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roll20-character-sheets/Solipstry/Solipstry.html
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2024-06-03 13:15:14 -04:00

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<p style="text-align: center;">
<img src="https://i.imgur.com/hL3gl9B.png" style="max-height: 300px;" />
</p>
<!--Background information-->
<h3>Background</h3>
<div class='sheet-3colrow'>
<div class='sheet-col'>
<div class="sheet-left-attr">
<label class="sheet-inline" name="attr_char_name_label">Name</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" type="text" name ="attr_char_name" style="width:150px" />
</div>
<div class="sheet-left-attr" style="margin-top:10px">
<label class="sheet-inline" name="attr_char_age_label">Age</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" type="number" name ="attr_char_age" style="width:150px" />
</div>
<div class="sheet-left-attr" style="margin-top:10px">
<label class="sheet-inline" name="attr_char_height_label">Height</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" type="text" name ="attr_char_height" style="width:150px" />
</div>
<div class="sheet-left-attr" style="margin-top:10px">
<label class="sheet-inline" name="attr_char_weight_label">Weight</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" type="text" name ="attr_char_weight" style="width:150px" />
</div>
</div>
<div class='sheet-col'>
<div class="sheet-left-attr">
<label class="sheet-inline" name="attr_char_class_label">Class</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" type="text" name ="attr_char_class" style="width:150px" />
</div>
<div class="sheet-left-attr" style="margin-top:10px">
<label class="sheet-inline" name="attr_char_aspiration_label">Aspiration</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" type="text" name ="attr_char_aspiration" style="width:150px" />
</div>
<div class="sheet-left-attr" style="margin-top:10px">
<label class="sheet-inline" name="attr_char_occupation_label">Occupation</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" type="text" name ="attr_char_occupation" style="width:150px" />
</div>
<div class="sheet-left-attr" style="margin-top:10px">
<label class="sheet-inline" name="attr_char_background_label">Background</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" type="text" name ="attr_char_background" style="width:150px" />
</div>
</div>
<div class='sheet-col'>
<!--Third column-->
<div class="sheet-row-attr">
<div class="sheet-left-attr" style="margin-top:0px">
<label class="sheet-inline" name="attr_char_race_label">Race</label>
</div>
<div class="sheet-right-attr" style="position:relative; margin-top:-20px">
<input class="sheet-inline" type="text" name ="attr_race_name" style="width:100px;" />
<select name="attr_race_size" style="width:100px; margin-top:8px">
<option value="small">Small</option>
<option selected value="medium">Medium</option>
<option value="large">Large</option>
</select>
</div>
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr" style="margin-top:0px">
<label class="sheet-inline" name="attr_char_race_label">Big Tallies</label>
</div>
<div class="sheet-right-attr" style="">
<input class="sheet-inline" type="number" name ="attr_big_tallies" value="0" style="width:100px;" />
</div>
</div>
</div>
</div>
<!--Attributes section-->
<h3>Attributes</h3>
<div class='sheet-3colrow'>
<div class='sheet-col'>
<!-- Put the content for the first column here -->
<div class="sheet-row-attr">
<div class="sheet-left-attr">
</div>
<div class="sheet-right-attr">
<!--Attribute names-->
<b>Score&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Mod&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Roll</b>
</div>
<!--Begin attributes-->
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr">
<label class="sheet-inline" name="attr_strname">Strength</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" type="number" name ="attr_Strength" style="width:50px" value="20" />
<input class="sheet-inline" type="hidden" name="attr_strmod" value="2" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_strmod_actual" disabled="true" value="@{strmod}" style="margin-left:5px"/>
<button type="roll" name="roll_strength_Check" value="&{template:5eDefault} {{character_name=@{char_name}}} {{title=Strength}} {{subheader=@{char_name}}} {{target=[[@{Strength}]]}} {{roll=[[d100]]}} {{success=[[1d100<{target}]]}} {{subheaderright=Attribute}} {{save=1}} {{simple=1}} {{emote=*Flexes*}}"></button>
</div>
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr">
<label class="sheet-inline" name="attr_conname">Constitution</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" style="width:50px" value="20" type="number" name ="attr_Constitution"/>
<input class="sheet-inline" type="hidden" name="attr_conmod" value="2" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_conmod_actual" disabled="true" value="@{conmod}" style="margin-left:5px"/>
<button type="roll" name="roll_constitution_Check" value="&{template:5eDefault} {{character_name=@{char_name}}} {{title=Constitution}} {{subheader=@{char_name}}} {{target=[[@{Constitution}]]}} {{roll=[[d100]]}} {{success=[[1d100<{target}]]}} {{subheaderright=Attribute}} {{save=1}} {{simple=1}} {{emote=*I can do this all day*}}"></button>
</div>
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr">
<label class="sheet-inline" name="attr_dexname">Dexterity</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" style="width:50px" value="20" type="number" name ="attr_Dexterity"/>
<input class="sheet-inline" type="hidden" name="attr_dexmod" value="2" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_dexmod_actual" disabled="true" value="@{dexmod}" style="margin-left:5px"/>
<button type="roll" name="roll_dexterity_Check" value="&{template:5eDefault} {{character_name=@{char_name}}} {{title=Dexterity}} {{subheader=@{char_name}}} {{target=[[@{dexterity}]]}} {{roll=[[d100]]}} {{success=[[1d100<{target}]]}} {{subheaderright=Attribute}} {{save=1}} {{simple=1}} {{emote=*You ever heard of flips?*}}"></button>
</div>
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr">
<label class="sheet-inline" name="attr_intname">Intelligence</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" style="width:50px" value="20" type="number" name ="attr_Intelligence"/>
<input class="sheet-inline" type="hidden" name="attr_IntMod" value="2" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_IntMod_actual" disabled="true" value="@{IntMod}" style="margin-left:5px"/>
<button type="roll" name="roll_intelligence_Check" value="&{template:5eDefault} {{character_name=@{char_name}}} {{title=Intelligence}} {{subheader=@{char_name}}} {{target=[[@{Intelligence}]]}} {{roll=[[d100]]}} {{success=[[1d100<{target}]]}} {{subheaderright=Attribute}} {{save=1}} {{simple=1}} {{emote=*According to my calculations...*}}"></button>
</div>
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr">
<label class="sheet-inline" name="attr_wisname">Wisdom</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" style="width:50px" value="20" type="number" name ="attr_Wisdom"/>
<input class="sheet-inline" type="hidden" name="attr_WisMod" value="2" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_WisMod_actual" disabled="true" value="@{WisMod}" style="margin-left:5px"/>
<button type="roll" name="roll_wisdom_Check" value="&{template:5eDefault} {{character_name=@{char_name}}} {{title=Wisdom}} {{subheader=@{char_name}}} {{target=[[@{Wisdom}]]}} {{roll=[[d100]]}} {{success=[[1d100<{target}]]}} {{subheaderright=Attribute}} {{save=1}} {{simple=1}} {{emote=*You know what they say about curiosity...*}}"></button>
</div>
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr">
<label class="sheet-inline" name="attr_chaname">Charisma</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" style="width:50px" value="20" type="number" name ="attr_Charisma"/>
<input class="sheet-inline" type="hidden" name="attr_chaMod" value="2" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_chaMod_actual" disabled="true" value="@{chaMod}" style="margin-left:5px"/>
<button type="roll" name="roll_charisma_Check" value="&{template:5eDefault} {{character_name=@{char_name}}} {{title=Charisma}} {{subheader=@{char_name}}} {{target=[[@{Charisma}]]}} {{roll=[[d100]]}} {{success=[[1d100<{target}]]}} {{subheaderright=Attribute}} {{save=1}} {{simple=1}} {{emote=*-bats eyes*}}"></button>
</div>
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr">
<label class="sheet-inline" name="attr_spdname">Speed</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" style="width:50px" value="20" type="number" name ="attr_Speed"/>
<input class="sheet-inline" type="hidden" name="attr_spdmod" value="2" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_spdmod_actual" disabled="true" value="@{spdmod}" style="margin-left:5px"/>
<button type="roll" name="roll_speed_Check" value="&{template:5eDefault} {{character_name=@{char_name}}} {{title=Speed}} {{subheader=@{char_name}}} {{target=[[@{Speed}]]}} {{roll=[[d100]]}} {{success=[[1d100<{target}]]}} {{subheaderright=Attribute}} {{save=1}} {{simple=1}} {{emote=*Gotta go fast!*}}"></button>
</div>
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr">
<label class="sheet-inline" name="attr_lckname">Luck</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" style="width:50px" value="20" type="number" name ="attr_Luck"/>
<input class="sheet-inline" type="hidden" name="attr_lckMod" value="2" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_lckMod_actual" disabled="true" value="@{lckMod}" style="margin-left:5px"/>
<button type="roll" name="roll_luck_Check" value="&{template:5eDefault} {{character_name=@{char_name}}} {{title=Luck}} {{subheader=@{char_name}}} {{target=[[@{Luck}]]}} {{roll=[[d100]]}} {{success=[[1d100<{target}]]}} {{subheaderright=Attribute}} {{save=1}} {{simple=1}} {{emote=Roll the Dice}}"></button>
</div>
</div>
<!--Bonus attribute-->
<div class="sheet-row-attr">
<fieldset class="repeating_attribute">
<div class="sheet-row-attr">
<div class="sheet-left-attr">
<input type="text" class="sheet-inline" style="width:100px" name="attr_custom_att_name"></label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" style="width:50px" type="number" name ="attr_custom_att_score"/>
<input class="sheet-inline" type="hidden" name="attr_custom_att_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_custom_att_mod_actual" disabled="true" value="@{custom_att_mod}" style="margin-left:5px"/>
<button type="roll" name="roll_cust_attr_Check" value="&{template:5eDefault} {{character_name=@{char_name}}} {{title=@{custom_att_name}}} {{subheader=@{char_name}}} {{target=[[@{custom_att_score}]]}} {{roll=[[d100]]}} {{success=[[1d100<{target}]]}} {{subheaderright=Attribute}} {{save=1}} {{simple=1}}"></button>
</div>
</div>
</fieldset>
</div>
<!--end attributes-->
</div>
<div class='sheet-col' style="margin-left:-35px; width:290px">
<!-- Second column -->
<!-- Begin Derived Attributes -->
<div class="sheet-row-attr">
<div class="sheet-left-attr" style="width:auto">
<label class="sheet-inline" style="margin-right:10px" name="attr_healthname">Hit Points</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" style="width:50px; margin-left:5px" type="number" name ="attr_HP"/>
<p class="sheet-big">/</p>
<input class="sheet-inline" type="number" name="attr_HP_max" style="margin-left:5px; width:50px"/>
<input class="sheet-inline" type="number" name="attr_hp_misc" value="0" style="margin-left:5px" title="Miscellaneous hit points"/>
</div>
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr">
<label class="sheet-inline" style="top:-5px" name="attr_abilityname">Ability Points</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" style="width:50px" type="number" name ="attr_Abil"/>
<p class="sheet-big">/</p>
<input class="sheet-inline" type="number" name="attr_abil_max" style="margin-left:5px; width:50px"/>
<input class="sheet-inline" type="number" name="attr_abil_misc" value="0" style="margin-left:5px" title="Miscellaneous abilitiy points"/>
</div>
</div>
<div class="sheet-row-attr" style="position:relative; top:-5px">
<div class="sheet-left-attr">
<label class="sheet-inline" name="attr_abil_regen_name">Regen: </label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" type="number" name="attr_abil_regen" style=" width:50px; margin-left:0px"/>
<input class="sheet-inline" type="number" name="attr_abil_regen_misc" value="0" style="margin-left:5px" title="Miscellaneous regen points"/>
</div>
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr">
<label class="sheet-inline" style="font-size:14px; top:-5px" name="attr_enlightenment_name">Enlightenment Points</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" style="width:50px" type="number" name ="attr_enlightenment_points"/>
<p class="sheet-big">/</p>
<!--TODO enlightenment points!!-->
<input class="sheet-inline" type="number" name="attr_enlightenment_points_max" disabled=true value="TODO" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_abil_enlighten_misc" value="TODO" style="margin-left:5px" title="Miscellaneous enlightenment points"/>
</div>
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr">
<label class="sheet-inline" style="top:-5px" name="attr_fortune_name">Fortune Points</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" style="width:50px" value="@{fortune_max}" type="number" name ="attr_fortune"/>
<p class="sheet-big">/</p>
<input class="sheet-inline" type="number" name="attr_fortune_max" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_fortune_misc" style="margin-left:5px" title="Miscellaneous Fortune points"/>
</div>
</div>
<div class="sheet-row-attr" style="position:relative; top:-5px">
<div class="sheet-left-attr">
<label class="sheet-inline" name="attr_movement_name">Movement: </label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" type="number" name="attr_movement" style=" width:50px; margin-left:0px"/>
<input class="sheet-inline" type="number" name="attr_movement_misc" style="margin-left:5px" title="Miscellaneous movement bonuses"/>
</div>
</div>
<div class="sheet-row-attr" style="position:relative; top:-5px">
<div class="sheet-left-attr">
<label class="sheet-inline" name="attr_init-name">Initiative </label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" type="number" name="attr_init" style=" width:50px; margin-left:0px"/>
<input class="sheet-inline" type="number" name="attr_init_misc" style="margin-left:5px" title="Miscellaneous movement bonuses"/>
</div>
</div>
</div>
<div class='sheet-col' style="">
<!-- Third column -->
<!--defenses-->
<div class="sheet-row-attr">
<div class="sheet-left-attr">
<label class="sheet-inline" name="attr_armor_type_name">Armor Type</label>
</div>
<div class="sheet-right-attr">
<select name="attr_armor_type" style='Width:100px'>
<option value="Heavy">Heavy</option>
<option value="Light">Light</option>
</select>
</div>
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr">
<label class="sheet-inline" name="attr_has_shield_label" style="position:relative; top:-5px">Has shield?</label>
</div>
<div class="sheet-right-attr">
<input name="attr_has_shield" type="checkbox"/>
</div>
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr" style="margin-top:0px">
<label class="sheet-inline" name="attr_AC_label">AC</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" type="number" name ="attr_ac" style="width:50px" />
<input class="sheet-inline" type="number" name="attr_ac_misc" style="margin-left:5px" title="Miscellaneous AC bonuses"/>
</div>
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr" style="margin-top:0px">
<label class="sheet-inline" name="attr_reflex_label">Reflex</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" type="number" name ="attr_reflex" style="width:50px" />
<input class="sheet-inline" type="number" name="attr_reflex_misc" style="margin-left:5px" title="Miscellaneous Reflex bonuses"/>
</div>
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr" style="margin-top:0px">
<label class="sheet-inline" name="attr_fort_label">Fortitude</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" type="number" name ="attr_fort" style="width:50px" />
<input class="sheet-inline" type="number" name="attr_fort_misc" style="margin-left:5px" title="Miscellaneous Fortitude bonuses"/>
</div>
</div>
<div class="sheet-row-attr">
<div class="sheet-left-attr" style="margin-top:0px">
<label class="sheet-inline" name="attr_will_label">Will</label>
</div>
<div class="sheet-right-attr">
<input class="sheet-inline" type="number" name ="attr_will" style="width:50px" />
<input class="sheet-inline" type="number" name="attr_will_misc" style="margin-left:5px" title="Miscellaneous Will bonuses"/>
</div>
</div>
</div>
</div>
<!-- section 2-->
<div class='sheet-2colrow'>
<h3 style="">Skills</h3>
<div class='sheet-col' style="">
<table>
<tr>
<th>Name</th>
<th>Score</th>
<th>Mod</th>
<th>Misc</th>
<th>Tallies</th>
<th>Roll</th>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline" name="attr_acrobatics_label" style="float:right;"><input name="attr_acrobatics_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Acrobatics</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_acrobatics" style="width:50px" disabled="true" value="@{skill_acrobatics_hidden}"/>
<input type="hidden" value="0" name="attr_skill_acrobatics_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_acrobatics_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_acrobatics_mod_actual" disabled="true" value="@{skill_acrobatics_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_acrobatics_misc" value="0" style="margin-left:5px" title="Miscellaneous acrobatics bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_acrobatics_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_acrobatics_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Acrobatics}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_acrobatics_mod}]]}}{{emote=*Balance and coordination*}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline" name="attr_athletics_label" style="float:right"><input name="attr_athletics_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Athletics</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_athletics" style="width:50px" disabled="true" value="@{skill_athletics_hidden}"/>
<input type="hidden" value="0" name="attr_skill_athletics_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_athletics_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_athletics_mod_actual" disabled="true" value="@{skill_athletics_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_athletics_misc" value="0" style="margin-left:5px" title="Miscellaneous athletics bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_athletics_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_athletics_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Athletics}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_athletics_mod}]]}}{{emote=Jumping, climbing, and other physical activity}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline" name="attr_block_label" style="float:right"><input name="attr_block_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Block</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_block" style="width:50px" disabled="true" value="@{skill_block_hidden}"/>
<input type="hidden" value="0" name="attr_skill_block_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_block_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_block_mod_actual" disabled="true" value="@{skill_block_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_block_misc" value="0" style="margin-left:5px" title="Miscellaneous block bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_block_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_block_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Block}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_block_mod}]]}}{{emote=A good defense makes the best offence}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline" name="attr_chemistry_label" style="float:right"><input name="attr_chemistry_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Chemistry</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_chemistry" style="width:50px" disabled="true" value="@{skill_chemistry_hidden}"/>
<input type="hidden" value="0" name="attr_skill_chemistry_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_chemistry_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_chemistry_mod_actual" disabled="true" value="@{skill_chemistry_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_chemistry_misc" value="0" style="margin-left:5px" title="Miscellaneous chemistry bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_chemistry_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_chemistry_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Chemistry}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_chemistry_mod}]]}}{{emote=Chemistry can represent everything from pharmacology to alchemy}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline" name="attr_control_label" style="float:right"><input name="attr_control_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Control</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_control" style="width:50px" disabled="true" value="@{skill_control_hidden}"/>
<input type="hidden" value="0" name="attr_skill_control_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_control_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_control_mod_actual" disabled="true" value="@{skill_control_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_control_misc" value="0" style="margin-left:5px" title="Miscellaneous control bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_control_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_control_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Control}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_control_mod}]]}}{{emote=Bending reality to suit your needs}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline" name="attr_craft_label" style="float:right"><input name="attr_craft_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Craft</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_craft" style="width:50px" disabled="true" value="@{skill_craft_hidden}"/>
<input type="hidden" value="0" name="attr_skill_craft_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_craft_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_craft_mod_actual" disabled="true" value="@{skill_craft_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_craft_misc" value="0" style="margin-left:5px" title="Miscellaneous craft bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_craft_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_craft_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Craft}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_craft_mod}]]}}{{emote=Smithing, tempering, and forming jewelry armor, and simple weapons.}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline" name="attr_destruction_label" style="float:right"><input name="attr_destruction_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Destruction</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_destruction" style="width:50px" disabled="true" value="@{skill_destruction_hidden}"/>
<input type="hidden" value="0" name="attr_skill_destruction_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_destruction_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_destruction_mod_actual" disabled="true" value="@{skill_destruction_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_destruction_misc" value="0" style="margin-left:5px" title="Miscellaneous destruction bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_destruction_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_destruction_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Destruction}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_destruction_mod}]]}}{{emote=Using offensive Abilities, often controlling elements}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline" name="attr_disguise_label" style="float:right"><input name="attr_disguise_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Disguise</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_disguise" style="width:50px" disabled="true" value="@{skill_disguise_hidden}"/>
<input type="hidden" value="0" name="attr_skill_disguise_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_disguise_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_disguise_mod_actual" disabled="true" value="@{skill_disguise_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_disguise_misc" value="0" style="margin-left:5px" title="Miscellaneous disguise bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_disguise_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_disguise_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Disguise}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_disguise_mod}]]}}{{emote=Creating or implementing a disguise on yourself or a willing/helpless individual.}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline" name="attr_engineering_label" style="float:right;font-size:14px;"><input name="attr_engineering_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Engineering</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_engineering" style="width:50px" disabled="true" value="@{skill_engineering_hidden}"/>
<input type="hidden" value="0" name="attr_skill_engineering_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_engineering_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_engineering_mod_actual" disabled="true" value="@{skill_engineering_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_engineering_misc" value="0" style="margin-left:5px" title="Miscellaneous engineering bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_engineering_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_engineering_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Engineering}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_engineering_mod}]]}}{{emote=Using a device, tool, or piece of technology}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline" name="attr_enhancement_label" style="float:right;font-size:12px;"><input name="attr_enhancement_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Enhancement</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_enhancement" style="width:50px" disabled="true" value="@{skill_enhancement_hidden}"/>
<input type="hidden" value="0" name="attr_skill_enhancement_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_enhancement_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_enhancement_mod_actual" disabled="true" value="@{skill_enhancement_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_enhancement_misc" value="0" style="margin-left:5px" title="Miscellaneous enhancement bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_enhancement_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_enhancement_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Enhancement}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_enhancement_mod}]]}}{{emote=Making those around you faster, stronger, better.}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline" name="attr_enlightenment_label" style="font-size:12px;float:right"><input name="attr_enlightenment_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Enlightenment</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_enlightenment" style="width:50px" disabled="true" value="@{skill_enlightenment_hidden}"/>
<input type="hidden" value="0" name="attr_skill_enlightenment_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_enlightenment_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_enlightenment_mod_actual" disabled="true" value="@{skill_enlightenment_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_enlightenment_misc" value="0" style="margin-left:5px" title="Miscellaneous enlightenment bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_enlightenment_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_enlightenment_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Enlightenment}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_enlightenment_mod}]]}}{{emote=Understanding of religions, prayers, beliefs, ceremonies, and rituals}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline" name="attr_escape_label" style="float:right"><input name="attr_escape_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Escape</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_escape" style="width:50px" disabled="true" value="@{skill_escape_hidden}"/>
<input type="hidden" value="0" name="attr_skill_escape_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_escape_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_escape_mod_actual" disabled="true" value="@{skill_escape_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_escape_misc" value="0" style="margin-left:5px" title="Miscellaneous escape bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_escape_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_escape_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Escape}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_escape_mod}]]}}{{emote=*This is knot a pun*}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline" name="attr_heavy_armor_label" style="float:right"><input name="attr_heavy_armor_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Heavy Armor</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_heavy_armor" style="width:50px" disabled="true" value="@{skill_heavy_armor_hidden}"/>
<input type="hidden" value="0" name="attr_skill_heavy_armor_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_heavy_armor_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_heavy_armor_mod_actual" disabled="true" value="@{skill_heavy_armor_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_heavy_armor_misc" value="0" style="margin-left:5px" title="Miscellaneous heavy armor bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_heavy_armor_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_heavy_armor_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Heavy Armor}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_heavy_armor_mod}]]}}{{emote=The mastery of Iron, Steel or Fridge as a defensive tool.}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline" name="attr_interaction_label" style="float:right"><input name="attr_interaction_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Interaction</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_interaction" style="width:50px" disabled="true" value="@{skill_interaction_hidden}"/>
<input type="hidden" value="0" name="attr_skill_interaction_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_interaction_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_interaction_mod_actual" disabled="true" value="@{skill_interaction_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_interaction_misc" value="0" style="margin-left:5px" title="Miscellaneous interaction bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_interaction_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_interaction_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Interaction}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_interaction_mod}]]}}{{emote=Lying, seducing, planting seeds of doubt, inspiring allies, intimidating enemies, persuading, and concealing secret messages in speech}}"></button>
</td>
</tr>
</table>
</div>
<div class='sheet-col' style="">
<!--Second column-->
<table>
<tr>
<th>Name</th>
<th>Score</th>
<th>Mod</th>
<th>Misc</th>
<th>Tallies</th>
<th>Roll</th>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline" name="attr_knowledge_label" style="float:right"><input name="attr_knowledge_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Knowledge</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_knowledge" style="width:50px" disabled="true" value="@{skill_knowledge_hidden}"/>
<input type="hidden" value="0" name="attr_skill_knowledge_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_knowledge_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_knowledge_mod_actual" disabled="true" value="@{skill_knowledge_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_knowledge_misc" value="0" style="margin-left:5px" title="Miscellaneous knowledge bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_knowledge_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_knowledge_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Knowledge}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_knowledge_mod}]]}}{{emote=Knowledge of history, monsters, folklore, mathematics, or most other subjects taught by an education}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline-col2" name="attr_light_armor_label" style="float:right"><input name="attr_light_armor_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Light Armor</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_light_armor" style="width:50px" disabled="true" value="@{skill_light_armor_hidden}"/>
<input type="hidden" value="0" name="attr_skill_light_armor_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_light_armor_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_light_armor_mod_actual" disabled="true" value="@{skill_light_armor_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_light_armor_misc" value="0" style="margin-left:5px" title="Miscellaneous light armor bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_light_armor_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_light_armor_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Light Armor}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_light_armor_mod}]]}}{{emote=The master of Leather, Hide, or Kittens as a defensive tool.}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline-col2" name="attr_medicine_label" style="float:right"><input name="attr_medicine_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Medicine</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_medicine" style="width:50px" disabled="true" value="@{skill_medicine_hidden}"/>
<input type="hidden" value="0" name="attr_skill_medicine_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_medicine_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_medicine_mod_actual" disabled="true" value="@{skill_medicine_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_medicine_misc" value="0" style="margin-left:5px" title="Miscellaneous medicine bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_medicine_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_medicine_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Medicine}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_medicine_mod}]]}}{{emote=Providing first aid and healing allies in combat }}{{ =Stabilizing a dying creature requires a DC 15 medicine check.}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline-col2" name="attr_melee_weapon_label" style="float:right"><input name="attr_melee_weapon_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Melee Weapon</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_melee_weapon" style="width:50px" disabled="true" value="@{skill_melee_weapon_hidden}"/>
<input type="hidden" value="0" name="attr_skill_melee_weapon_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_melee_weapon_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_melee_weapon_mod_actual" disabled="true" value="@{skill_melee_weapon_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_melee_weapon_misc" value="0" style="margin-left:5px" title="Miscellaneous melee weapon bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_melee_weapon_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_melee_weapon_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Melee Weapon}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_melee_weapon_mod}]]}}{{emote=Accuracy and damage with melee weapons}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline-col2" name="attr_perception_label" style="float:right"><input name="attr_perception_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Perception</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_perception" style="width:50px" disabled="true" value="@{skill_perception_hidden}"/>
<input type="hidden" value="0" name="attr_skill_perception_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_perception_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_perception_mod_actual" disabled="true" value="@{skill_perception_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_perception_misc" value="0" style="margin-left:5px" title="Miscellaneous perception bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_perception_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_perception_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Perception}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_perception_mod}]]}}{{emote=Hearing, seeing, feeling, or otherwise sensing that something is out of place}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline-col2" name="attr_ranged_label" style="float:right"><input name="attr_ranged_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Ranged</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_ranged" style="width:50px" disabled="true" value="@{skill_ranged_hidden}"/>
<input type="hidden" value="0" name="attr_skill_ranged_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_ranged_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_ranged_mod_actual" disabled="true" value="@{skill_ranged_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_ranged_misc" value="0" style="margin-left:5px" title="Miscellaneous ranged bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_ranged_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_ranged_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Ranged}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_ranged_mod}]]}}{{emote=Eliminating enemies at range through the use of thrown or launched projectiles.}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline-col2" name="attr_ride_drive_label" style="float:right"><input name="attr_ride_drive_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Ride drive</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_ride_drive" style="width:50px" disabled="true" value="@{skill_ride_drive_hidden}"/>
<input type="hidden" value="0" name="attr_skill_ride_drive_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_ride_drive_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_ride_drive_mod_actual" disabled="true" value="@{skill_ride_drive_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_ride_drive_misc" value="0" style="margin-left:5px" title="Miscellaneous ride/drive bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_ride_drive_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_ride_drive_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Ride/Drive}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_ride_drive_mod}]]}}{{emote=Mounting and riding exotic animals and vehicles}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline-col2" name="attr_security_label" style="float:right"><input name="attr_security_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Security</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_security" style="width:50px" disabled="true" value="@{skill_security_hidden}"/>
<input type="hidden" value="0" name="attr_skill_security_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_security_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_security_mod_actual" disabled="true" value="@{skill_security_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_security_misc" value="0" style="margin-left:5px" title="Miscellaneous security bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_security_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_security_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Security}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_security_mod}]]}}{{emote=Opening locks and determining access codes. Setting up or breaching security systems}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline-col2" name="attr_sense_motive_label" style="float:right"><input name="attr_sense_motive_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Sense motive</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_sense_motive" style="width:50px" disabled="true" value="@{skill_sense_motive_hidden}"/>
<input type="hidden" value="0" name="attr_skill_sense_motive_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_sense_motive_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_sense_motive_mod_actual" disabled="true" value="@{skill_sense_motive_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_sense_motive_misc" value="0" style="margin-left:5px" title="Miscellaneous sense motive bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_sense_motive_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_sense_motive_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Sense Motive}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_sense_motive_mod}]]}}{{emote=Sensing others intentions, including lies and malice}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline-col2" name="attr_sleight_of_hand_label" style="float:right"><input name="attr_sleight_of_hand_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Sleight of hand</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_sleight_of_hand" style="width:50px" disabled="true" value="@{skill_sleight_of_hand_hidden}"/>
<input type="hidden" value="0" name="attr_skill_sleight_of_hand_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_sleight_of_hand_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_sleight_of_hand_mod_actual" disabled="true" value="@{skill_sleight_of_hand_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_sleight_of_hand_misc" value="0" style="margin-left:5px" title="Miscellaneous sleight of hand bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_sleight_of_hand_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_sleight_of_hand_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Sleight of hand}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_sleight_of_hand_mod}]]}}{{emote=Performing small tricks, prestidigitation, or stealing a small item off a person}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline-col2" name="attr_stealth_label" style="float:right"><input name="attr_stealth_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Stealth</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_stealth" style="width:50px" disabled="true" value="@{skill_stealth_hidden}"/>
<input type="hidden" value="0" name="attr_skill_stealth_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_stealth_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_stealth_mod_actual" disabled="true" value="@{skill_stealth_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_stealth_misc" value="0" style="margin-left:5px" title="Miscellaneous stealth bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_stealth_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_stealth_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Stealth}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_stealth_mod}]]}}{{emote=Moving or performing actions without being noticed}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline-col2" name="attr_survival_label" style="float:right"><input name="attr_survival_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Survival</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_survival" style="width:50px" disabled="true" value="@{skill_survival_hidden}"/>
<input type="hidden" value="0" name="attr_skill_survival_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_survival_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_survival_mod_actual" disabled="true" value="@{skill_survival_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_survival_misc" value="0" style="margin-left:5px" title="Miscellaneous survival bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_survival_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_survival_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Survival}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_survival_mod}]]}}{{emote=Knowledge of nature: Plants, animals, edible mushrooms, poisonous herbs, etc.}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline-col2" name="attr_unarmed_combat_label" style="float:right"><input name="attr_unarmed_combat_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Unarmed combat</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_unarmed_combat" style="width:50px" disabled="true" value="@{skill_unarmed_combat_hidden}"/>
<input type="hidden" value="0" name="attr_skill_unarmed_combat_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_unarmed_combat_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_unarmed_combat_mod_actual" disabled="true" value="@{skill_unarmed_combat_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_unarmed_combat_misc" value="0" style="margin-left:5px" title="Miscellaneous unarmed combat bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_unarmed_combat_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_unarmed_combat_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Unarmed Combat}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_unarmed_combat_mod}]]}}{{emote=An expert of unarmed combat is as likely to strike with a hand as to kick or even headbutt. *Hiihyah!*}}"></button>
</td>
</tr>
<tr>
<td class="skill-row">
<label class="sheet-inline-col2" name="attr_utility_label" style="float:right"><input name="attr_utility_major" type="checkbox" title="Major skill?" style="float:left;margin-right:2px"/>Utility</label>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name ="attr_skill_utility" style="width:50px" disabled="true" value="@{skill_utility_hidden}"/>
<input type="hidden" value="0" name="attr_skill_utility_hidden"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="hidden" name="attr_skill_utility_mod" style="margin-left:5px"/>
<input class="sheet-inline" type="number" name="attr_skill_utility_mod_actual" disabled="true" value="@{skill_utility_mod}" style="margin-left:5px"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_utility_misc" value="0" style="margin-left:5px" title="Miscellaneous utility bonuses"/>
</td>
<td class="skill-row">
<input class="sheet-inline" type="number" name="attr_skill_utility_tallies" value="0" style="margin-left:5px"/>
</td>
<td class="skill-row">
<button type="roll" name="roll_utility_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title= Utility}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{skill_utility_mod}]]}}{{emote=I have *just* the thing.}}"></button>
</td>
</tr>
</table>
<div class="sheet-row" style="float-left; display:inline">
<fieldset class="repeating_skill">
<div class="sheet-row" style="clear:none;float:left; display:inline">
<div style="float:left; width:23%; " ><input type="text" style="width:100%; margin-left:-10px" class="" name="attr_custom_skill_name"></div>
<div style="float:left; width:18%; " ><select style="width:100%;margin-left:-10px" name="attr_cust_skill_parent_attr">
<option value="cha">CHA</option>
<option value="con">CON</option>
<option value="dex">DEX</option>
<option value="int">INT</option>
<option value="lck">LCK</option>
<option value="spd">SPD</option>
<option value="str">STR</option>
<option value="wis">WIS</option>
<!--TODO autopolualte custom attributes-->
</select></div>
<div style="float:left; width:12%; margin-right:2px " ><input style="width:100%;margin-left:-8px" class="" type="hidden" name ="attr_cust_skill_score"/></div>
<div style="float:left; width:12%; margin-right:2px " ><input style="width:100%;margin-left:-8px" class="" disabled="true" type="number" name ="attr_cust_skill_score_actual" value="@{cust_skill_score}"/></div>
<div style="float:left; width:12%; margin-right:2px " ><input style="width:100%" class="" type="hidden" name="attr_cust_skill_mod"/></div>
<div style="float:left; width:12%; margin-right:2px " ><input style="width:100%" class="" type="number" disabled="true" name="attr_cust_skill_mod_actual" value="@{cust_skill_mod}"/></div>
<div style="float:left; width:12%; margin-right:2px " ><input style="width:100%;margin-left:2px" class="" type="number" name="attr_cust_skill_misc"/></div>
<div style="float:left; width:12%; margin-right:2px "><input style="width:100%;margin-left:7px" class="" type="number" name="attr_cust_skill_tallies"/></div>
<div style="float:left; width:6%;"><button style="width:100%;margin-left:7px;margin-top:2px" type="roll" name="roll_cust_skill_Check" value="&{template:5eDefault} {{character_name=@{char_name}}}{{title=@{custom_skill_name}}} {{subheader=@{char_name}}} {{subheaderright=Skill}} {{ability=1}} {{simple=1}} {{roll= [[1d20+@{cust_skill_mod}]]}}"></button></button></div>
</div>
</fieldset>
</div>
</div>
</div>
<!--Equipment-->
<h3>Equipment</h3>
<div class='sheet-row'>
<div class="sheet-col">
<fieldset class="repeating_equipment">
<input type="text" style="width:800px; margin-bottom:5px" name="attr_equipment_cust">
</fieldset>
</div>
</div>
<!--Attacks-->
<div class='sheetrow'>
<h3>Attacks</h3>
<div class="sheet-label-name-attacks-heading" style="width:50%">Attack</div>
<div class="sheet-label-name-attacks-heading" style="width:50%">Damage</div>
<hr class="sheet-hr-divider">
<table style="width:100%">
<tr>
<th>Name</th>
<th>Two Handed</th>
<th>Range Misc</th>
<th>Range</th>
<th>Attack Misc</th>
<th>To Hit</th>
<th>Damage Die Misc</th>
<th>Damage Die</th>
<th>Multiplier</th>
<th>Multiplier Misc</th>
<th>Crits on</th>
<th>Notes</th>
<th>Roll</th>
</tr>
<tr>
<td>Melee Weapon</td>
<input type="hidden" name="attr_base_damage_die_melee" value="2"/>
<td><input name="attr_melee_weapon_attack_two_handed" type="checkbox" style=""/></td>
<td><input type="number" name="attr_melee_weapon_range_misc" value="0"></input></td>
<td><input type="number" name="attr_melee_weapon_range_total" disabled="true" value="(@{melee_weapon_range_misc})"/></input></td>
<td><input type="number" name="attr_melee_weapon_attack_misc" value="0"></input></td>
<td><input type="number" name="attr_melee_weapon_attack_total" disabled="true" value="((@{melee_weapon_attack_misc}) + (@{skill_melee_weapon_mod}))"/></input></td>
<td><input type="number" name="attr_melee_weapon_dam_die_misc" value="0"></input></td>
<td>d<input type="number" style="width:3em" name="attr_dam_die_melee" disabled="true" value="(@{base_damage_die_melee} + @{melee_weapon_dam_die_misc})"/></input></td>
<td> x <input type="number" name="attr_melee_weapon_attack_dam_total" disabled="true" value="((@{melee_weapon_attack_dam_misc}) + (@{skill_melee_weapon_mod}))"/></input></td>
<td><input type="number" name="attr_melee_weapon_attack_dam_misc" value="0"/></input></td>
<td><input type="number" name="attr_melee_weapon_attack_crit_target" value="20"></input></td>
<td><input type="text" name="attr_melee_weapon_attack_notes"/></input></td>
<td><button type="roll" name="roll_melee_weapon_attack" value="&{template:5eDefault} {{character_name=@{char_name}}} {{title=Melee Weapon Attack}} {{subheader=@{char_name}}} {{attack=[[1d20cs>@{melee_weapon_attack_crit_target}+@{melee_weapon_attack_total}]]}} {{damage=[[d@{dam_die_melee}*@{melee_weapon_attack_dam_total}]]}}{{critdamage=[[@{dam_die_melee}*@{melee_weapon_attack_dam_total}+d@{dam_die_melee}*@{melee_weapon_attack_dam_total}]]}}{{emote=*Melee Weapon attack*}}"></button></td>
</tr>
<tr>
<td>Ranged</td>
<input type="hidden" name="attr_base_damage_die_ranged" value="4"/>
<td><input name="attr_ranged_attack_two_handed" type="checkbox" style=""/></td>
<td><input type="number" name="attr_ranged_range_misc" value="0"></input></td>
<td><input type="number" name="attr_ranged_range_total" disabled="true" value="((@{ranged_range_misc}) + (2 * @{skill_ranged_mod}))"</input></td>
<td><input type="number" name="attr_ranged_attack_misc" value="0"></input></td>
<td><input type="number" name="attr_ranged_attack_total" disabled="true" value="((@{ranged_attack_misc}) + (@{skill_ranged_mod}))"</input></td>
<td><input type="number" name="attr_ranged_attack_dam_die_misc" value="0"></input></td>
<td>d<input type="number" style="width:3em" name="attr_dam_die_ranged" disabled="true" value="(@{base_damage_die_ranged} + @{ranged_attack_dam_die_misc})"/></input></td>
<td> x <input type="number" name="attr_ranged_attack_dam_total" disabled="true" value="((@{ranged_attack_dam_misc}) + (@{skill_ranged_mod}))"</input></td>
<td><input type="number" name="attr_ranged_attack_dam_misc" value="0"></input></td>
<td><input type="number" name="attr_ranged_attack_crit_target" value="20"></input></td>
<td><input type="text" name="attr_ranged_attack_notes"</></td>
<td><button type="roll" name="roll_ranged_weapon_attack" value="&{template:5eDefault} {{character_name=@{char_name}}} {{title=Ranged Weapon Attack}} {{subheader=@{char_name}}} {{attack=[[1d20cs>@{ranged_attack_crit_target}+@{ranged_attack_total}]]}} {{damage=[[d@{dam_die_ranged}*@{ranged_attack_dam_total}]]}}{{critdamage=[[@{dam_die_ranged}*@{ranged_attack_dam_total}+d@{dam_die_ranged}*@{ranged_attack_dam_total}]]}}{{emote=*Ranged Weapon attack*}}"></button></td>
</tr>
<tr>
<td>Unarmed Combat</td>
<input type="hidden" name="attr_base_damage_die_unarmed" value="2"/>
<td><!--No two handed for unarmed-->N/A</td>
<td><input type="number" name="attr_unarmed_range_misc" value="0"></input></td>
<td><input type="number" name="attr_unarmed_range_total" disabled="true" value="(@{unarmed_range_misc})"</input></td>
<td><input type="number" name="attr_unarmed_attack_misc" value="0"></input></td>
<td><input type="number" name="attr_unarmed_attack_total" disabled="true" value="((@{unarmed_attack_misc}) + (@{skill_unarmed_combat_mod}))"</input></td>
<td><input type="number" name="attr_unarmed_attack_dam_die_misc" value="0"></input></td>
<td>d<input type="number" style="width:3em" name="attr_dam_die_unarmed" disabled="true" value="(@{base_damage_die_unarmed} + @{unarmed_attack_dam_die_misc})"/></input></td>
<td> x <input type="number" name="attr_unarmed_attack_dam_total" disabled="true" value="((@{unarmed_attack_dam_misc}) + (@{skill_unarmed_combat_mod}))"</input></td>
<td><input type="number" name="attr_unarmed_attack_dam_misc" value="0"></input></td>
<td><input type="number" name="attr_unarmed_attack_crit_target" value="20"></input></td>
<td><input type="text" name="attr_ranged_attack_notes"</></td>
<td><button type="roll" name="roll_unarmed_combat_attack" value="&{template:5eDefault} {{character_name=@{char_name}}} {{title=Unarmed Combat Attack}} {{subheader=@{char_name}}} {{attack=[[1d20cs>@{unarmed_attack_crit_target}+@{unarmed_attack_total}]]}} {{damage=[[d@{dam_die_unarmed}*@{unarmed_attack_dam_total}]]}}{{critdamage=[[@{dam_die_unarmed}*@{unarmed_attack_dam_total}+d@{dam_die_unarmed}*@{unarmed_attack_dam_total}]]}}{{emote=*Unarmed attack*}}"></button></td>
</tr>
</table>
<fieldset class="repeating_custom_attack">
<div style="float:left; width:14%; " ><input type="text" style="width:100%" name="attr_custom_attack_name"/></div>
<div style="float:left; width:11%; " ><input type="number" style="width:100%" name="attr_custom_range_misc" value="0"></input></div>
<div style="float:left; width:12%; "><input type="number" style="width:100%" name="attr_custom_attack_misc" value="0"></input></div>
<div style="float:left; width:12%; " >d <input type="number" style="width:90%; float:right" name="attr_custom_attack_dam_die_misc" value="0"></input></div>
<div style="float:left; width:15%;" > x <input type="number" style="width:90%; float:right" name="attr_custom_attack_dam_misc" value="0"></input></div>
<div style="float:left; width:10%;"><input type="number" name="attr_custom_attack_crit_target" value="20"></input></div>
<div style="float:left; width:20%;" ><input type="text" style="width:100%px" name="attr_custom_attack_notes"</></div>
<div style="float:left; width:5%; "><button type="roll" name="roll_custom_attack" value="&{template:5eDefault} {{character_name=@{char_name}}} {{title=@{custom_attack_name}}} {{subheader=@{char_name}}} {{attack=[[1d20cs>@{custom_attack_crit_target}+@{custom_attack_misc}]]}} {{damage=[[d@{custom_attack_dam_die_misc}*@{custom_attack_dam_misc}]]}}{{critdamage=[[@{custom_attack_dam_die_misc}*@{custom_attack_dam_misc}+d@{custom_attack_dam_die_misc}*@{custom_attack_dam_misc}]]}}{{emote=*Custom attack!*}}"></button></div>
</fieldset>
</div>
<!--Talents-->
<h3>Talents and Skill Perks</h3>
<!--If compendium, add here-->
<div class='sheet-row'>
<div class="sheet-col">
<fieldset class="repeating_talent">
<input type="text" style="width:800px; margin-bottom:5px" name="attr_talent_cust">
</fieldset>
</div>
</div>
<!--Abilities-->
<h3>Abilitiess</h3>
<!--If compendium, add here-->
<div class='sheet-row'>
<div class="sheet-cust-abil" style="float:left; width:10%; " >Name</div>
<div class="sheet-cust-abil" style="float:left; width:10%; " >School</div>
<div class="sheet-cust-abil" style="float:left; width:10%; " >To hit</div>
<div class="sheet-cust-abil" style="float:left; width:10%; ">Damage mult</div>
<div class="sheet-cust-abil" style="float:left; width:10%; " >Damage Die</div>
<div class="sheet-cust-abil" style="float:left; width:10%; " >Crit Target</div>
<div class="sheet-cust-abil" style="float:left; width:30%;" >Description</div>
<div class="sheet-cust-abil" style="float:left; width:10%;">Roll</div>
</div>
<fieldset class="repeating_custom_ability">
<div class='sheet-row'>
<div class="sheet-cust-abil" style="float:left; width:10%; " ><input type="text" style="width:100%" name="attr_custom_ability_name"/></div>
<div class="sheet-cust-abil" style="float:left; width:10%; " ><input type="text" style="width:100%" name="attr_custom_ability_school_name"/></div>
<div class="sheet-cust-abil" style="float:left; width:10%; " ><input type="number" style="width:100%; float:right" name="attr_custom_ability_to_hit" value="0"></input></div>
<div class="sheet-cust-abil" style="float:left; width:10%; " ><input type="number" style="width:100%; float:right" name="attr_custom_ability_dam" value="0"></input></div>
<div class="sheet-cust-abil" style="float:left; width:10%;" > d<input type="number" style="width:90%; float:right" name="attr_custom_ability_dam_die" value="0"></input></div>
<div class="sheet-cust-abil" style="float:left; width:10%;"><input type="number" name="attr_custom_ability_crit_target" value="20"></input></div>
<div class="sheet-cust-abil" style="float:left; width:30%;" ><input type="text" style="width:100%" name="attr_custom_ability_desc"/></div>
<div class="sheet-cust-abil" style="float:left; width:10%;"><button type="roll" name="roll_custom_ability" value="&{template:5eDefault} {{ability=1}} {{character_name=@{char_name}}} {{title=@{custom_ability_name}}} {{subheader=@{char_name} • @{custom_ability_school_name}}} {{attack=[[1d20cs>@{custom_ability_crit_target}+@{custom_ability_to_hit}]]}} {{damage=[[d@{custom_ability_dam_die}*@{custom_ability_dam}]]}}{{critdamage=[[@{custom_ability_dam_die}*@{custom_ability_dam}+d@{custom_ability_dam_die}*@{custom_ability_dam}]]}}{{emote=@{custom_ability_desc}}}"></button></div>
</div>
</fieldset>
<!--Scripts-->
<script type="text/worker">
//Attributes change
on("change:strength change:constitution change:dexterity change:intelligence change:wisdom change:charisma change:speed change:luck change:repeating_attribute:custom_att_score change:hp_misc change:abil_misc change:abil_regen_misc change:fortune_misc change:movement_misc change:init_misc", function() {
getAttrs(["Strength", "Constitution", "Dexterity", "Intelligence", "Wisdom", "Charisma", "Speed", "Luck", "repeating_attribute_custom_att_score", "hp_misc", "abil_misc", "abil_regen_misc", "fortune_misc", "movement_misc", "init_misc"], function(values) {
//Update Attribute modifiers
setAttrs({
strmod: Math.floor(values.Strength / 10),
conmod: Math.floor(values.Constitution / 10),
dexmod: Math.floor(values.Dexterity / 10),
intmod: Math.floor(values.Intelligence / 10),
wismod: Math.floor(values.Wisdom / 10),
chamod: Math.floor(values.Charisma / 10),
spdmod: Math.floor(values.Speed / 10),
lckmod: Math.floor(values.Luck / 10),
"repeating_attribute_custom_att_mod": Math.floor(values.repeating_attribute_custom_att_score / 10),
//Update secondary attributes
HP_max: Math.floor(1.5 * values.Constitution + parseInt(values.hp_misc)),
abil_max: 5 * values.Wisdom + parseInt(values.abil_misc),
abil_regen: parseInt(values.Intelligence) + parseInt(values.abil_regen_misc),
fortune_max: Math.floor(values.Luck / 10) + parseInt(values.fortune_misc),
movement: Math.floor(values.Speed / 10) + parseInt(values.movement_misc),
init: Math.floor(values.Speed / 10) + parseInt(values.init_misc)
});
});
update_skills();
update_defenses();
update_custom_skills();
});
on("change:skill_acrobatics_tallies change:skill_athletics_tallies change:skill_block_tallies change:skill_chemistry_tallies change:skill_control_tallies change:skill_craft_tallies change:skill_destruction_tallies change:skill_disguise_tallies change:skill_engineering_tallies change:skill_enhancement_tallies change:skill_enlightenment_tallies change:skill_escape_tallies change:skill_heavy_armor_tallies change:skill_interaction_tallies change:skill_knowledge_tallies change:skill_light_armor_tallies change:skill_medicine_tallies change:skill_melee_weapon_tallies change:skill_perception_tallies change:skill_ranged_tallies change:skill_ride_drive_tallies change:skill_security_tallies change:skill_sense_motive_tallies change:skill_sleight_of_hand_tallies change:skill_stealth_tallies change:skill_survival_tallies change:skill_unarmed_combat_tallies change:skill_utility_tallies", function(){
console.log("IN TEST")
update_tallies();
});
on("change:race_size change:armor_type change:has_shield change:skill_light_armor_mod change:skill_heavy_armor_mod change:conmod change:dexmod change:spdmod change:ac_misc change:reflex_misc change:fort_misc change:will_misc", function() {
update_defenses();
});
on("change:acrobatics_major change:has_shield change:race_size change:athletics_major change:block_major change:chemistry_major change:control_major change:craft_major change:destruction_major change:disguise_major change:engineering_major change:enhancement_major change:enlightenment_major change:escape_major change:heavy_armor_major change:interaction_major change:knowledge_major change:light_armor_major change:medicine_major change:melee_weapon_major change:perception_major change:ranged_major change:ride_drive_major change:security_major change:sense_motive_major change:sleight_of_hand_major change:survival_major change:stealth_major change:unarmed_combat_major change:utility_major change:race_size change:has_shield change:ride_drive change:ride_drive_mod change:ride_drive_misc change:sense_motive change:sense_motive_mod change:skill_melee_weapon_mod change:skill_melee_weapon_misc change:skill_unarmed_combat_mod change:skill_unarmed_combat_misc change:skill_acrobatics_mod change:skill_acrobatics_misc change:skill_athletics_mod change:skill_athletics_misc change:skill_block_mod change:skill_block_misc change:skill_chemistry_mod change:skill_chemistry_misc change:skill_control_mod change:skill_control_misc change:skill_craft_mod change:skill_craft_misc change:skill_destruction_mod change:skill_destruction_misc change:skill_disguise_mod change:skill_disguise_misc change:skill_engineering_mod change:skill_engineering_misc change:skill_enhancement_mod change:skill_enhancement_misc change:skill_enlightenment_mod change:skill_enlightenment_misc change:skill_escape_mod change:skill_escape_misc change:skill_heavy_armor_mod change:skill_heavy_armor_misc change:skill_interaction_mod change:skill_interaction_misc change:skill_knowledge_mod change:skill_knowledge_misc change:skill_light_armor_mod change:skill_light_armor_misc change:skill_medicine_mod change:skill_medicine_misc change:skill_perception_mod change:skill_perception_misc change:skill_ranged_mod change:skill_ranged_misc change:skill_security_mod change:skill_security_misc change:skill_sleight_of_hand_mod change:skill_sleight_of_hand_misc change:skill_survival_mod change:skill_survival_misc change:skill_stealth_mod change:skill_stealth_misc change:skill_utility_mod change:skill_utility_misc change:conmod change:dexmod change:spdmod change:wismod change:strmod change:intmod change:chamod", function(){
update_skills();
});
on("change:race_size change:has_shield change:ride_drive change:ride_drive_mod change:ride_drive_misc change:sense_motive change:sense_motive_mod change:skill_melee_weapon change:skill_unarmed_combat change:skill_acrobatics change:skill_athletics change:skill_block change:skill_chemistry change:skill_control change:skill_craft change:skill_destruction change:skill_disguise change:skill_engineering change:skill_enhancement change:skill_enlightenment change:skill_escape change:skill_heavy_armor change:skill_interaction change:skill_knowledge change:skill_light_armor change:skill_medicine change:skill_perception change:skill_ranged change:skill_security change:skill_sleight_of_hand change:skill_survival change:skill_stealth change:skill_utility", function(){
update_skill_mods();
});
on("change:race_size change:melee_weapon_attack_two_handed change:ranged_attack_two_handed", function() {
update_damage_dice();
});
on("change:repeating_skill:cust_skill_misc change:repeating_skill:cust_skill_parent_attr", function() {
update_custom_skills();
});
var update_tallies=function(){
console.log( "Tallies updated");
getAttrs(["big_tallies", "skill_acrobatics_tallies", "skill_acrobatics_mod", "skill_acrobatics_misc", "skill_athletics_tallies", "skill_athletics_mod", "skill_athletics_misc", "skill_block_tallies", "skill_block_mod", "skill_block_misc", "skill_chemistry_tallies", "skill_chemistry_mod", "skill_chemistry_misc", "skill_control_tallies", "skill_control_mod", "skill_control_misc", "skill_craft_tallies", "skill_craft_mod", "skill_craft_misc", "skill_destruction_tallies", "skill_destruction_mod", "skill_destruction_misc", "skill_disguise_tallies", "skill_disguise_mod", "skill_disguise_misc", "skill_engineering_tallies", "skill_engineering_mod", "skill_engineering_misc", "skill_enhancement_tallies", "skill_enhancement_mod", "skill_enhancement_misc", "skill_enlightenment_tallies", "skill_enlightenment_mod", "skill_enlightenment_misc", "skill_escape_tallies", "skill_escape_mod", "skill_escape_misc", "skill_heavy_armor_tallies", "skill_heavy_armor_mod", "skill_heavy_armor_misc", "skill_interaction_tallies", "skill_interaction_mod", "skill_interaction_misc", "skill_knowledge_tallies", "skill_knowledge_mod", "skill_knowledge_misc", "skill_light_armor_tallies", "skill_light_armor_mod", "skill_light_armor_misc", "skill_medicine_tallies", "skill_medicine_mod", "skill_medicine_misc", "skill_melee_weapon_tallies", "skill_melee_weapon_mod", "skill_melee_weapon_misc", "skill_perception_tallies", "skill_perception_mod", "skill_perception_misc", "skill_ranged_tallies", "skill_ranged_mod", "skill_ranged_misc", "skill_ride_drive_tallies", "skill_ride_drive_mod", "skill_ride_drive_misc", "skill_security_tallies", "skill_security_mod", "skill_security_misc", "skill_sense_motive_tallies", "skill_sense_motive_mod", "skill_sense_motive_misc", "skill_sleight_of_hand_tallies", "skill_sleight_of_hand_mod", "skill_sleight_of_hand_misc", "skill_stealth_tallies", "skill_stealth_mod", "skill_stealth_misc", "skill_survival_tallies", "skill_survival_mod", "skill_survival_misc", "skill_unarmed_combat_tallies", "skill_unarmed_combat_mod", "skill_unarmed_combat_misc", "skill_utility_tallies", "skill_utility_mod", "skill_utility_misc"],function(values){
var newbigtal = 0;
var new_acrobatics_tallies = 0;
var new_athletics_tallies = 0;
var new_block_tallies = 0;
var new_chemistry_tallies = 0;
var new_control_tallies = 0;
var new_craft_tallies = 0;
var new_destruction_tallies = 0;
var new_disguise_tallies = 0;
var new_engineering_tallies = 0;
var new_enhancement_tallies = 0;
var new_enlightenment_tallies = 0;
var new_escape_tallies = 0;
var new_heavy_armor_tallies = 0;
var new_interaction_tallies = 0;
var new_knowledge_tallies = 0;
var new_light_armor_tallies = 0;
var new_medicine_tallies = 0;
var new_melee_weapon_tallies = 0;
var new_perception_tallies = 0;
var new_ranged_tallies = 0;
var new_ride_drive_tallies = 0;
var new_security_tallies = 0;
var new_sense_motive_tallies = 0;
var new_sleight_of_hand_tallies = 0;
var new_stealth_tallies = 0;
var new_survival_tallies = 0;
var new_unarmed_combat_tallies = 0;
var new_utility_tallies = 0;
var temp_tal_acrobatics = values.skill_acrobatics_tallies;
var temp_tal_athletics = values.skill_athletics_tallies;
var temp_tal_block = values.skill_block_tallies;
var temp_tal_chemistry = values.skill_chemistry_tallies;
var temp_tal_control = values.skill_control_tallies;
var temp_tal_craft = values.skill_craft_tallies;
var temp_tal_destruction = values.skill_destruction_tallies;
var temp_tal_disguise = values.skill_disguise_tallies;
var temp_tal_engineering = values.skill_engineering_tallies;
var temp_tal_enhancement = values.skill_enhancement_tallies;
var temp_tal_enlightenment = values.skill_enlightenment_tallies;
var temp_tal_escape = values.skill_escape_tallies;
var temp_tal_heavy_armor = values.skill_heavy_armor_tallies;
var temp_tal_interaction = values.skill_interaction_tallies;
var temp_tal_knowledge = values.skill_knowledge_tallies;
var temp_tal_light_armor = values.skill_light_armor_tallies;
var temp_tal_medicine = values.skill_medicine_tallies;
var temp_tal_melee_weapon = values.skill_melee_weapon_tallies;
var temp_tal_perception = values.skill_perception_tallies;
var temp_tal_ranged = values.skill_ranged_tallies;
var temp_tal_ride_drive = values.skill_ride_drive_tallies;
var temp_tal_security = values.skill_security_tallies;
var temp_tal_sense_motive = values.skill_sense_motive_tallies;
var temp_tal_sleight_of_hand = values.skill_sleight_of_hand_tallies;
var temp_tal_stealth = values.skill_stealth_tallies;
var temp_tal_survival = values.skill_survival_tallies;
var temp_tal_unarmed_combat = values.skill_unarmed_combat_tallies;
var temp_tal_utility = values.skill_utility_tallies;
var mod;
console.log("Before")
console.log(values)
mod = parseInt(temp_tal_acrobatics / values.skill_acrobatics_mod);
temp_tal_acrobatics = temp_tal_acrobatics % values.skill_acrobatics_mod
new_acrobatics_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_athletics / values.skill_athletics_mod);
temp_tal_athletics = temp_tal_athletics % values.skill_athletics_mod
new_athletics_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_block / values.skill_block_mod);
temp_tal_block = temp_tal_block % values.skill_block_mod
new_block_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_chemistry / values.skill_chemistry_mod);
temp_tal_chemistry = temp_tal_chemistry % values.skill_chemistry_mod
new_chemistry_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_control / values.skill_control_mod);
temp_tal_control = temp_tal_control % values.skill_control_mod
new_control_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_craft / values.skill_craft_mod);
temp_tal_craft = temp_tal_craft % values.skill_craft_mod
new_craft_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_destruction / values.skill_destruction_mod);
temp_tal_destruction = temp_tal_destruction % values.skill_destruction_mod
new_destruction_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_disguise / values.skill_disguise_mod);
temp_tal_disguise = temp_tal_disguise % values.skill_disguise_mod
new_disguise_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_engineering / values.skill_engineering_mod);
temp_tal_engineering = temp_tal_engineering % values.skill_engineering_mod
new_engineering_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_enhancement / values.skill_enhancement_mod);
temp_tal_enhancement = temp_tal_enhancement % values.skill_enhancement_mod
new_enhancement_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_enlightenment / values.skill_enlightenment_mod);
temp_tal_enlightenment = temp_tal_enlightenment % values.skill_enlightenment_mod
new_enlightenment_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_escape / values.skill_escape_mod);
temp_tal_escape = temp_tal_escape % values.skill_escape_mod
new_escape_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_heavy_armor / values.skill_heavy_armor_mod);
temp_tal_heavy_armor = temp_tal_heavy_armor % values.skill_heavy_armor_mod
new_heavy_armor_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_interaction / values.skill_interaction_mod);
temp_tal_interaction = temp_tal_interaction % values.skill_interaction_mod
new_interaction_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_knowledge / values.skill_knowledge_mod);
temp_tal_knowledge = temp_tal_knowledge % values.skill_knowledge_mod
new_knowledge_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_light_armor / values.skill_light_armor_mod);
temp_tal_light_armor = temp_tal_light_armor % values.skill_light_armor_mod
new_light_armor_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_medicine / values.skill_medicine_mod);
temp_tal_medicine = temp_tal_medicine % values.skill_medicine_mod
new_medicine_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_melee_weapon / values.skill_melee_weapon_mod);
temp_tal_melee_weapon = temp_tal_melee_weapon % values.skill_melee_weapon_mod
new_melee_weapon_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_perception / values.skill_perception_mod);
temp_tal_perception = temp_tal_perception % values.skill_perception_mod
new_perception_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_ranged / values.skill_ranged_mod);
temp_tal_ranged = temp_tal_ranged % values.skill_ranged_mod
new_ranged_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_ride_drive / values.skill_ride_drive_mod);
temp_tal_ride_drive = temp_tal_ride_drive % values.skill_ride_drive_mod
new_ride_drive_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_security / values.skill_security_mod);
temp_tal_security = temp_tal_security % values.skill_security_mod
new_security_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_sense_motive / values.skill_sense_motive_mod);
temp_tal_sense_motive = temp_tal_sense_motive % values.skill_sense_motive_mod
new_sense_motive_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_sleight_of_hand / values.skill_sleight_of_hand_mod);
temp_tal_sleight_of_hand = temp_tal_sleight_of_hand % values.skill_sleight_of_hand_mod
new_sleight_of_hand_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_stealth / values.skill_stealth_mod);
temp_tal_stealth = temp_tal_stealth % values.skill_stealth_mod
new_stealth_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_survival / values.skill_survival_mod);
temp_tal_survival = temp_tal_survival % values.skill_survival_mod
new_survival_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_unarmed_combat / values.skill_unarmed_combat_mod);
temp_tal_unarmed_combat = temp_tal_unarmed_combat % values.skill_unarmed_combat_mod
new_unarmed_combat_tallies = mod;
newbigtal += mod;
mod = parseInt(temp_tal_utility / values.skill_utility_mod);
temp_tal_utility = temp_tal_utility % values.skill_utility_mod
new_utility_tallies = mod;
newbigtal += mod;
console.log("After")
console.log(values)
setAttrs({
big_tallies:newbigtal + parseInt(values.big_tallies),
skill_acrobatics_misc: parseInt(values.skill_acrobatics_misc) + new_acrobatics_tallies,
skill_acrobatics_tallies: temp_tal_acrobatics,
skill_athletics_misc: parseInt(values.skill_athletics_misc) + new_athletics_tallies,
skill_athletics_tallies: temp_tal_athletics,
skill_block_misc: parseInt(values.skill_block_misc) + new_block_tallies,
skill_block_tallies: temp_tal_block,
skill_chemistry_misc: parseInt(values.skill_chemistry_misc) + new_chemistry_tallies,
skill_chemistry_tallies: temp_tal_chemistry,
skill_control_misc: parseInt(values.skill_control_misc) + new_control_tallies,
skill_control_tallies: temp_tal_control,
skill_craft_misc: parseInt(values.skill_craft_misc) + new_craft_tallies,
skill_craft_tallies: temp_tal_craft,
skill_destruction_misc: parseInt(values.skill_destruction_misc) + new_destruction_tallies,
skill_destruction_tallies: temp_tal_destruction,
skill_disguise_misc: parseInt(values.skill_disguise_misc) + new_disguise_tallies,
skill_disguise_tallies: temp_tal_disguise,
skill_engineering_misc: parseInt(values.skill_engineering_misc) + new_engineering_tallies,
skill_engineering_tallies: temp_tal_engineering,
skill_enhancement_misc: parseInt(values.skill_enhancement_misc) + new_enhancement_tallies,
skill_enhancement_tallies: temp_tal_enhancement,
skill_enlightenment_misc: parseInt(values.skill_enlightenment_misc) + new_enlightenment_tallies,
skill_enlightenment_tallies: temp_tal_enlightenment,
skill_escape_misc: parseInt(values.skill_escape_misc) + new_escape_tallies,
skill_escape_tallies: temp_tal_escape,
skill_heavy_armor_misc: parseInt(values.skill_heavy_armor_misc) + new_heavy_armor_tallies,
skill_heavy_armor_tallies: temp_tal_heavy_armor,
skill_interaction_misc: parseInt(values.skill_interaction_misc) + new_interaction_tallies,
skill_interaction_tallies: temp_tal_interaction,
skill_knowledge_misc: parseInt(values.skill_knowledge_misc) + new_knowledge_tallies,
skill_knowledge_tallies: temp_tal_knowledge,
skill_light_armor_misc: parseInt(values.skill_light_armor_misc) + new_light_armor_tallies,
skill_light_armor_tallies: temp_tal_light_armor,
skill_medicine_misc: parseInt(values.skill_medicine_misc) + new_medicine_tallies,
skill_medicine_tallies: temp_tal_medicine,
skill_melee_weapon_misc: parseInt(values.skill_melee_weapon_misc) + new_melee_weapon_tallies,
skill_melee_weapon_tallies: temp_tal_melee_weapon,
skill_perception_misc: parseInt(values.skill_perception_misc) + new_perception_tallies,
skill_perception_tallies: temp_tal_perception,
skill_ranged_misc: parseInt(values.skill_ranged_misc) + new_ranged_tallies,
skill_ranged_tallies: temp_tal_ranged,
skill_ride_drive_misc: parseInt(values.skill_ride_drive_misc) + new_ride_drive_tallies,
skill_ride_drive_tallies: temp_tal_ride_drive,
skill_security_misc: parseInt(values.skill_security_misc) + new_security_tallies,
skill_security_tallies: temp_tal_security,
skill_sense_motive_misc: parseInt(values.skill_sense_motive_misc) + new_sense_motive_tallies,
skill_sense_motive_tallies: temp_tal_sense_motive,
skill_sleight_of_hand_misc: parseInt(values.skill_sleight_of_hand_misc) + new_sleight_of_hand_tallies,
skill_sleight_of_hand_tallies: temp_tal_sleight_of_hand,
skill_stealth_misc: parseInt(values.skill_stealth_misc) + new_stealth_tallies,
skill_stealth_tallies: temp_tal_stealth,
skill_survival_misc: parseInt(values.skill_survival_misc) + new_survival_tallies,
skill_survival_tallies: temp_tal_survival,
skill_unarmed_combat_misc: parseInt(values.skill_unarmed_combat_misc) + new_unarmed_combat_tallies,
skill_unarmed_combat_tallies: temp_tal_unarmed_combat,
skill_utility_misc: parseInt(values.skill_utility_misc) + new_utility_tallies,
skill_utility_tallies: temp_tal_utility
});
});
update_skills();
}
var update_custom_skills=function(){
getAttrs(["strmod", "conmod", "dexmod", "intmod", "wismod", "chamod", "spdmod", "lckmod", "repeating_skill_cust_skill_misc", "repeating_skill_cust_skill_parent_attr"], function(values) {
//Update Attribute modifiers
var attrBonus = 0;
switch(values.repeating_skill_cust_skill_parent_attr){
case 'str':
attrBonus = values.strmod
break;
case 'con':
attrBonus = values.conmod
break;
case 'dex':
attrBonus = values.dexmod
break;
case 'int':
attrBonus = values.intmod
break;
case 'wis':
attrBonus = values.wismod
break;
case 'cha':
attrBonus = values.chamod
break;
case 'spd':
attrBonus = values.spdmod
break;
case 'lck':
attrBonus = values.lckmod
break;
}
setAttrs({
"repeating_skill_cust_skill_score": parseInt(values.repeating_skill_cust_skill_misc) + attrBonus,
"repeating_skill_cust_skill_mod": Math.floor((parseInt(values.repeating_skill_cust_skill_misc) + attrBonus)/10)
});
});
}
var update_skills=function(){
getAttrs(["race_size", "has_shield", "acrobatics_major", "athletics_major", "block_major", "chemistry_major", "control_major", "craft_major", "destruction_major", "disguise_major", "engineering_major", "enhancement_major", "enlightenment_major", "escape_major", "heavy_armor_major", "interaction_major", "knowledge_major", "light_armor_major", "medicine_major", "melee_weapon_major", "perception_major", "ranged_major", "ride_drive_major", "security_major", "sense_motive_major", "sleight_of_hand_major", "survival_major", "stealth_major", "unarmed_combat_major", "utility_major", "race_size", "has_shield", "skill_ride_drive", "skill_ride_drive_mod", "skill_ride_drive_misc", "skill_acrobatics_mod", "skill_acrobatics_misc", "skill_sense_motive", "skill_sense_motive_mod", "skill_sense_motive_misc", "skill_melee_weapon", "skill_melee_weapon_mod", "skill_melee_weapon_misc", "skill_athletics_mod", "skill_athletics_misc", "skill_unarmed_combat", "skill_unarmed_combat_mod", "skill_unarmed_combat_misc", "skill_block_mod", "skill_block_misc", "skill_chemistry_mod", "skill_chemistry_misc", "skill_control_mod", "skill_control_misc", "skill_craft_mod", "skill_craft_misc", "skill_destruction_mod", "skill_destruction_misc", "skill_disguise_mod", "skill_disguise_misc", "skill_engineering_mod", "skill_engineering_misc", "skill_enhancement_mod", "skill_enhancement_misc", "skill_enlightenment_mod", "skill_enlightenment_misc", "skill_escape_mod", "skill_escape_misc", "skill_heavy_armor", "skill_heavy_armor_mod", "skill_heavy_armor_misc", "skill_interaction_mod", "skill_interaction_misc", "skill_knowledge_mod", "skill_knowledge_misc", "skill_light_armor", "skill_light_armor_mod", "skill_light_armor_misc", "skill_medicine_mod", "skill_medicine_misc", "skill_perception_mod", "skill_perception_misc", "skill_ranged_mod", "skill_ranged_misc", "skill_security_mod", "skill_security_misc", "skill_sleight_of_hand", "skill_sleight_of_hand_mod", "skill_sleight_of_hand_misc", "skill_survival_mod", "skill_survival_misc", "skill_stealth_mod", "skill_stealth_misc", "skill_utility_mod", "skill_utility_misc", "conmod", "dexmod", "spdmod", "wismod", "strmod", "intmod", "chamod"], function(values) {
var acrobatics_base = 10;
if(values.acrobatics_major == 'on'){
acrobatics_base = 25;
}
var athletics_base = 10;
if(values.athletics_major == 'on'){
athletics_base = 25;
}
var block_base = 10;
if(values.block_major == 'on'){
block_base = 25;
}
var chemistry_base = 10;
if(values.chemistry_major == 'on'){
chemistry_base = 25;
}
var control_base = 10;
if(values.control_major == 'on'){
control_base = 25;
}
var craft_base = 10;
if(values.craft_major == 'on'){
craft_base = 25;
}
var destruction_base = 10;
if(values.destruction_major == 'on'){
destruction_base = 25;
}
var disguise_base = 10;
if(values.disguise_major == 'on'){
disguise_base = 25;
}
var engineering_base = 10;
if(values.engineering_major == 'on'){
engineering_base = 25;
}
var enhancement_base = 10;
if(values.enhancement_major == 'on'){
enhancement_base = 25;
}
var enlightenment_base = 10;
if(values.enlightenment_major == 'on'){
enlightenment_base = 25;
}
var escape_base = 10;
if(values.escape_major == 'on'){
escape_base = 25;
}
var heavy_armor_base = 10;
if(values.heavy_armor_major == 'on'){
heavy_armor_base = 25;
}
var interaction_base = 10;
if(values.interaction_major == 'on'){
interaction_base = 25;
}
var knowledge_base = 10;
if(values.knowledge_major == 'on'){
knowledge_base = 25;
}
var light_armor_base = 10;
if(values.light_armor_major == 'on'){
light_armor_base = 25;
}
var medicine_base = 10;
if(values.medicine_major == 'on'){
medicine_base = 25;
}
var melee_weapon_base = 10;
if(values.melee_weapon_major == 'on'){
melee_weapon_base = 25;
}
var perception_base = 10;
if(values.perception_major == 'on'){
perception_base = 25;
}
var ranged_base = 10;
if(values.ranged_major == 'on'){
ranged_base = 25;
}
var ride_drive_base = 10;
if(values.ride_drive_major == 'on'){
ride_drive_base = 25;
}
var security_base = 10;
if(values.security_major == 'on'){
security_base = 25;
}
var sense_motive_base = 10;
if(values.sense_motive_major == 'on'){
sense_motive_base = 25;
}
var sleight_of_hand_base = 10;
if(values.sleight_of_hand_major == 'on'){
sleight_of_hand_base = 25;
}
var survival_base = 10;
if(values.survival_major == 'on'){
survival_base = 25;
}
var stealth_base = 10;
if(values.stealth_major == 'on'){
stealth_base = 25;
}
var unarmed_combat_base = 10;
if(values.unarmed_combat_major == 'on'){
unarmed_combat_base = 25;
}
var utility_base = 10;
if(values.utility_major == 'on'){
utility_base = 25;
}
var stealthbonus = 0;
switch(values.race_size){
case 'medium':
stealthbonus = 0;
break;
case 'large':
stealthbonus = -5;
break;
case 'small':
stealthbonus = 5;
break;
}
var blockbonus = 0;
if(values.has_shield == "on"){
blockbonus = 5;
}
setAttrs({
skill_acrobatics_hidden: acrobatics_base + parseInt(values.dexmod) + parseInt(values.skill_acrobatics_misc),
skill_athletics_hidden: athletics_base + parseInt(values.strmod) + parseInt(values.skill_athletics_misc),
skill_block_hidden: block_base + parseInt(values.spdmod) + parseInt(values.skill_block_misc) + blockbonus,
skill_chemistry_hidden: chemistry_base + parseInt(values.intmod) + parseInt(values.skill_chemistry_misc),
skill_control_hidden: control_base + parseInt(values.wismod) + parseInt(values.skill_control_misc),
skill_craft_hidden: craft_base + parseInt(values.intmod) + parseInt(values.skill_craft_misc),
skill_destruction_hidden: destruction_base + parseInt(values.wismod) + parseInt(values.skill_destruction_misc),
skill_disguise_hidden: disguise_base + parseInt(values.chamod) + parseInt(values.skill_disguise_misc),
skill_engineering_hidden: engineering_base + parseInt(values.intmod) + parseInt(values.skill_engineering_misc),
skill_enhancement_hidden: enhancement_base + parseInt(values.wismod) + parseInt(values.skill_enhancement_misc),
skill_enlightenment_hidden: enlightenment_base + parseInt(values.chamod) + parseInt(values.skill_enlightenment_misc),
skill_escape_hidden: escape_base + parseInt(values.dexmod) + parseInt(values.skill_escape_misc),
skill_heavy_armor_hidden: heavy_armor_base + parseInt(values.conmod) + parseInt(values.skill_heavy_armor_misc),
skill_interaction_hidden: interaction_base + parseInt(values.chamod) + parseInt(values.skill_interaction_misc),
skill_knowledge_hidden: knowledge_base + parseInt(values.intmod) + parseInt(values.skill_knowledge_misc),
skill_light_armor_hidden: light_armor_base + parseInt(values.spdmod) + parseInt(values.skill_light_armor_misc),
skill_medicine_hidden: medicine_base + parseInt(values.wismod) + parseInt(values.skill_medicine_misc),
skill_melee_weapon_hidden: melee_weapon_base + parseInt(values.strmod) + parseInt(values.skill_melee_weapon_misc),
skill_perception_hidden: perception_base + parseInt(values.wismod) + parseInt(values.skill_perception_misc),
skill_ranged_hidden: ranged_base + parseInt(values.dexmod) + parseInt(values.skill_ranged_misc),
skill_ride_drive_hidden: ride_drive_base + parseInt(values.dexmod) + parseInt(values.skill_ride_drive_misc),
skill_security_hidden: security_base + parseInt(values.strmod) + parseInt(values.skill_security_misc),
skill_sense_motive_hidden: sense_motive_base + parseInt(values.wismod) + parseInt(values.skill_sense_motive_misc),
skill_sleight_of_hand_hidden: sleight_of_hand_base + parseInt(values.dexmod) + parseInt(values.skill_sleight_of_hand_misc),
skill_survival_hidden: survival_base + parseInt(values.wismod) + parseInt(values.skill_survival_misc),
skill_stealth_hidden: stealth_base + parseInt(values.dexmod) + parseInt(values.skill_stealth_misc) + stealthbonus,
skill_unarmed_combat_hidden: unarmed_combat_base + parseInt(values.strmod) + parseInt(values.skill_unarmed_combat_misc),
skill_utility_hidden: utility_base + parseInt(values.wismod) + parseInt(values.skill_utility_misc)
});
});
update_skill_mods();
}
var update_skill_mods=function(){
getAttrs(["skill_ride_drive_hidden", "skill_acrobatics_hidden", "skill_sense_motive_hidden", "skill_melee_weapon_hidden", "skill_athletics_hidden", "skill_unarmed_combat_hidden", "skill_block_hidden", "skill_chemistry_hidden", "skill_control_hidden", "skill_craft_hidden", "skill_destruction_hidden", "skill_disguise_hidden", "skill_engineering_hidden", "skill_enhancement_hidden", "skill_enlightenment_hidden", "skill_escape_hidden", "skill_heavy_armor_hidden", "skill_interaction_hidden", "skill_knowledge_hidden", "skill_light_armor_hidden", "skill_medicine_hidden", "skill_perception_hidden", "skill_ranged_hidden", "skill_security_hidden", "skill_sleight_of_hand_hidden", "skill_survival_hidden", "skill_stealth_hidden", "skill_utility_hidden"], function(values) {
setAttrs({
skill_acrobatics_mod:Math.floor(values.skill_acrobatics_hidden/10),
skill_athletics_mod:Math.floor(values.skill_athletics_hidden/10),
skill_block_mod:Math.floor(values.skill_block_hidden/10),
skill_chemistry_mod:Math.floor(values.skill_chemistry_hidden/10),
skill_control_mod:Math.floor(values.skill_control_hidden/10),
skill_craft_mod:Math.floor(values.skill_craft_hidden/10),
skill_destruction_mod:Math.floor(values.skill_destruction_hidden/10),
skill_disguise_mod:Math.floor(values.skill_disguise_hidden/10),
skill_engineering_mod:Math.floor(values.skill_engineering_hidden/10),
skill_enhancement_mod:Math.floor(values.skill_enhancement_hidden/10),
skill_enlightenment_mod:Math.floor(values.skill_enlightenment_hidden/10),
skill_escape_mod:Math.floor(values.skill_escape_hidden/10),
skill_heavy_armor_mod:Math.floor(values.skill_heavy_armor_hidden/10),
skill_interaction_mod:Math.floor(values.skill_interaction_hidden/10),
skill_knowledge_mod:Math.floor(values.skill_knowledge_hidden/10),
skill_light_armor_mod:Math.floor(values.skill_light_armor_hidden/10),
skill_medicine_mod:Math.floor(values.skill_medicine_hidden/10),
skill_melee_weapon_mod:Math.floor(values.skill_melee_weapon_hidden/10),
skill_perception_mod:Math.floor(values.skill_perception_hidden/10),
skill_ranged_mod:Math.floor(values.skill_ranged_hidden/10),
skill_ride_drive_mod:Math.floor(values.skill_ride_drive_hidden/10),
skill_security_mod:Math.floor(values.skill_security_hidden/10),
skill_sense_motive_mod:Math.floor(values.skill_sense_motive_hidden/10),
skill_sleight_of_hand_mod:Math.floor(values.skill_sleight_of_hand_hidden/10),
skill_survival_mod:Math.floor(values.skill_survival_hidden/10),
skill_stealth_mod:Math.floor(values.skill_stealth_hidden/10),
skill_unarmed_combat_mod:Math.floor(values.skill_unarmed_combat_hidden/10),
skill_utility_mod:Math.floor(values.skill_utility_hidden/10)
});
});
}
var update_damage_dice = function(){
getAttrs(["race_size", "melee_weapon_attack_two_handed", "ranged_attack_two_handed"], function(values){
var meleedam = 4;
var rangeddam = 4;
var unarmeddam = 2;
var dam_size_mod = 0;
switch(values.race_size){
case 'medium':
dam_size_mod = 0;
break;
case 'large':
dam_size_mod = 2;
break;
case 'small':
dam_size_mod = -2;
break;
}
meleedam += dam_size_mod;
rangeddam += dam_size_mod;
unarmeddam += dam_size_mod;
if(values.melee_weapon_attack_two_handed == "on"){
meleedam += 2;
}
if(values.ranged_attack_two_handed == "on"){
rangeddam += 2;
}
if(meleedam < 1){
meleedam = 1;
}
if(rangeddam < 1){
rangeddam = 1;
}
if(unarmeddam < 1){
unarmeddam = 1;
}
setAttrs({
base_damage_die_ranged: rangeddam,
base_damage_die_unarmedd:unarmeddam,
base_damage_die_melee:meleedam
});
});
}
var update_defenses=function(){
getAttrs(["race_size", "armor_type", "has_shield", "skill_light_armor_mod", "skill_heavy_armor_mod", "conmod", "dexmod", "spdmod", "wismod", "ac_misc", "reflex_misc", "fort_misc", "will_misc"], function(values) {
var acval = 0;
var greaterval = parseInt(values.spdmod) > parseInt(values.dexmod) ? parseInt(values.spdmod) : parseInt(values.dexmod); //Greater of speed / dex mods
var shieldBonus = values.has_shield == 'on' ? 1 : 0
//Reflex
var refval = 0;
var ref_size_mod = 0;
switch(values.race_size){
case 'medium':
ref_size_mod = 0;
break;
case 'large':
ref_size_mod = -1;
break;
case 'small':
ref_size_mod = 1;
break;
}
if(values.armor_type == 'Heavy'){
acval = 12 + parseInt(values.skill_heavy_armor_mod) + parseInt(values.conmod) + parseInt(shieldBonus);
refval = 5 + greaterval + parseInt(values.skill_heavy_armor_mod) / 2;
}
else if(values.armor_type == 'Light'){
acval = 7 + greaterval + parseInt(values.skill_light_armor_mod) + shieldBonus;
refval = 10 + greaterval;
}
setAttrs({
ac: acval,
reflex: refval + ref_size_mod,
fort: 10 + parseInt(values.conmod),
will: 10 + parseInt(values.wismod)
});
});
}
</script>
<!--Roll templates-->
<rolltemplate class="sheet-rolltemplate-5eDefault">
<div class="sheet-rt-card">
<div class="sheet-rt-header{{#weapon}} sheet-weapon{{/weapon}}{{#spell}} sheet-spell{{/spell}}{{#ability}} sheet-ability{{/ability}}{{#save}} sheet-save{{/save}}{{#deathsave}} sheet-deathsave{{/deathsave}}">
<div class="sheet-rt-title">{{title}}</div>
{{#subheader}}
<div class="sheet-rt-subheader">{{subheader}}{{#subheaderright}} &bullet; {{subheaderright}}{{/subheaderright}}</div>
{{/subheader}}
{{#subheader2}}
<div class="sheet-rt-subheader">{{subheader2}}{{#subheaderright2}} &bullet; {{subheaderright2}}{{/subheaderright2}}</div>
{{/subheader2}}
</div>
{{#emote}}
<p class="sheet-rt-emote">{{emote}}</p>
{{/emote}}
<div class="sheet-main-content">
<!--Weapon based attacks-->
{{#attack}}
<div class="sheet-row">
<div class="sheet-col-5-12 sheet-padl sheet-padr sheet-rt-key">Attack</div>
<div class="sheet-col-7-12 sheet-padr sheet-rt-value">{{attack}} vs AC</div>
</div>
{{/attack}}
{{#damage}}
{{#rollWasCrit() attack}}
<div class="sheet-row">
<div class="sheet-col-5-12 sheet-padl sheet-padr sheet-rt-key">Crit damage</div>
<div class="sheet-col-7-12 sheet-padr sheet-rt-value">{{critdamage}}</div>
</div>
{{#ability}}
You can repeat this Ability against a different target at no cost!
{{/ability}}
{{/rollWasCrit() attack}}
{{#^rollWasCrit() attack}}
<div class="sheet-row">
<div class="sheet-col-5-12 sheet-padl sheet-padr sheet-rt-key">Damage</div>
<div class="sheet-col-7-12 sheet-padr sheet-rt-value">{{damage}}</div>
</div>
{{/^rollWasCrit() attack}}
{{/damage}}
<!--Spellcasting-->
{{#spellshowinfoblock}}
<div class="sheet-row sheet-padb">
<div class="sheet-col-1-2 sheet-padl sheet-padr sheet-center sheet-border-right-dotted"><span class="sheet-rt-key">Class</span><br/><span class="sheet-rt-value">{{spellgainedfrom}}</span></div>
<div class="sheet-col-1-2 sheet-padl sheet-padr sheet-center sheet-border-left-dotted"><span class="sheet-rt-key">Comp.</span><br/><span class="sheet-rt-value">{{spellcomponents}}</span></div>
<div class="sheet-col-1 sheet-border-top-dotted"></div>
<div class="sheet-col-1-2 sheet-padl sheet-padr sheet-center sheet-border-right-dotted"><span class="sheet-rt-key">Cast Time</span><br/><span class="sheet-rt-value">{{spellcasttime}}</span></div>
<div class="sheet-col-1-2 sheet-padl sheet-padr sheet-center sheet-border-left-dotted"><span class="sheet-rt-key">Duration</span><br/><span class="sheet-rt-value">{{spellduration}}</span></div>
<div class="sheet-col-1 sheet-border-top-dotted"></div>
<div class="sheet-col-1-2 sheet-padl sheet-padr sheet-center sheet-border-right-dotted"><span class="sheet-rt-key">Target/AoE</span><br/><span class="sheet-rt-value">{{spelltarget}}</span></div>
<div class="sheet-col-1-2 sheet-padl sheet-padr sheet-center sheet-border-left-dotted"><span class="sheet-rt-key">Range</span><br/><span class="sheet-rt-value">{{spellrange}}</span></div>
</div>
{{/spellshowinfoblock}}
{{#spellshowattack}}
<div class="sheet-row">
<div class="sheet-col-5-12 sheet-padl sheet-padr sheet-rt-key">Attack</div>
<div class="sheet-col-7-12 sheet-padr sheet-rt-value">{{spellattack}} vs AC</div>
</div>
{{/spellshowattack}}
{{#spellcost}}
<div class="sheet-row">
<div class="sheet-col-5-12 sheet-padl sheet-padr sheet-rt-key">Cost</div>
<div class="sheet-col-7-12 sheet-padr sheet-rt-value">{{spellcost}} Ability Points</div>
<div class="sheet-row">
{{/spellcost}}
<!--Generic section-->
{{#freetextz}}
<div class="sheet-row">
<div class="sheet-col-1 sheet-padl sheet-padr sheet-rt-key-wide">{{freetextname}}</div>
<div class="sheet-col-1 sheet-padl sheet-padr sheet-rt-value">{{freetext}}</div>
</div>
{{/freetextz}}
{{#roll}}
<div class="sheet-row">
<div class="sheet-col-5-12 sheet-padl sheet-padr sheet-rt-key">{{rollname}}</div>
<div class="sheet-col-7-12 sheet-padr sheet-rt-value">{{roll}}</div>
</div>
{{/roll}}
<!-- START roll option templates -->
<!--Simple roll (such as save/skill check or weapon attack)-->
{{#simple}}
<!-- <div class="sheet-row">
<div class="sheet-col-5-12 sheet-padl sheet-padr sheet-rt-key">{{rollname}}</div>
<div class="sheet-col-7-12 sheet-padr sheet-rt-value">{{roll}}</div>
</div>-->
{{#weapondamage}}
<div class="sheet-row">
<div class="sheet-col-5-12 sheet-padl sheet-padr sheet-rt-key">Damage</div>
<div class="sheet-col-7-12 sheet-padr sheet-rt-value">{{weapondamage}}</div>
</div>
{{/weapondamage}}
{{#weapon}}
{{#rollWasCrit() roll}}
<div class="sheet-row">
<div class="sheet-col-5-12 sheet-padl sheet-padr sheet-rt-key">Crit</div>
<div class="sheet-col-7-12 sheet-padr sheet-rt-value">Additional Max Damage</div>
</div>
{{/rollWasCrit() roll}}
{{/weapon}}
{{#target}}
{{#rollLess() roll target}}
<div class="sheet-row">
<div class="sheet-col-5-12 sheet-padl sheet-padr sheet-rt-key" style="text-align:center; vertical-align:middle; color:green">Success</div>
</div>
{{/rollLess() roll target}}
{{#rollGreater() roll target}}
<div class="sheet-row">
<div class="sheet-col-5-12 sheet-padl sheet-padr sheet-rt-key" style="text-align:center; vertical-align:middle; color:red">Failure</div>
</div>
{{/rollGreater() roll target}}
{{/target}}
{{#math}}
<div class="sheet-row">
<div class="sheet-col-5-12 sheet-padl sheet-padr sheet-rt-key">Math</div>
<div class="sheet-col-7-12 sheet-padr sheet-rt-value sheet-no-roll-highlight">{{math}}</div>
</div>
{{/math}}
{{/simple}}
<!-- END roll option templates -->
<!--Outputall-->
{{#outputall}}
{{#allprops() outputall title subheader subheaderright subheader2 subheaderright2 emote weapon spell ability save deathsave}}
<div class="sheet-row">
<div class="sheet-col-5-12 sheet-padl sheet-padr sheet-rt-key">{{key}}</div>
<div class="sheet-col-7-12 sheet-padr sheet-rt-value">{{value}}</div>
</div>
{{/allprops() outputall title subheader subheaderright subheader2 subheaderright2 emote weapon spell ability save deathsave}}
{{/outputall}}
<!--DEBUG-->
{{#debug}}
{{#allprops()}}
<div class="sheet-row">
<div class="sheet-col-5-12 sheet-padl sheet-padr sheet-rt-key">{{key}} (DEBUG)</div>
<div class="sheet-col-7-12 sheet-padr sheet-rt-value">{{value}}</div>
</div>
{{/allprops()}}
{{/debug}}
</div>
</div>
</rolltemplate>