics_total`], function (values) {
const stat = parseInt(values.SPDMOD) || 0;
const talent1 = parseInt(values.acrobaticstalent1) || 0;
const talent2 = parseInt(values.acrobaticstalent2) || 0;
const total = parseInt(values.acrobatics_total) || -1;
const userBonus = parseInt(values.acrobatics) || 0;
assignSkillTotal("acrobatics_total", stat, talent1, talent2, total, userBonus);
});
});
// Athletics
on("change:ATKMOD change:athleticstalent1 change:athleticstalent2 change:athletics sheet:opened", function (eventInfo) {
getAttrs([`ATKMOD`, `athleticstalent1`, `athleticstalent2`, `athletics`, `athletics_total`], function (values) {
const stat = parseInt(values.ATKMOD) || 0;
const talent1 = parseInt(values.athleticstalent1) || 0;
const talent2 = parseInt(values.athleticstalent2) || 0;
const total = parseInt(values.athletics_total) || -1;
const userBonus = parseInt(values.athletics) || 0;
assignSkillTotal("athletics_total", stat, talent1, talent2, total, userBonus);
});
});
// Bluff/Deception
on("change:SPDEFMOD change:blufftalent1 change:blufftalent2 change:bluff sheet:opened", function (eventInfo) {
getAttrs([`SPDEFMOD`, `blufftalent1`, `blufftalent2`, `bluff`, `bluff_total`], function (values) {
const stat = parseInt(values.SPDEFMOD) || 0;
const talent1 = parseInt(values.blufftalent1) || 0;
const talent2 = parseInt(values.blufftalent2) || 0;
const total = parseInt(values.bluff_total) || -1;
const userBonus = parseInt(values.bluff) || 0;
assignSkillTotal("bluff_total", stat, talent1, talent2, total, userBonus);
});
});
// Concentration
on("change:DEFMOD change:concentrationtalent1 change:concentrationtalent2 change:concentration sheet:opened", function (eventInfo) {
getAttrs([`DEFMOD`, `concentrationtalent1`, `concentrationtalent2`, `concentration`, `concentration_total`], function (values) {
const stat = parseInt(values.DEFMOD) || 0;
const talent1 = parseInt(values.concentrationtalent1) || 0;
const talent2 = parseInt(values.concentrationtalent2) || 0;
const total = parseInt(values.concentration_total) || -1;
const userBonus = parseInt(values.concentration) || 0;
assignSkillTotal("concentration_total", stat, talent1, talent2, total, userBonus);
});
});
// Constitution
on("change:DEFMOD change:constitutiontalent1 change:constitutiontalent2 change:constitution sheet:opened", function (eventInfo) {
getAttrs([`DEFMOD`, `constitutiontalent1`, `constitutiontalent2`, `constitution`, `constitution_total`], function (values) {
const stat = parseInt(values.DEFMOD) || 0;
const talent1 = parseInt(values.constitutiontalent1) || 0;
const talent2 = parseInt(values.constitutiontalent2) || 0;
const total = parseInt(values.constitution_total) || -1;
const userBonus = parseInt(values.constitution) || 0;
assignSkillTotal("constitution_total", stat, talent1, talent2, total, userBonus);
});
});
// Diplomacy/Persuasion
on("change:SPDEFMOD change:diplomacytalent1 change:diplomacytalent2 change:diplomacy sheet:opened", function (eventInfo) {
getAttrs([`SPDEFMOD`, `diplomacytalent1`, `diplomacytalent2`, `diplomacy`, `diplomacy_total`], function (values) {
const stat = parseInt(values.SPDEFMOD) || 0;
const talent1 = parseInt(values.diplomacytalent1) || 0;
const talent2 = parseInt(values.diplomacytalent2) || 0;
const total = parseInt(values.diplomacy_total) || -1;
const userBonus = parseInt(values.diplomacy) || 0;
assignSkillTotal("diplomacy_total", stat, talent1, talent2, total, userBonus);
});
});
// Engineering/Operation
on("change:SPATKMOD change:engineeringtalent1 change:engineeringtalent2 change:engineering sheet:opened", function (eventInfo) {
getAttrs([`SPATKMOD`, `engineeringtalent1`, `engineeringtalent2`, `engineering`, `engineering_total`], function (values) {
const stat = parseInt(values.SPATKMOD) || 0;
const talent1 = parseInt(values.engineeringtalent1) || 0;
const talent2 = parseInt(values.engineeringtalent2) || 0;
const total = parseInt(values.engineering_total) || -1;
const userBonus = parseInt(values.engineering) || 0;
assignSkillTotal("engineering_total", stat, talent1, talent2, total, userBonus);
});
});
// History
on("change:SPATKMOD change:historytalent1 change:historytalent2 change:history sheet:opened", function (eventInfo) {
getAttrs([`SPATKMOD`, `historytalent1`, `historytalent2`, `history`, `history_total`], function (values) {
const stat = parseInt(values.SPATKMOD) || 0;
const talent1 = parseInt(values.historytalent1) || 0;
const talent2 = parseInt(values.historytalent2) || 0;
const total = parseInt(values.history_total) || -1;
const userBonus = parseInt(values.history) || 0;
assignSkillTotal("history_total", stat, talent1, talent2, total, userBonus);
});
});
// Insight
on("change:SPDEFMOD change:insighttalent1 change:insighttalent2 change:insight sheet:opened", function (eventInfo) {
getAttrs([`SPDEFMOD`, `insighttalent1`, `insighttalent2`, `insight`, `insight_total`], function (values) {
const stat = parseInt(values.SPDEFMOD) || 0;
const talent1 = parseInt(values.insighttalent1) || 0;
const talent2 = parseInt(values.insighttalent2) || 0;
const total = parseInt(values.insight_total) || -1;
const userBonus = parseInt(values.insight) || 0;
assignSkillTotal("insight_total", stat, talent1, talent2, total, userBonus);
});
});
// Investigate
on("change:SPATKMOD change:investigatetalent1 change:investigatetalent2 change:investigate sheet:opened", function (eventInfo) {
getAttrs([`SPATKMOD`, `investigatetalent1`, `investigatetalent2`, `investigate`, `investigate_total`], function (values) {
const stat = parseInt(values.SPATKMOD) || 0;
const talent1 = parseInt(values.investigatetalent1) || 0;
const talent2 = parseInt(values.investigatetalent2) || 0;
const total = parseInt(values.investigate_total) || -1;
const userBonus = parseInt(values.investigate) || 0;
assignSkillTotal("investigate_total", stat, talent1, talent2, total, userBonus);
});
});
// Medicine
on("change:SPATKMOD change:medicinetalent1 change:medicinetalent2 change:medicine sheet:opened", function (eventInfo) {
getAttrs([`SPATKMOD`, `medicinetalent1`, `medicinetalent2`, `medicine`, `medicine_total`], function (values) {
const stat = parseInt(values.SPATKMOD) || 0;
const talent1 = parseInt(values.medicinetalent1) || 0;
const talent2 = parseInt(values.medicinetalent2) || 0;
const total = parseInt(values.medicine_total) || -1;
const userBonus = parseInt(values.medicine) || 0;
assignSkillTotal("medicine_total", stat, talent1, talent2, total, userBonus);
});
});
// Nature
on("change:SPATKMOD change:naturetalent1 change:naturetalent2 change:nature sheet:opened", function (eventInfo) {
getAttrs([`SPATKMOD`, `naturetalent1`, `naturetalent2`, `nature`, `nature_total`], function (values) {
const stat = parseInt(values.SPATKMOD) || 0;
const talent1 = parseInt(values.naturetalent1) || 0;
const talent2 = parseInt(values.naturetalent2) || 0;
const total = parseInt(values.nature_total) || -1;
const userBonus = parseInt(values.nature) || 0;
assignSkillTotal("nature_total", stat, talent1, talent2, total, userBonus);
});
});
// Perception
on("change:SPDEFMOD change:perceptiontalent1 change:perceptiontalent2 change:perception sheet:opened", function (eventInfo) {
getAttrs([`SPDEFMOD`, `perceptiontalent1`, `perceptiontalent2`, `perception`, `perception_total`], function (values) {
const stat = parseInt(values.SPDEFMOD) || 0;
const talent1 = parseInt(values.perceptiontalent1) || 0;
const talent2 = parseInt(values.perceptiontalent2) || 0;
const total = parseInt(values.perception_total) || -1;
const userBonus = parseInt(values.perception) || 0;
assignSkillTotal("perception_total", stat, talent1, talent2, total, userBonus);
});
});
// Perform
on("change:SPDEFMOD change:performtalent1 change:performtalent2 change:perform sheet:opened", function (eventInfo) {
getAttrs([`SPDEFMOD`, `performtalent1`, `performtalent2`, `perform`, `perform_total`], function (values) {
const stat = parseInt(values.SPDEFMOD) || 0;
const talent1 = parseInt(values.performtalent1) || 0;
const talent2 = parseInt(values.performtalent2) || 0;
const total = parseInt(values.perform_total) || -1;
const userBonus = parseInt(values.perform) || 0;
assignSkillTotal("perform_total", stat, talent1, talent2, total, userBonus);
});
});
// Pokémon Handling
on("change:SPDEFMOD change:handlingtalent1 change:handlingtalent2 change:handling sheet:opened", function (eventInfo) {
getAttrs([`SPDEFMOD`, `handlingtalent1`, `handlingtalent2`, `handling`, `handling_total`], function (values) {
const stat = parseInt(values.SPDEFMOD) || 0;
const talent1 = parseInt(values.handlingtalent1) || 0;
const talent2 = parseInt(values.handlingtalent2) || 0;
const total = parseInt(values.handling_total) || -1;
const userBonus = parseInt(values.handling) || 0;
assignSkillTotal("handling_total", stat, talent1, talent2, total, userBonus);
});
});
// Programming
on("change:SPATKMOD change:programmingtalent1 change:programmingtalent2 change:programming sheet:opened", function (eventInfo) {
getAttrs([`SPATKMOD`, `programmingtalent1`, `programmingtalent2`, `programming`, `programming_total`], function (values) {
const stat = parseInt(values.SPATKMOD) || 0;
const talent1 = parseInt(values.programmingtalent1) || 0;
const talent2 = parseInt(values.programmingtalent2) || 0;
const total = parseInt(values.programming_total) || -1;
const userBonus = parseInt(values.programming) || 0;
assignSkillTotal("programming_total", stat, talent1, talent2, total, userBonus);
});
});
// Sleight of Hand
on("change:SPDMOD change:sleightofhandtalent1 change:sleightofhandtalent2 change:sleightofhand sheet:opened", function (eventInfo) {
getAttrs([`SPDMOD`, `sleightofhandtalent1`, `sleightofhandtalent2`, `sleightofhand`, `sleightofhand_total`], function (values) {
const stat = parseInt(values.SPDMOD) || 0;
const talent1 = parseInt(values.sleightofhandtalent1) || 0;
const talent2 = parseInt(values.sleightofhandtalent2) || 0;
const total = parseInt(values.sleightofhand_total) || -1;
const userBonus = parseInt(values.sleightofhand) || 0;
assignSkillTotal("sleightofhand_total", stat, talent1, talent2, total, userBonus);
});
});
// Stealth
on("change:SPDMOD change:stealthtalent1 change:stealthtalent2 change:stealth sheet:opened", function (eventInfo) {
getAttrs([`SPDMOD`, `stealthtalent1`, `stealthtalent2`, `stealth`, `stealth_total`], function (values) {
const stat = parseInt(values.SPDMOD) || 0;
const talent1 = parseInt(values.stealthtalent1) || 0;
const talent2 = parseInt(values.stealthtalent2) || 0;
const total = parseInt(values.stealth_total) || -1;
const userBonus = parseInt(values.stealth) || 0;
assignSkillTotal("stealth_total", stat, talent1, talent2, total, userBonus);
});
});
// Capture
on("change:SPDMOD change:capture sheet:opened", function (eventInfo) {
getAttrs([`SPDMOD`, `capture_total`], function (values) {
const stat = parseInt(values.SPDMOD) || 0;
const total = parseInt(values.capture_total) || -1;
assignSkillTotal("capture_total", stat, 0, 0, total, 0);
});
});
function assignSkillTotal(skillName, stat, leftTalent, rightTalent, oldTotal, userBonus) {
const talentAccumulator = leftTalent + rightTalent == 4 ? 1 : 0;
const talent = leftTalent + rightTalent + talentAccumulator;
const newBonus = stat + talent + userBonus;
const attrs = { [skillName]: newBonus };
if (newBonus != oldTotal) setAttrs(attrs);
}
</script>