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roll20-character-sheets/Terre2/Terre2.html
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2024-06-04 11:18:09 -07:00

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<input type="checkbox" name="attr_checkreglages" class="checkreglages"><span></span>
<input type="checkbox" name="attr_checkpjpnj" class="checkpjpnj" checked><div class="checkpjpnj"><span class="checkpj">PNJ</span><span class="checkpnj">PJ</span></div>
<!----------------------------------------------------------------------------------------------->
<!--------------------------------------------- PNJ --------------------------------------------->
<!----------------------------------------------------------------------------------------------->
<div class="pnj div100">
<div class="pnj-bio flex j-center row a-center">
<span>Stéréotypes</span>
<select name="attr_pnjType">
<option value="Selection">Sélection</option>
<option value="General" disabled>General</option>
<option value="Apprenti">Apprenti</option>
<option value="Compagnon">Compagnon</option>
<option value="Maître">Maître</option>
<option value="Personnages" disabled>Personnages</option>
<option value="Gendarme Royal">Gendarme Royal</option>
<option value="Inspecteur de la Gendarmerie Royale">Inspecteur de la Gendarmerie Royale</option>
<option value="Soldat">Soldat</option>
<option value="Sergent">Sergent</option>
<option value="Cocher">Cocher</option>
<option value="Agent des Manufactures Graff">Agent des Manufactures Graff</option>
<option value="Agent du Cerveau">Agent du Cerveau</option>
<option value="Ouvrier Sans-ventre">Ouvrier Sans-ventre</option>
<option value="Agent Mental du Cerveau">Agent Mental du Cerveau</option>
<option value="Médecin généraliste">Médecin généraliste</option>
<option value="Chirurgien">Chirurgien</option>
<option value="Vaurien">Vaurien</option>
<option value="Dirigeant d'entreprise">Dirigeant d'entreprise</option>
<option value="Tatoué mineur">Tatoué mineur</option>
<option value="Animaux" disabled>Animaux</option>
<option value="Chat domestique">Chat domestique</option>
<option value="Cheval">Cheval</option>
<option value="Chien domestique">Chien domestique</option>
<option value="Éléphant">Éléphant</option>
<option value="Faucon">Faucon</option>
<option value="Fauve">Fauve</option>
<option value="Mule">Mule</option>
<option value="Ours">Ours</option>
<option value="Démons" disabled>Démons</option>
<option value="Gallu">Gallu (1)</option>
<option value="Berith">Berith (2)</option>
<option value="Skylodémon">Skylodémon (2)</option>
<option value="Adonis">Adonis (3)</option>
<option value="Lamia">Lamia (3)</option>
<option value="Ardatlil">Ardatlil (4)</option>
<option value="Arimane">Arimane (5)</option>
<option value="Strige gardienne">Strige gardienne (4)</option>
<option value="Eurynomos">Eurynomos (6)</option>
<option value="Asakku">Asakku (7)</option>
<option value="Succube / Incube">Succube / Incube (7)</option>
<option value="Asmadai">Asmadai (8)</option>
<option value="Astaroth">Astaroth (9)</option>
<option value="Béhémoth">Béhémoth (9)</option>
<option value="Abaddon">Abaddon (10)</option>
</select>
<span>Nom</span><input type="text" name="attr_character_name" value="">
</div>
<div class="pnj-infos flex row j-center a-center">
<div>
<span>PV</span><input type="number" name="attr_pnjPV">/<input type="number" name="attr_pnjPVmax">
</div>
<div>
<div class="flex col j-center a-center">
<span>Blessures</span>
</div>
<div class="flex row j-center a-center">
<input type="checkbox"><input type="checkbox"><input type="checkbox"><input type="checkbox">
</div>
</div>
<div>
<span>PP</span><input type="number" name="attr_pnjPP">/<input type="number" name="attr_pnjPPmax">
</div>
<div>
<span>BD</span><input type="number" name="attr_pnjBD">
</div>
<div>
<span>Enc</span><input type="number" name="attr_pnjEnc">
</div>
<div>
<span>Initiative</span><button type="roll" value="/w gm &{template:initiative} {{nom=Initiative}} {{DE1=[[(@{pnjcombat})D10 &{tracker}]]}}" name="roll_PNJInitiative" class="buttonComp"></button>
</div>
</div>
<div class="pnj-caracs flex row j-center a-center">
<div class="pnj-carac-comp flex col j-center a-center">
<div class="pnj-carac flex row a-center">
<span>Corps</span><input type="number" name="attr_pnjcorps">/<input type="number" name="attr_pnjcorpsseuil"><button type="roll" value="/w gm &{template:pnj} {{nom=Corps}} {{carac=[[@{pnjcorps}]]}} {{DE1=[[1D10>@{pnjcorpsseuil}]]}} {{DE2=[[1D10>@{pnjcorpsseuil}]]}} {{DE3=[[1D10>@{pnjcorpsseuil}]]}} {{DE4=[[1D10>@{pnjcorpsseuil}]]}} {{DE5=[[1D10>@{pnjcorpsseuil}]]}} {{DE6=[[1D10>@{pnjcorpsseuil}]]}} {{DE7=[[2]]}}" name="roll_PNJCorps" class="buttonComp"></button>
</div>
<div class="pnj-comps flex col a-center">
<div class="pnj-comp flex row a-center">
<input type="text" name="attr_pnjcorpsnom1"><input type="number" name="attr_pnjcorps1"><button type="roll" value="/w gm &{template:pnj} {{nom=@{pnjcorpsnom1}}} {{carac=[[@{pnjcorps1}]]}} {{DE1=[[1D10>@{pnjcorpsseuil}]]}} {{DE2=[[1D10>@{pnjcorpsseuil}]]}} {{DE3=[[1D10>@{pnjcorpsseuil}]]}} {{DE4=[[1D10>@{pnjcorpsseuil}]]}} {{DE5=[[1D10>@{pnjcorpsseuil}]]}} {{DE6=[[1D10>@{pnjcorpsseuil}]]}} {{DE7=[[2]]}}" name="roll_PNJCorps" class="buttonComp"></button>
</div>
<div class="pnj-comp flex row a-center">
<input type="text" name="attr_pnjcorpsnom2"><input type="number" name="attr_pnjcorps2"><button type="roll" value="/w gm &{template:pnj} {{nom=@{pnjcorpsnom2}}} {{carac=[[@{pnjcorps2}]]}} {{DE1=[[1D10>@{pnjcorpsseuil}]]}} {{DE2=[[1D10>@{pnjcorpsseuil}]]}} {{DE3=[[1D10>@{pnjcorpsseuil}]]}} {{DE4=[[1D10>@{pnjcorpsseuil}]]}} {{DE5=[[1D10>@{pnjcorpsseuil}]]}} {{DE6=[[1D10>@{pnjcorpsseuil}]]}} {{DE7=[[2]]}}" name="roll_PNJCorps" class="buttonComp"></button>
</div>
<div class="pnj-comp flex row a-center">
<input type="text" name="attr_pnjcorpsnom3"><input type="number" name="attr_pnjcorps3"><button type="roll" value="/w gm &{template:pnj} {{nom=@{pnjcorpsnom3}}} {{carac=[[@{pnjcorps3}]]}} {{DE1=[[1D10>@{pnjcorpsseuil}]]}} {{DE2=[[1D10>@{pnjcorpsseuil}]]}} {{DE3=[[1D10>@{pnjcorpsseuil}]]}} {{DE4=[[1D10>@{pnjcorpsseuil}]]}} {{DE5=[[1D10>@{pnjcorpsseuil}]]}} {{DE6=[[1D10>@{pnjcorpsseuil}]]}} {{DE7=[[2]]}}" name="roll_PNJCorps" class="buttonComp"></button>
</div>
</div>
</div>
<div class="pnj-carac-comp flex col j-center a-center">
<div class="pnj-carac flex row a-center">
<span>Combat</span><input type="number" name="attr_pnjcombat">/<input type="number" name="attr_pnjcombatseuil"><button type="roll" value="/w gm &{template:pnj} {{nom=Combat}} {{carac=[[@{pnjcombat}]]}} {{DE1=[[1D10>@{pnjcombatseuil}]]}} {{DE2=[[1D10>@{pnjcombatseuil}]]}} {{DE3=[[1D10>@{pnjcombatseuil}]]}} {{DE4=[[1D10>@{pnjcombatseuil}]]}} {{DE5=[[1D10>@{pnjcombatseuil}]]}} {{DE6=[[1D10>@{pnjcombatseuil}]]}} {{DE7=[[2]]}}" name="roll_PNJCorps" class="buttonComp"></button>
</div>
<div class="pnj-comps flex col a-center">
<div class="pnj-comp flex row a-center">
<input type="text" name="attr_pnjcombatnom1"><input type="number" name="attr_pnjcombat1"><button type="roll" value="/w gm &{template:pnj} {{nom=@{pnjcombatnom1}}} {{carac=[[@{pnjcombat1}]]}} {{DE1=[[1D10>@{pnjcombatseuil}]]}} {{DE2=[[1D10>@{pnjcombatseuil}]]}} {{DE3=[[1D10>@{pnjcombatseuil}]]}} {{DE4=[[1D10>@{pnjcombatseuil}]]}} {{DE5=[[1D10>@{pnjcombatseuil}]]}} {{DE6=[[1D10>@{pnjcombatseuil}]]}} {{DE7=[[2]]}}" name="roll_PNJCorps" class="buttonComp"></button>
</div>
<div class="pnj-comp flex row a-center">
<input type="text" name="attr_pnjcombatnom2"><input type="number" name="attr_pnjcombat2"><button type="roll" value="/w gm &{template:pnj} {{nom=@{pnjcombatnom2}}} {{carac=[[@{pnjcombat2}]]}} {{DE1=[[1D10>@{pnjcombatseuil}]]}} {{DE2=[[1D10>@{pnjcombatseuil}]]}} {{DE3=[[1D10>@{pnjcombatseuil}]]}} {{DE4=[[1D10>@{pnjcombatseuil}]]}} {{DE5=[[1D10>@{pnjcombatseuil}]]}} {{DE6=[[1D10>@{pnjcombatseuil}]]}} {{DE7=[[2]]}}" name="roll_PNJCorps" class="buttonComp"></button>
</div>
<div class="pnj-comp flex row a-center">
<input type="text" name="attr_pnjcombatnom3"><input type="number" name="attr_pnjcombat3"><button type="roll" value="/w gm &{template:pnj} {{nom=@{pnjcombatnom3}}} {{carac=[[@{pnjcombat3}]]}} {{DE1=[[1D10>@{pnjcombatseuil}]]}} {{DE2=[[1D10>@{pnjcombatseuil}]]}} {{DE3=[[1D10>@{pnjcombatseuil}]]}} {{DE4=[[1D10>@{pnjcombatseuil}]]}} {{DE5=[[1D10>@{pnjcombatseuil}]]}} {{DE6=[[1D10>@{pnjcombatseuil}]]}} {{DE7=[[2]]}}" name="roll_PNJCorps" class="buttonComp"></button>
</div>
</div>
</div>
</div>
<div class="pnj-caracs flex row j-center a-center">
<div class="pnj-carac-comp flex col j-center a-center">
<div class="pnj-carac flex row a-center">
<span>Esprit</span><input type="number" name="attr_pnjesprit">/<input type="number" name="attr_pnjespritseuil"><button type="roll" value="/w gm &{template:pnj} {{nom=Esprit}} {{carac=[[@{pnjesprit}]]}} {{DE1=[[1D10>@{pnjespritseuil}]]}} {{DE2=[[1D10>@{pnjespritseuil}]]}} {{DE3=[[1D10>@{pnjespritseuil}]]}} {{DE4=[[1D10>@{pnjespritseuil}]]}} {{DE5=[[1D10>@{pnjespritseuil}]]}} {{DE6=[[1D10>@{pnjespritseuil}]]}} {{DE7=[[2]]}}" name="roll_PNJEsprit" class="buttonComp"></button>
</div>
<div class="pnj-comps flex col a-center">
<div class="pnj-comp flex row a-center">
<input type="text" name="attr_pnjespritnom1"><input type="number" name="attr_pnjesprit1"><button type="roll" value="/w gm &{template:pnj} {{nom=@{pnjespritnom1}}} {{carac=[[@{pnjesprit1}]]}} {{DE1=[[1D10>@{pnjespritseuil}]]}} {{DE2=[[1D10>@{pnjespritseuil}]]}} {{DE3=[[1D10>@{pnjespritseuil}]]}} {{DE4=[[1D10>@{pnjespritseuil}]]}} {{DE5=[[1D10>@{pnjespritseuil}]]}} {{DE6=[[1D10>@{pnjespritseuil}]]}} {{DE7=[[2]]}}" name="roll_PNJEsprit" class="buttonComp"></button>
</div>
<div class="pnj-comp flex row a-center">
<input type="text" name="attr_pnjespritnom2"><input type="number" name="attr_pnjesprit2"><button type="roll" value="/w gm &{template:pnj} {{nom=@{pnjespritnom2}}} {{carac=[[@{pnjesprit2}]]}} {{DE1=[[1D10>@{pnjespritseuil}]]}} {{DE2=[[1D10>@{pnjespritseuil}]]}} {{DE3=[[1D10>@{pnjespritseuil}]]}} {{DE4=[[1D10>@{pnjespritseuil}]]}} {{DE5=[[1D10>@{pnjespritseuil}]]}} {{DE6=[[1D10>@{pnjespritseuil}]]}} {{DE7=[[2]]}}" name="roll_PNJEsprit" class="buttonComp"></button>
</div>
<div class="pnj-comp flex row a-center">
<input type="text" name="attr_pnjespritnom3"><input type="number" name="attr_pnjesprit3"><button type="roll" value="/w gm &{template:pnj} {{nom=@{pnjespritnom3}}} {{carac=[[@{pnjesprit3}]]}} {{DE1=[[1D10>@{pnjespritseuil}]]}} {{DE2=[[1D10>@{pnjespritseuil}]]}} {{DE3=[[1D10>@{pnjespritseuil}]]}} {{DE4=[[1D10>@{pnjespritseuil}]]}} {{DE5=[[1D10>@{pnjespritseuil}]]}} {{DE6=[[1D10>@{pnjespritseuil}]]}} {{DE7=[[2]]}}" name="roll_PNJEsprit" class="buttonComp"></button>
</div>
</div>
</div>
<div class="pnj-carac-comp flex col j-center a-center">
<div class="pnj-carac flex row a-center">
<span>Social</span><input type="number" name="attr_pnjsocial">/<input type="number" name="attr_pnjsocialseuil"><button type="roll" value="/w gm &{template:pnj} {{nom=Social}} {{carac=[[@{pnjsocial}]]}} {{DE1=[[1D10>@{pnjsocialseuil}]]}} {{DE2=[[1D10>@{pnjsocialseuil}]]}} {{DE3=[[1D10>@{pnjsocialseuil}]]}} {{DE4=[[1D10>@{pnjsocialseuil}]]}} {{DE5=[[1D10>@{pnjsocialseuil}]]}} {{DE6=[[1D10>@{pnjsocialseuil}]]}} {{DE7=[[2]]}}" name="roll_PNJSocial" class="buttonComp"></button>
</div>
<div class="pnj-comps flex col a-center">
<div class="pnj-comp flex row a-center">
<input type="text" name="attr_pnjsocialnom1"><input type="number" name="attr_pnjsocial1"><button type="roll" value="/w gm &{template:pnj} {{nom=@{pnjsocialnom1}}} {{carac=[[@{pnjsocial1}]]}} {{DE1=[[1D10>@{pnjsocialseuil}]]}} {{DE2=[[1D10>@{pnjsocialseuil}]]}} {{DE3=[[1D10>@{pnjsocialseuil}]]}} {{DE4=[[1D10>@{pnjsocialseuil}]]}} {{DE5=[[1D10>@{pnjsocialseuil}]]}} {{DE6=[[1D10>@{pnjsocialseuil}]]}} {{DE7=[[2]]}}" name="roll_PNJSocial" class="buttonComp"></button>
</div>
<div class="pnj-comp flex row a-center">
<input type="text" name="attr_pnjsocialnom2"><input type="number" name="attr_pnjsocial2"><button type="roll" value="/w gm &{template:pnj} {{nom=@{pnjsocialnom2}}} {{carac=[[@{pnjsocial2}]]}} {{DE1=[[1D10>@{pnjsocialseuil}]]}} {{DE2=[[1D10>@{pnjsocialseuil}]]}} {{DE3=[[1D10>@{pnjsocialseuil}]]}} {{DE4=[[1D10>@{pnjsocialseuil}]]}} {{DE5=[[1D10>@{pnjsocialseuil}]]}} {{DE6=[[1D10>@{pnjsocialseuil}]]}} {{DE7=[[2]]}}" name="roll_PNJSocial" class="buttonComp"></button>
</div>
<div class="pnj-comp flex row a-center">
<input type="text" name="attr_pnjsocialnom3"><input type="number" name="attr_pnjsocial3"><button type="roll" value="/w gm &{template:pnj} {{nom=@{pnjsocialnom3}}} {{carac=[[@{pnjsocial3}]]}} {{DE1=[[1D10>@{pnjsocialseuil}]]}} {{DE2=[[1D10>@{pnjsocialseuil}]]}} {{DE3=[[1D10>@{pnjsocialseuil}]]}} {{DE4=[[1D10>@{pnjsocialseuil}]]}} {{DE5=[[1D10>@{pnjsocialseuil}]]}} {{DE6=[[1D10>@{pnjsocialseuil}]]}} {{DE7=[[2]]}}" name="roll_PNJSocial" class="buttonComp"></button>
</div>
</div>
</div>
</div>
<div class="pnj-equipement flex col">
<div class="pnj-equipement-title flex col j-center a-center"><span>Armes</span></div>
<div class="flex row j-evenly a-center">
<div class="pnj-arme1 flex row j-center a-center"><span>Arme</span></div>
<div class="pnj-arme2 flex row j-center a-center"><span>Dégâts</span></div>
<div class="pnj-arme2 flex row j-center a-center"><span>Mains</span></div>
<div class="pnj-arme2 flex row j-center a-center"><span>Parade</span></div>
<div class="pnj-arme2 flex row j-center a-center"><span>Mode</span></div>
<div class="pnj-arme3 flex row j-center a-center"><span>Portée</span></div>
<div class="pnj-arme2 flex row j-center a-center"><span>Munitions</span></div>
</div>
<div class="flex row j-evenly a-center"><div class="pnj-arme1 flex j-baseline a-center"><input type="text" name="attr_pnjarmeA"></div>
<div class="pnj-arme2 flex row j-center a-center"><input type="number" name="attr_pnjarmedegatsA"></div>
<div class="pnj-arme2 flex row j-center a-center"><input type="number" name="attr_pnjarmemainsA"></div>
<div class="pnj-arme2 flex row j-center a-center"><input type="number" name="attr_pnjarmeparadeA"></div>
<div class="pnj-arme2 flex row j-center a-center"><input type="text" name="attr_pnjarmemodeA" class="pnj-arme-mode"></div>
<div class="pnj-arme3 flex row j-center a-center"><input type="number" name="attr_pnjarmeportee1A">/<input type="number" name="attr_pnjarmeportee2A">/<input type="number" name="attr_pnjarmeportee3A"></div>
<div class="pnj-arme2 flex row j-center a-center"><input type="number" name="attr_pnjarmemunitions1A">/<input type="number" name="attr_pnjarmemunitions2A"></div>
</div>
<div class="flex row j-evenly a-center"><div class="pnj-arme1 flex j-baseline a-center"><input type="text" name="attr_pnjarmeB"></div>
<div class="pnj-arme2 flex row j-center a-center"><input type="number" name="attr_pnjarmedegatsB"></div>
<div class="pnj-arme2 flex row j-center a-center"><input type="number" name="attr_pnjarmemainsB"></div>
<div class="pnj-arme2 flex row j-center a-center"><input type="number" name="attr_pnjarmeparadeB"></div>
<div class="pnj-arme2 flex row j-center a-center"><input type="text" name="attr_pnjarmemodeB" class="pnj-arme-mode"></div>
<div class="pnj-arme3 flex row j-center a-center"><input type="number" name="attr_pnjarmeportee1B">/<input type="number" name="attr_pnjarmeportee2B">/<input type="number" name="attr_pnjarmeportee3B"></div>
<div class="pnj-arme2 flex row j-center a-center"><input type="number" name="attr_pnjarmemunitions1B">/<input type="number" name="attr_pnjarmemunitions2B"></div>
</div>
<div class="pnj-equipement-title flex col j-center a-center"><span>Équipement</span></div>
<div class="pnj-objets flex col j-center a-center">
<textarea name="attr_pnjequipement" cols="30" rows="10"></textarea>
</div>
<div class="pnj-equipement-title flex col j-center a-center"><span>Pouvoirs</span></div>
<div class="pnj-pouvoirs flex row j-center a-baseline">
<div class="pnj-pouvoir flex col j-center a-baseline">
<div class="flex row j-center a-center">
<div class="pnj-pouvoir1 flex row j-center a-center"><span>Pouvoir</span></div>
<div class="pnj-pouvoir2 flex row j-center a-center"><span>Rang</span></div>
<div class="pnj-pouvoir2 flex row j-center a-center"><span>PP / niveau</span></div>
</div>
<div class="flex row j-center a-center">
<div class="pnj-pouvoir1 flex row j-center a-center"><input type="text" name="attr_pnjpouvoir1"></div>
<div class="pnj-pouvoir2 flex row j-center a-center"><input type="number" name="attr_pnjpouvoirrang1"></div>
<div class="pnj-pouvoir2 flex row j-center a-center"><input type="number" name="attr_pnjpouvoirpp1"></div>
</div>
<div class="flex row j-center a-center">
<div class="pnj-pouvoir1 flex row j-center a-center"><input type="text" name="attr_pnjpouvoir3"></div>
<div class="pnj-pouvoir2 flex row j-center a-center"><input type="number" name="attr_pnjpouvoirrang3"></div>
<div class="pnj-pouvoir2 flex row j-center a-center"><input type="number" name="attr_pnjpouvoirpp3"></div>
</div>
</div>
<div class="pnj-pouvoir flex col j-center a-baseline">
<div class="flex row j-center a-center">
<div class="pnj-pouvoir1 flex row j-center a-center"><span>Pouvoir</span></div>
<div class="pnj-pouvoir2 flex row j-center a-center"><span>Rang</span></div>
<div class="pnj-pouvoir2 flex row j-center a-center"><span>PP / niveau</span></div>
</div>
<div class="flex row j-center a-center">
<div class="pnj-pouvoir1 flex row j-center a-center"><input type="text" name="attr_pnjpouvoir2"></div>
<div class="pnj-pouvoir2 flex row j-center a-center"><input type="number" name="attr_pnjpouvoirrang2"></div>
<div class="pnj-pouvoir2 flex row j-center a-center"><input type="number" name="attr_pnjpouvoirpp2"></div>
</div>
<div class="flex row j-center a-center">
<div class="pnj-pouvoir1 flex row j-center a-center"><input type="text" name="attr_pnjpouvoir4"></div>
<div class="pnj-pouvoir2 flex row j-center a-center"><input type="number" name="attr_pnjpouvoirrang4"></div>
<div class="pnj-pouvoir2 flex row j-center a-center"><input type="number" name="attr_pnjpouvoirpp4"></div>
</div>
</div>
</div>
</div>
</div>
<!----------------------------------------------------------------------------------------------->
<!---------------------------------------------- PJ --------------------------------------------->
<!----------------------------------------------------------------------------------------------->
<div class="pj">
<div class="flex row j-between div100">
<input type="checkbox" name="attr_checkPerso1" class="check-perso-1"><span class="check-perso-1a flex col j-center a-center"></span><span class="check-perso-1b flex col j-center a-center"></span>
<div class="divPerso">
<div class="flex col j-center a-center">
<div class="divPerso1">
<p>Nom</p>
</div>
<div class="divPerso2 flex row j-center a-center panel-perso-1">
<input type="text" name="attr_character_name" value="">
</div>
</div>
</div>
<div class="divPerso">
<div class="flex col j-center a-center">
<div class="divPerso1">
<div class="flex col j-center a-center">
<img class="logo" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Terre%202/images/Logo.png"/>
</div>
</div>
</div>
</div>
<div class="divPerso">
<div class="flex col j-center a-center">
<div class="divPerso1">
<p>Jet</p>
</div>
<div class="divPerso2 flex row j-center a-center panel-perso-1">
<input type="checkbox" name="attr_jetMJ" class="jetMJ" value="/w gm"><span class="jetMJ1">Public</span><span class="jetMJ2">Privé</span>
</div>
</div>
</div>
</div>
<div class="flex row j-between div100">
<input type="checkbox" name="attr_checkPerso2" class="check-perso-2"><span class="check-perso-2a flex col j-center a-center"></span><span class="check-perso-2b flex col j-center a-center"></span>
<div class="divPerso">
<div class="flex col j-between a-center">
<div class="divPerso1">
<p>Points de vie</p>
</div>
<div class="divPerso2 panel-perso-2 flex row a-center j-center">
<input type="number" name="attr_pv" value="" min="-10">
<p>/</p>
<input type="number" name="attr_pvmax" value="">
</div>
</div>
</div>
<div class="divPerso">
<div class="flex col j-between a-center">
<div class="divPerso1">
<p>Points de pouvoir</p>
</div>
<div class="divPerso2 panel-perso-2 flex row a-center j-center">
<input type="number" name="attr_pp" value="15">
<p>/</p>
<input type="number" name="attr_ppmax" value="" class="ppmax">
<input type="hidden" name="attr_ppbonus" value="0">
</div>
</div>
</div>
<div class="divPerso">
<div class="flex col j-between a-center">
<div class="divPerso1">
<p>Ressources</p>
</div>
<div class="divPerso2 panel-perso-2 flex row j-center a-center">
<input type="number" name="attr_ptsRessource" min="0" max="9" value="2">
</div>
</div>
</div>
<div class="divPerso">
<div class="flex col j-between a-center">
<div class="divPerso1">
<p>Statut</p>
</div>
<div class="divPerso2 panel-perso-2 flex row j-center a-center">
<input type="number" name="attr_ptsStatut" min="0" max="9" value="2">
</div>
</div>
</div>
<div class="divPerso">
<div class="flex col j-between a-center">
<div class="divPerso1">
<p>Points héros</p>
</div>
<div class="divPerso2 panel-perso-2 flex row a-center j-center">
<input type="number" name="attr_ptsHeros" value="1">
<p>/</p>
<input type="number" name="attr_ptsHeros_max" value="1">
</div>
</div>
</div>
<div class="divPerso">
<div class="flex col j-between a-center">
<div class="divPerso1">
<p>Expérience</p>
</div>
<div class="divPerso2 panel-perso-2 flex row j-center a-center">
<input type="number" name="attr_ptsXP">
</div>
</div>
</div>
</div>
<!----------------------------------------------------------------------------------------------->
<!-------------------------------------- Caractéristiques --------------------------------------->
<!----------------------------------------------------------------------------------------------->
<div class="div100">
<div class="divPerso1 flex col j-center a-center">
<p>Caractéristiques</p>
</div>
<div class="divCaracs">
<div class="divCarac flex row j-between a-center">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Agilité}} {{bonus=@{Agilitebonus}}} {{comp=[[7]]}} {{DE1=[[1D10>7]]}} {{DE2=[[1D10>7]]}} {{DE3=[[1D10>7]]}} {{DE4=[[1D10>7]]}} {{DE5=[[1D10>7]]}} {{DE6=[[1D10>7]]}} {{DE7=[[2]]}} {{carac=[[@{Agilite}]]}} @{formationAgilite}" name="roll_Agilite" class="buttonCarac" title="Jet d'Agilité">Agilité</button>
<input type="number" name="attr_Agilite" class="stats" value="1" min="1" max="6" />
<input type="hidden" name="attr_Agilitebonus" value="0">
<input type="hidden" name="attr_formationAgilite" value="{{forme=forme}}">
</div>
<div class="divCarac flex row j-evenly a-center">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Constitution}} {{bonus=@{Constitutionbonus}}} {{comp=[[7]]}} {{DE1=[[1D10>7]]}} {{DE2=[[1D10>7]]}} {{DE3=[[1D10>7]]}} {{DE4=[[1D10>7]]}} {{DE5=[[1D10>7]]}} {{DE6=[[1D10>7]]}} {{DE7=[[2]]}} {{carac=[[@{Constitution}]]}} @{formationConstitution}" name="roll_Constitution" class="buttonCarac" title="Jet de Constitution">Constitution</button>
<input type="number" name="attr_Constitution" class="stats" value="1" min="1" max="6" />
<input type="hidden" name="attr_Constitutionbonus" value="0">
<input type="hidden" name="attr_formationConstitution" value="{{forme=forme}}">
</div>
<div class="divCarac flex row j-evenly a-center">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Dextérité}} {{bonus=@{Dexteritebonus}}} {{comp=[[7]]}} {{DE1=[[1D10>7]]}} {{DE2=[[1D10>7]]}} {{DE3=[[1D10>7]]}} {{DE4=[[1D10>7]]}} {{DE5=[[1D10>7]]}} {{DE6=[[1D10>7]]}} {{DE7=[[2]]}} {{carac=[[@{Dexterite}]]}} @{formationDexterite}" name="roll_Dexterite" class="buttonCarac" title="Jet de Dextérité">Dextérité</button>
<input type="number" name="attr_Dexterite" class="stats" value="1" min="1" max="6"/>
<input type="hidden" name="attr_Dexteritebonus" value="0">
<input type="hidden" name="attr_formationDexterite" value="{{forme=forme}}">
</div>
<div class="divCarac flex row j-evenly a-center">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Force}} {{bonus=@{Forcebonus}}} {{comp=[[7]]}} {{DE1=[[1D10>7]]}} {{DE2=[[1D10>7]]}} {{DE3=[[1D10>7]]}} {{DE4=[[1D10>7]]}} {{DE5=[[1D10>7]]}} {{DE6=[[1D10>7]]}} {{DE7=[[2]]}} {{carac=[[@{Force}]]}} @{formationForce}" name="roll_Force" class="buttonCarac" title="Jet de Force">Force</button>
<input type="number" name="attr_Force" class="stats" value="1" min="1" max="6" />
<input type="hidden" name="attr_Forcebonus" value="0">
<input type="hidden" name="attr_formationForce" value="{{forme=forme}}">
</div>
</div>
<div class="divCaracs">
<div class="divCarac flex row j-evenly a-center">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Charisme}} {{bonus=@{Charismebonus}}} {{comp=[[7]]}} {{DE1=[[1D10>7]]}} {{DE2=[[1D10>7]]}} {{DE3=[[1D10>7]]}} {{DE4=[[1D10>7]]}} {{DE5=[[1D10>7]]}} {{DE6=[[1D10>7]]}} {{DE7=[[2]]}} {{carac=[[@{Charisme}]]}} @{formationCharisme}" name="roll_Charisme" class="buttonCarac" title="Jet de Charisme">Charisme</button>
<input type="number" name="attr_Charisme" class="stats" value="1" min="1" max="6" />
<input type="hidden" name="attr_Charismebonus" value="0">
<input type="hidden" name="attr_formationCharisme" value="{{forme=forme}}">
</div>
<div class="divCarac flex row j-evenly a-center">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Intelligence}} {{bonus=@{Intelligencebonus}}} {{comp=[[7]]}} {{DE1=[[1D10>7]]}} {{DE2=[[1D10>7]]}} {{DE3=[[1D10>7]]}} {{DE4=[[1D10>7]]}} {{DE5=[[1D10>7]]}} {{DE6=[[1D10>7]]}} {{DE7=[[2]]}} {{carac=[[@{Intelligence}]]}} @{formationIntelligence}" name="roll_Intelligence" class="buttonCarac" title="Jet d'Intelligence">Intelligence</button>
<input type="number" name="attr_Intelligence" class="stats" value="1" min="1" max="6" />
<input type="hidden" name="attr_Intelligencebonus" value="0">
<input type="hidden" name="attr_formationIntelligence" value="{{forme=forme}}">
</div>
<div class="divCarac flex row j-evenly a-center">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Perception}} {{bonus=@{Perceptionbonus}}} {{comp=[[7]]}} {{DE1=[[1D10>7]]}} {{DE2=[[1D10>7]]}} {{DE3=[[1D10>7]]}} {{DE4=[[1D10>7]]}} {{DE5=[[1D10>7]]}} {{DE6=[[1D10>7]]}} {{DE7=[[2]]}} {{carac=[[@{Perception}]]}} @{formationPerception}" name="roll_Perception" class="buttonCarac" title="Jet de Perception">Perception</button>
<input type="number" name="attr_Perception" class="stats" value="1" min="1" max="6" />
<input type="hidden" name="attr_Perceptionbonus" value="0">
<input type="hidden" name="attr_formationPerception" value="{{forme=forme}}">
</div>
<div class="divCarac flex row j-evenly a-center">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Volonté}} {{bonus=@{Volontebonus}}} {{comp=[[7]]}} {{DE1=[[1D10>7]]}} {{DE2=[[1D10>7]]}} {{DE3=[[1D10>7]]}} {{DE4=[[1D10>7]]}} {{DE5=[[1D10>7]]}} {{DE6=[[1D10>7]]}} {{DE7=[[2]]}} {{carac=[[@{Volonte}]]}} @{formationVolonte}" name="roll_Volonte" class="buttonCarac" title="Jet de Volonté">Volonté</button>
<input type="number" name="attr_Volonte" class="stats" value="1" min="1" max="6" />
<input type="hidden" name="attr_Volontebonus" value="0">
<input type="hidden" name="attr_formationVolonte" value="{{forme=forme}}">
</div>
</div>
</div>
<!----------------------------------------------------------------------------------------------->
<!--------------------------------------------- Menu -------------------------------------------->
<!----------------------------------------------------------------------------------------------->
<input type="radio" name="attr_menu" value="1" class="mg1 menu" checked /><span class="menu">Compétences</span>
<input type="radio" name="attr_menu" value="2" class="mg2 menu" /><span class="menu">Pouvoirs</span>
<input type="radio" name="attr_menu" value="3" class="mg3 menu" /><span class="menu">Combat</span>
<input type="radio" name="attr_menu" value="4" class="mg4 menu" /><span class="menu">Bio</span>
<input type="radio" name="attr_menu" value="5" class="mg5 menu" /><span class="menu">Équipement</span>
<input type="radio" name="attr_menu" value="6" class="mg6 menu" /><span class="menu">Infos</span>
<div class="div100">
<!----------------------------------------------------------------------------------------------->
<!--------------------------------------- Menu Compétences -------------------------------------->
<!----------------------------------------------------------------------------------------------->
<div class="sheet-competences flex col">
<div class="flex row j-center wrap">
<!--------------------- Compétence Athlétisme --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailAthletisme" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationAthletisme" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationAthletisme" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracAthletisme" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}" selected>Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Athlétisme}} {{bonus=@{Athletismebonus}}} {{comp=[[@{Athletisme}]]}} {{DE1=[[1D10>@{Athletisme}]]}} {{DE2=[[1D10>@{Athletisme}]]}} {{DE3=[[1D10>@{Athletisme}]]}} {{DE4=[[1D10>@{Athletisme}]]}} {{DE5=[[1D10>@{Athletisme}]]}} {{DE6=[[1D10>@{Athletisme}]]}} {{DE7=[[2]]}} @{caracAthletisme} @{formationAthletisme}" name="roll_Athletisme" class="buttonComp"></button>
Athlétisme
<input type="checkbox" name="attr_detailAthletisme" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Athletisme" value="8" max="10" min="7" />
<input type="hidden" name="attr_Athletismebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Cascade}} {{bonus=@{Cascadebonus}}} {{comp=[[@{Cascade}]]}} {{DE1=[[1D10>@{Cascade}]]}} {{DE2=[[1D10>@{Cascade}]]}} {{DE3=[[1D10>@{Cascade}]]}} {{DE4=[[1D10>@{Cascade}]]}} {{DE5=[[1D10>@{Cascade}]]}} {{DE6=[[1D10>@{Cascade}]]}} {{DE7=[[2]]}} @{caracAthletisme} {{forme=forme}}" name="roll_Cascade" class="buttonComp"></button>
Cascade
<input class="compNumber" type="number" name="attr_Cascade" value="0" max="6" min="0" />
<input type="hidden" name="attr_Cascadebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Course}} {{bonus=@{Coursebonus}}} {{comp=[[@{Course}]]}} {{DE1=[[1D10>@{Course}]]}} {{DE2=[[1D10>@{Course}]]}} {{DE3=[[1D10>@{Course}]]}} {{DE4=[[1D10>@{Course}]]}} {{DE5=[[1D10>@{Course}]]}} {{DE6=[[1D10>@{Course}]]}} {{DE7=[[2]]}} @{caracAthletisme} {{forme=forme}}" name="roll_Course" class="buttonComp"></button>
Course
<input class="compNumber" type="number" name="attr_Course" value="0" max="6" min="0" />
<input type="hidden" name="attr_Coursebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Dèplacement tactique}} {{bonus=@{DeplacementTactiquebonus}}} {{comp=[[@{DeplacementTactique}]]}} {{DE1=[[1D10>@{DeplacementTactique}]]}} {{DE2=[[1D10>@{DeplacementTactique}]]}} {{DE3=[[1D10>@{DeplacementTactique}]]}} {{DE4=[[1D10>@{DeplacementTactique}]]}} {{DE5=[[1D10>@{DeplacementTactique}]]}} {{DE6=[[1D10>@{DeplacementTactique}]]}} {{DE7=[[2]]}} @{caracAthletisme} {{forme=forme}}" name="roll_DeplacementTactique" class="buttonComp"></button>
Déplacement tactique
<input class="compNumber" type="number" name="attr_DeplacementTactique" value="0" max="6" min="0" />
<input type="hidden" name="attr_DeplacementTactiquebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Escalade}} {{bonus=@{Escaladebonus}}} {{comp=[[@{Escalade}]]}} {{DE1=[[1D10>@{Escalade}]]}} {{DE2=[[1D10>@{Escalade}]]}} {{DE3=[[1D10>@{Escalade}]]}} {{DE4=[[1D10>@{Escalade}]]}} {{DE5=[[1D10>@{Escalade}]]}} {{DE6=[[1D10>@{Escalade}]]}} {{DE7=[[2]]}} @{caracAthletisme} {{forme=forme}}" name="roll_Escalade" class="buttonComp"></button>
Escalade
<input class="compNumber" type="number" name="attr_Escalade" value="0" max="6" min="0" />
<input type="hidden" name="attr_Escaladebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Natation}} {{bonus=@{Natationbonus}}} {{comp=[[@{Natation}]]}} {{DE1=[[1D10>@{Natation}]]}} {{DE2=[[1D10>@{Natation}]]}} {{DE3=[[1D10>@{Natation}]]}} {{DE4=[[1D10>@{Natation}]]}} {{DE5=[[1D10>@{Natation}]]}} {{DE6=[[1D10>@{Natation}]]}} {{DE7=[[2]]}} @{caracAthletisme} {{forme=forme}}" name="roll_Natation" class="buttonComp"></button>
Natation
<input class="compNumber" type="number" name="attr_Natation" value="0" max="6" min="0" />
<input type="hidden" name="attr_Natationbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Vol}} {{bonus=@{Volbonus}}} {{comp=[[@{Vol}]]}} {{DE1=[[1D10>@{Vol}]]}} {{DE2=[[1D10>@{Vol}]]}} {{DE3=[[1D10>@{Vol}]]}} {{DE4=[[1D10>@{Vol}]]}} {{DE5=[[1D10>@{Vol}]]}} {{DE6=[[1D10>@{Vol}]]}} {{DE7=[[2]]}} @{caracAthletisme} {{forme=forme}}" name="roll_Vol" class="buttonComp"></button>
Vol
<input class="compNumber" type="number" name="attr_Vol" value="0" max="6" min="0" />
<input type="hidden" name="attr_Volbonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_athletisme">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomAthletisme}}} {{bonus=@{RepeatingScoreAthletismebonus}}} {{comp=[[@{RepeatingScoreAthletisme}]]}} {{DE1=[[1D10>@{RepeatingScoreAthletisme}]]}} {{DE2=[[1D10>@{RepeatingScoreAthletisme}]]}} {{DE3=[[1D10>@{RepeatingScoreAthletisme}]]}} {{DE4=[[1D10>@{RepeatingScoreAthletisme}]]}} {{DE5=[[1D10>@{RepeatingScoreAthletisme}]]}} {{DE6=[[1D10>@{RepeatingScoreAthletisme}]]}} {{DE7=[[2]]}} @{caracAthletisme} {{forme=forme}}" name="roll_RepeatingAthletisme" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomAthletisme"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreAthletisme" value="0" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreAthletismebonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Concentration --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailConcentration" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationConcentration" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationConcentration" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracConcentration" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}">Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}" selected>Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Concentration}} {{bonus=@{Concentrationbonus}}} {{comp=[[@{Concentration}]]}} {{DE1=[[1D10>@{Concentration}]]}} {{DE2=[[1D10>@{Concentration}]]}} {{DE3=[[1D10>@{Concentration}]]}} {{DE4=[[1D10>@{Concentration}]]}} {{DE5=[[1D10>@{Concentration}]]}} {{DE6=[[1D10>@{Concentration}]]}} {{DE7=[[2]]}} @{caracConcentration} @{formationConcentration}" name="roll_Concentration" class="buttonComp"></button>
Concentration
<input type="checkbox" name="attr_detailConcentration" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Concentration" value="10" max="10" min="7" />
<input type="hidden" name="attr_Concentrationbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Résolution}} {{bonus=@{Resolutionbonus}}} {{comp=[[@{Concentration}]]}} {{DE1=[[1D10>@{Resolution}]]}} {{DE2=[[1D10>@{Resolution}]]}} {{DE3=[[1D10>@{Resolution}]]}} {{DE4=[[1D10>@{Resolution}]]}} {{DE5=[[1D10>@{Resolution}]]}} {{DE6=[[1D10>@{Resolution}]]}} {{DE7=[[2]]}} @{caracConcentration} {{forme=forme}}" name="roll_Resolution" class="buttonComp"></button>
Résolution
<input class="compNumber" type="number" name="attr_Resolution" value="0" max="6" min="0" />
<input type="hidden" name="attr_Resolutionbonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_concentration">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomConcentration}}} {{bonus=@{RepeatingScoreConcentrationbonus}}} {{comp=[[@{RepeatingScoreConcentration}]]}} {{DE1=[[1D10>@{RepeatingScoreConcentration}]]}} {{DE2=[[1D10>@{RepeatingScoreConcentration}]]}} {{DE3=[[1D10>@{RepeatingScoreConcentration}]]}} {{DE4=[[1D10>@{RepeatingScoreConcentration}]]}} {{DE5=[[1D10>@{RepeatingScoreConcentration}]]}} {{DE6=[[1D10>@{RepeatingScoreConcentration}]]}} {{DE7=[[2]]}} @{caracConcentration} {{forme=forme}}" name="roll_RepeatingConcentration" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomConcentration"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreConcentration" value="0" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreConcentrationbonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Connaissances --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailConnaissances" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationConnaissances" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationConnaissances" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracConnaissances" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}">Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}" selected>Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Connaissances}} {{bonus=@{Connaissancesbonus}}} {{comp=[[@{Connaissances}]]}} {{DE1=[[1D10>@{Connaissances}]]}} {{DE2=[[1D10>@{Connaissances}]]}} {{DE3=[[1D10>@{Connaissances}]]}} {{DE4=[[1D10>@{Connaissances}]]}} {{DE5=[[1D10>@{Connaissances}]]}} {{DE6=[[1D10>@{Connaissances}]]}} {{DE7=[[2]]}} @{caracConnaissances} @{formationConnaissances}" name="roll_Connaissances" class="buttonComp"></button>
Connaissances
<input type="checkbox" name="attr_detailConnaissances" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Connaissances" value="9" max="10" min="7" />
<input type="hidden" name="attr_Connaissancesbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Animaux}} {{bonus=@{Animauxbonus}}} {{comp=[[@{Animaux}]]}} {{DE1=[[1D10>@{Animaux}]]}} {{DE2=[[1D10>@{Animaux}]]}} {{DE3=[[1D10>@{Animaux}]]}} {{DE4=[[1D10>@{Animaux}]]}} {{DE5=[[1D10>@{Animaux}]]}} {{DE6=[[1D10>@{Animaux}]]}} {{DE7=[[2]]}} @{caracConnaissances} {{forme=forme}}" name="roll_Animaux" class="buttonComp"></button>
Animaux
<input class="compNumber" type="number" name="attr_Animaux" value="0" max="6" min="0" />
<input type="hidden" name="attr_Animauxbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Médecine}} {{bonus=@{Medecinebonus}}} {{comp=[[@{Medecine}]]}} {{DE1=[[1D10>@{Medecine}]]}} {{DE2=[[1D10>@{Medecine}]]}} {{DE3=[[1D10>@{Medecine}]]}} {{DE4=[[1D10>@{Medecine}]]}} {{DE5=[[1D10>@{Medecine}]]}} {{DE6=[[1D10>@{Medecine}]]}} {{DE7=[[2]]}} @{caracConnaissances} {{forme=forme}}" name="roll_Medecine" class="buttonComp"></button>
Médecine
<input class="compNumber" type="number" name="attr_Medecine" value="0" max="6" min="0" />
<input type="hidden" name="attr_Medecinebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Monde}} {{bonus=@{Mondebonus}}} {{comp=[[@{Monde}]]}} {{DE1=[[1D10>@{Monde}]]}} {{DE2=[[1D10>@{Monde}]]}} {{DE3=[[1D10>@{Monde}]]}} {{DE4=[[1D10>@{Monde}]]}} {{DE5=[[1D10>@{Monde}]]}} {{DE6=[[1D10>@{Monde}]]}} {{DE7=[[2]]}} @{caracConnaissances} {{forme=forme}}" name="roll_Monde" class="buttonComp"></button>
Monde
<input class="compNumber" type="number" name="attr_Monde" value="0" max="6" min="0" />
<input type="hidden" name="attr_Mondebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Mystères}} {{bonus=@{Mysteresbonus}}} {{comp=[[@{Mysteres}]]}} {{DE1=[[1D10>@{Mysteres}]]}} {{DE2=[[1D10>@{Mysteres}]]}} {{DE3=[[1D10>@{Mysteres}]]}} {{DE4=[[1D10>@{Mysteres}]]}} {{DE5=[[1D10>@{Mysteres}]]}} {{DE6=[[1D10>@{Mysteres}]]}} {{DE7=[[2]]}} @{caracConnaissances} {{forme=forme}}" name="roll_Mysteres" class="buttonComp"></button>
Mystères
<input class="compNumber" type="number" name="attr_Mysteres" value="0" max="6" min="0" />
<input type="hidden" name="attr_Mysteresbonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_connaissances">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomConnaissances}}} {{comp=[[@{RepeatingScoreConnaissances}]]}} {{DE1=[[1D10>@{RepeatingScoreConnaissances}]]}} {{DE2=[[1D10>@{RepeatingScoreConnaissances}]]}} {{DE3=[[1D10>@{RepeatingScoreConnaissances}]]}} {{DE4=[[1D10>@{RepeatingScoreConnaissances}]]}} {{DE5=[[1D10>@{RepeatingScoreConnaissances}]]}} {{DE6=[[1D10>@{RepeatingScoreConnaissances}]]}} {{DE7=[[2]]}} @{caracConnaissances} {{forme=forme}}" name="roll_RepeatingConnaissances" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomConnaissances"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreConnaissances" value="0" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreConnaissancesbonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Corps-à-corps --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailCorpsACorps" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationCorpsACorps" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationCorpsACorps" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracCorpsACorps">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}" selected>Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Corps-à-corps}} {{bonus=@{CorpsACorpsbonus}}} {{comp=[[@{CorpsACorps}]]}} {{DE1=[[1D10>@{CorpsACorps}]]}} {{DE2=[[1D10>@{CorpsACorps}]]}} {{DE3=[[1D10>@{CorpsACorps}]]}} {{DE4=[[1D10>@{CorpsACorps}]]}} {{DE5=[[1D10>@{CorpsACorps}]]}} {{DE6=[[1D10>@{CorpsACorps}]]}} {{DE7=[[2]]}} @{caracCorpsACorps} @{formationCorpsACorps}" name="roll_CorpsACorps" class="buttonComp"></button>
Corps-à-corps
<input type="checkbox" name="attr_detailCorpsACorps" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_CorpsACorps" value="8" max="10" min="7" />
<input type="hidden" name="attr_CorpsACorpsbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Art martial}} {{bonus=@{ArtMartialbonus}}} {{comp=[[@{ArtMartial}]]}} {{DE1=[[1D10>@{ArtMartial}]]}} {{DE2=[[1D10>@{ArtMartial}]]}} {{DE3=[[1D10>@{ArtMartial}]]}} {{DE4=[[1D10>@{ArtMartial}]]}} {{DE5=[[1D10>@{ArtMartial}]]}} {{DE6=[[1D10>@{ArtMartial}]]}} {{DE7=[[2]]}} @{caracCorpsACorps} {{forme=forme}}" name="roll_ArtMartial" class="buttonComp"></button>
Art martial
<input class="compNumber" type="number" name="attr_ArtMartial" value="0" max="6" min="0" />
<input type="hidden" name="attr_ArtMartialbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Bagarre}} {{bonus=@{Bagarrebonus}}} {{comp=[[@{Bagarre}]]}} {{DE1=[[1D10>@{Bagarre}]]}} {{DE2=[[1D10>@{Bagarre}]]}} {{DE3=[[1D10>@{Bagarre}]]}} {{DE4=[[1D10>@{Bagarre}]]}} {{DE5=[[1D10>@{Bagarre}]]}} {{DE6=[[1D10>@{Bagarre}]]}} {{DE7=[[2]]}} @{caracCorpsACorps} {{forme=forme}}" name="roll_Bagarre" class="buttonComp"></button>
Bagarre
<input class="compNumber" type="number" name="attr_Bagarre" value="0" max="6" min="0" />
<input type="hidden" name="attr_Bagarrebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Boxe}} {{bonus=@{Boxebonus}}} {{comp=[[@{Boxe}]]}} {{DE1=[[1D10>@{Boxe}]]}} {{DE2=[[1D10>@{Boxe}]]}} {{DE3=[[1D10>@{Boxe}]]}} {{DE4=[[1D10>@{Boxe}]]}} {{DE5=[[1D10>@{Boxe}]]}} {{DE6=[[1D10>@{Boxe}]]}} {{DE7=[[2]]}} @{caracCorpsACorps} {{forme=forme}}" name="roll_Boxe" class="buttonComp"></button>
Boxe
<input class="compNumber" type="number" name="attr_Boxe" value="0" max="6" min="0" />
<input type="hidden" name="attr_Boxebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Mêlée}} {{bonus=@{Meleebonus}}} {{comp=[[@{Melee}]]}} {{DE1=[[1D10>@{Melee}]]}} {{DE2=[[1D10>@{Melee}]]}} {{DE3=[[1D10>@{Melee}]]}} {{DE4=[[1D10>@{Melee}]]}} {{DE5=[[1D10>@{Melee}]]}} {{DE6=[[1D10>@{Melee}]]}} {{DE7=[[2]]}} @{caracCorpsACorps} {{forme=forme}}" name="roll_Melee" class="buttonComp"></button>
Mêlée
<input class="compNumber" type="number" name="attr_Melee" value="0" max="6" min="0" />
<input type="hidden" name="attr_Meleebonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_corpsacorps">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomCorpsACorps}}} {{bonus=@{RepeatingScoreCorpsACorpsbonus}}} {{comp=[[@{RepeatingScoreCorpsACorps}]]}} {{DE1=[[1D10>@{RepeatingScoreCorpsACorps}]]}} {{DE2=[[1D10>@{RepeatingScoreCorpsACorps}]]}} {{DE3=[[1D10>@{RepeatingScoreCorpsACorps}]]}} {{DE4=[[1D10>@{RepeatingScoreCorpsACorps}]]}} {{DE5=[[1D10>@{RepeatingScoreCorpsACorps}]]}} {{DE6=[[1D10>@{RepeatingScoreCorpsACorps}]]}} {{DE7=[[2]]}} @{caracCorpsACorps} {{forme=forme}}" name="roll_RepeatingCorpsACorps" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomCorpsACorps"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreCorpsACorps" value="" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreCorpsACorpsbonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Crochetage --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailCrochetage" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationCrochetage" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationCrochetage" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracCrochetage" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}">Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}" selected>Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Crochetage}} {{bonus=@{Crochetagebonus}}} {{comp=[[@{Crochetage}]]}} {{DE1=[[1D10>@{Crochetage}]]}} {{DE2=[[1D10>@{Crochetage}]]}} {{DE3=[[1D10>@{Crochetage}]]}} {{DE4=[[1D10>@{Crochetage}]]}} {{DE5=[[1D10>@{Crochetage}]]}} {{DE6=[[1D10>@{Crochetage}]]}} {{DE7=[[2]]}} @{caracCrochetage} @{formationCrochetage}" name="roll_Crochetage" class="buttonComp"></button>
Crochetage
<input type="checkbox" name="attr_detailCrochetage" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Crochetage" value="10" max="10" min="7" />
<input type="hidden" name="attr_Crochetagebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Serrures électroniques}} {{bonus=@{SerruresElectroniquesbonus}}} {{comp=[[@{SerruresElectroniques}]]}} {{DE1=[[1D10>@{SerruresElectroniques}]]}} {{DE2=[[1D10>@{SerruresElectroniques}]]}} {{DE3=[[1D10>@{SerruresElectroniques}]]}} {{DE4=[[1D10>@{SerruresElectroniques}]]}} {{DE5=[[1D10>@{SerruresElectroniques}]]}} {{DE6=[[1D10>@{SerruresElectroniques}]]}} {{DE7=[[2]]}} @{caracCrochetage} {{forme=forme}}" name="roll_SerruresElectroniques" class="buttonComp"></button>
Serrures électroniques
<input class="compNumber" type="number" name="attr_SerruresElectroniques" value="0" max="6" min="0" />
<input type="hidden" name="attr_SerruresElectroniquesbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Serrures mécaniques}} {{bonus=@{SerruresMecaniquesbonus}}} {{comp=[[@{SerruresMecaniques}]]}} {{DE1=[[1D10>@{SerruresMecaniques}]]}} {{DE2=[[1D10>@{SerruresMecaniques}]]}} {{DE3=[[1D10>@{SerruresMecaniques}]]}} {{DE4=[[1D10>@{SerruresMecaniques}]]}} {{DE5=[[1D10>@{SerruresMecaniques}]]}} {{DE6=[[1D10>@{SerruresMecaniques}]]}} {{DE7=[[2]]}} @{caracCrochetage} {{forme=forme}}" name="roll_SerruresMecaniques" class="buttonComp"></button>
Serrures mécaniques
<input class="compNumber" type="number" name="attr_SerruresMecaniques" value="0" max="6" min="0" />
<input type="hidden" name="attr_SerruresMecaniquesbonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_crochetage">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomCrochetage}}} {{bonus=@{RepeatingScoreCrochetagebonus}}} {{comp=[[@{RepeatingScoreCrochetage}]]}} {{DE1=[[1D10>@{RepeatingScoreCrochetage}]]}} {{DE2=[[1D10>@{RepeatingScoreCrochetage}]]}} {{DE3=[[1D10>@{RepeatingScoreCrochetage}]]}} {{DE4=[[1D10>@{RepeatingScoreCrochetage}]]}} {{DE5=[[1D10>@{RepeatingScoreCrochetage}]]}} {{DE6=[[1D10>@{RepeatingScoreCrochetage}]]}} {{DE7=[[2]]}} @{caracCrochetage} {{forme=forme}}" name="roll_RepeatingCrochetage" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomCrochetage"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreCrochetage" value="0" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreCrochetagebonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Déguisement --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailDeguisement" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationDeguisement" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationDeguisement" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracDeguisement">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}">Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}" selected>Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Déguisement}} {{bonus=@{Deguisementbonus}}} {{comp=[[@{Deguisement}]]}} {{DE1=[[1D10>@{Deguisement}]]}} {{DE2=[[1D10>@{Deguisement}]]}} {{DE3=[[1D10>@{Deguisement}]]}} {{DE4=[[1D10>@{Deguisement}]]}} {{DE5=[[1D10>@{Deguisement}]]}} {{DE6=[[1D10>@{Deguisement}]]}} {{DE7=[[2]]}} @{caracDeguisement} @{formationDeguisement}" name="roll_Deguisement" class="buttonComp"></button>
Déguisement
<input type="checkbox" name="attr_detailDeguisement" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Deguisement" value="10" max="10" min="7" />
<input type="hidden" name="attr_Deguisementbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Allure}} {{bonus=@{Allurebonus}}} {{comp=[[@{Allure}]]}} {{DE1=[[1D10>@{Allure}]]}} {{DE2=[[1D10>@{Allure}]]}} {{DE3=[[1D10>@{Allure}]]}} {{DE4=[[1D10>@{Allure}]]}} {{DE5=[[1D10>@{Allure}]]}} {{DE6=[[1D10>@{Allure}]]}} {{DE7=[[2]]}} @{caracDeguisement} {{forme=forme}}" name="roll_Allure" class="buttonComp"></button>
Allure
<input class="compNumber" type="number" name="attr_Allure" value="0" max="6" min="0" />
<input type="hidden" name="attr_Allurebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Imitation}} {{bonus=@{Imitationbonus}}} {{comp=[[@{Imitation}]]}} {{DE1=[[1D10>@{Imitation}]]}} {{DE2=[[1D10>@{Imitation}]]}} {{DE3=[[1D10>@{Imitation}]]}} {{DE4=[[1D10>@{Imitation}]]}} {{DE5=[[1D10>@{Imitation}]]}} {{DE6=[[1D10>@{Imitation}]]}} {{DE7=[[2]]}} @{caracDeguisement} {{forme=forme}}" name="roll_Imitation" class="buttonComp"></button>
Imitation
<input class="compNumber" type="number" name="attr_Imitation" value="0" max="6" min="0" />
<input type="hidden" name="attr_Imitationbonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_Deguisement">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomDeguisement}}} {{bonus=@{RepeatingScoreDeguisementbonus}}} {{comp=[[@{RepeatingScoreDeguisement}]]}} {{DE1=[[1D10>@{RepeatingScoreDeguisement}]]}} {{DE2=[[1D10>@{RepeatingScoreDeguisement}]]}} {{DE3=[[1D10>@{RepeatingScoreDeguisement}]]}} {{DE4=[[1D10>@{RepeatingScoreDeguisement}]]}} {{DE5=[[1D10>@{RepeatingScoreDeguisement}]]}} {{DE6=[[1D10>@{RepeatingScoreDeguisement}]]}} {{DE7=[[2]]}} @{caracDeguisement} {{forme=forme}}" name="roll_RepeatingDeguisement" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomDeguisement"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreDeguisement" value="0" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreDeguisementbonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Discrétion --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailDiscretion" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationDiscretion" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationDiscretion" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracDiscretion" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}" selected>Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Discrétion}} {{bonus=@{Discretionbonus}}} {{comp=[[@{Discretion}]]}} {{DE1=[[1D10>@{Discretion}]]}} {{DE2=[[1D10>@{Discretion}]]}} {{DE3=[[1D10>@{Discretion}]]}} {{DE4=[[1D10>@{Discretion}]]}} {{DE5=[[1D10>@{Discretion}]]}} {{DE6=[[1D10>@{Discretion}]]}} {{DE7=[[2]]}} @{caracDiscretion} @{formationDiscretion}" name="roll_Discretion" class="buttonComp"></button>
Discrétion
<input type="checkbox" name="attr_detailDiscretion" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Discretion" value="10" max="10" min="7" />
<input type="hidden" name="attr_Discretionbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Escamotage}} {{bonus=@{Escamotagebonus}}} {{comp=[[@{Escamotage}]]}} {{DE1=[[1D10>@{Escamotage}]]}} {{DE2=[[1D10>@{Escamotage}]]}} {{DE3=[[1D10>@{Escamotage}]]}} {{DE4=[[1D10>@{Escamotage}]]}} {{DE5=[[1D10>@{Escamotage}]]}} {{DE6=[[1D10>@{Escamotage}]]}} {{DE7=[[2]]}} @{caracDiscretion} {{forme=forme}}" name="roll_Escamotage" class="buttonComp"></button>
Escamotage
<input class="compNumber" type="number" name="attr_Escamotage" value="0" max="6" min="0" />
<input type="hidden" name="attr_Escamotagebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Filature}} {{bonus=@{Filaturebonus}}} {{comp=[[@{Filature}]]}} {{DE1=[[1D10>@{Filature}]]}} {{DE2=[[1D10>@{Filature}]]}} {{DE3=[[1D10>@{Filature}]]}} {{DE4=[[1D10>@{Filature}]]}} {{DE5=[[1D10>@{Filature}]]}} {{DE6=[[1D10>@{Filature}]]}} {{DE7=[[2]]}} @{caracDiscretion} {{forme=forme}}" name="roll_Filature" class="buttonComp"></button>
Filature
<input class="compNumber" type="number" name="attr_Filature" value="0" max="6" min="0" />
<input type="hidden" name="attr_Filaturebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Pas de velours}} {{bonus=@{PasDeVelours}}} {{comp=[[@{PasDeVelours}]]}} {{DE1=[[1D10>@{PasDeVelours}]]}} {{DE2=[[1D10>@{PasDeVelours}]]}} {{DE3=[[1D10>@{PasDeVelours}]]}} {{DE4=[[1D10>@{PasDeVelours}]]}} {{DE5=[[1D10>@{PasDeVelours}]]}} {{DE6=[[1D10>@{PasDeVelours}]]}} {{DE7=[[2]]}} @{caracDiscretion} {{forme=forme}}" name="roll_PasDeVelours" class="buttonComp"></button>
Pas de velours
<input class="compNumber" type="number" name="attr_PasDeVelours" value="0" max="6" min="0" />
<input type="hidden" name="attr_PasDeVeloursbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Se cacher}} {{bonus=@{SeCacherbonus}}} {{comp=[[@{SeCacher}]]}} {{DE1=[[1D10>@{SeCacher}]]}} {{DE2=[[1D10>@{SeCacher}]]}} {{DE3=[[1D10>@{SeCacher}]]}} {{DE4=[[1D10>@{SeCacher}]]}} {{DE5=[[1D10>@{SeCacher}]]}} {{DE6=[[1D10>@{SeCacher}]]}} {{DE7=[[2]]}} @{caracDiscretion} {{forme=forme}}" name="roll_SeCacher" class="buttonComp"></button>
Se cacher
<input class="compNumber" type="number" name="attr_SeCacher" value="0" max="6" min="0" />
<input type="hidden" name="attr_SeCacherbonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_Discretion">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomDiscretion}}} {{bonus=@{RepeatingScoreDiscretionbonus}}} {{comp=[[@{RepeatingScoreDiscretion}]]}} {{DE1=[[1D10>@{RepeatingScoreDiscretion}]]}} {{DE2=[[1D10>@{RepeatingScoreDiscretion}]]}} {{DE3=[[1D10>@{RepeatingScoreDiscretion}]]}} {{DE4=[[1D10>@{RepeatingScoreDiscretion}]]}} {{DE5=[[1D10>@{RepeatingScoreDiscretion}]]}} {{DE6=[[1D10>@{RepeatingScoreDiscretion}]]}} {{DE7=[[2]]}} @{caracDiscretion} {{forme=forme}}" name="roll_RepeatingDiscretion" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomDiscretion"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreDiscretion" value="0" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreDiscretionbonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Éloquence --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailEloquence" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationEloquence" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationEloquence" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracEloquence" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}">Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}" selected>Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
<option value="{{carac=[[@{ptsStatut}]]}} {{nomCarac=Statut}}">Statut</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Éloquence}} {{bonus=@{Eloquencebonus}}} {{comp=[[@{Eloquence}]]}} {{DE1=[[1D10>@{Eloquence}]]}} {{DE2=[[1D10>@{Eloquence}]]}} {{DE3=[[1D10>@{Eloquence}]]}} {{DE4=[[1D10>@{Eloquence}]]}} {{DE5=[[1D10>@{Eloquence}]]}} {{DE6=[[1D10>@{Eloquence}]]}} {{DE7=[[2]]}} @{caracEloquence} @{formationEloquence}" name="roll_Eloquence" class="buttonComp"></button>
Éloquence
<input type="checkbox" name="attr_detailEloquence" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Eloquence" value="9" max="10" min="7" />
<input type="hidden" name="attr_Eloquencebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Étiquette}} {{bonus=@{Etiquettebonus}}} {{comp=[[@{Etiquette}]]}} {{DE1=[[1D10>@{Etiquette}]]}} {{DE2=[[1D10>@{Etiquette}]]}} {{DE3=[[1D10>@{Etiquette}]]}} {{DE4=[[1D10>@{Etiquette}]]}} {{DE5=[[1D10>@{Etiquette}]]}} {{DE6=[[1D10>@{Etiquette}]]}} {{DE7=[[2]]}} @{caracEloquence} {{forme=forme}}" name="roll_Etiquette" class="buttonComp"></button>
Étiquette
<input class="compNumber" type="number" name="attr_Etiquette" value="0" max="6" min="0" />
<input type="hidden" name="attr_Etiquettebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Intimidation}} {{bonus=@{Intimidationbonus}}} {{comp=[[@{Intimidation}]]}} {{DE1=[[1D10>@{Intimidation}]]}} {{DE2=[[1D10>@{Intimidation}]]}} {{DE3=[[1D10>@{Intimidation}]]}} {{DE4=[[1D10>@{Intimidation}]]}} {{DE5=[[1D10>@{Intimidation}]]}} {{DE6=[[1D10>@{Intimidation}]]}} {{DE7=[[2]]}} @{caracEloquence} {{forme=forme}}" name="roll_Intimidation" class="buttonComp"></button>
Intimidation
<input class="compNumber" type="number" name="attr_Intimidation" value="0" max="6" min="0" />
<input type="hidden" name="attr_Intimidationbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Mensonge}} {{bonus=@{Mensongebonus}}} {{comp=[[@{Mensonge}]]}} {{DE1=[[1D10>@{Mensonge}]]}} {{DE2=[[1D10>@{Mensonge}]]}} {{DE3=[[1D10>@{Mensonge}]]}} {{DE4=[[1D10>@{Mensonge}]]}} {{DE5=[[1D10>@{Mensonge}]]}} {{DE6=[[1D10>@{Mensonge}]]}} {{DE7=[[2]]}} @{caracEloquence} {{forme=forme}}" name="roll_Mensonge" class="buttonComp"></button>
Mensonge
<input class="compNumber" type="number" name="attr_Mensonge" value="0" max="6" min="0" />
<input type="hidden" name="attr_Mensongebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Négociation}} {{bonus=@{Negociationbonus}}} {{comp=[[@{Negociation}]]}} {{DE1=[[1D10>@{Negociation}]]}} {{DE2=[[1D10>@{Negociation}]]}} {{DE3=[[1D10>@{Negociation}]]}} {{DE4=[[1D10>@{Negociation}]]}} {{DE5=[[1D10>@{Negociation}]]}} {{DE6=[[1D10>@{Negociation}]]}} {{DE7=[[2]]}} @{caracEloquence} {{forme=forme}}" name="roll_Negociation" class="buttonComp"></button>
Négociation
<input class="compNumber" type="number" name="attr_Negociation" value="0" max="6" min="0" />
<input type="hidden" name="attr_Negociationbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Persuasion}} {{bonus=@{Persuasionbonus}}} {{comp=[[@{Persuasion}]]}} {{DE1=[[1D10>@{Persuasion}]]}} {{DE2=[[1D10>@{Persuasion}]]}} {{DE3=[[1D10>@{Persuasion}]]}} {{DE4=[[1D10>@{Persuasion}]]}} {{DE5=[[1D10>@{Persuasion}]]}} {{DE6=[[1D10>@{Persuasion}]]}} {{DE7=[[2]]}} @{caracEloquence} {{forme=forme}}" name="roll_Persuasion" class="buttonComp"></button>
Persuasion
<input class="compNumber" type="number" name="attr_Persuasion" value="0" max="6" min="0" />
<input type="hidden" name="attr_Persuasionbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Séduction}} {{bonus=@{Seductionbonus}}} {{comp=[[@{Seduction}]]}} {{DE1=[[1D10>@{Seduction}]]}} {{DE2=[[1D10>@{Seduction}]]}} {{DE3=[[1D10>@{Seduction}]]}} {{DE4=[[1D10>@{Seduction}]]}} {{DE5=[[1D10>@{Seduction}]]}} {{DE6=[[1D10>@{Seduction}]]}} {{DE7=[[2]]}} @{caracEloquence} {{forme=forme}}" name="roll_Seduction" class="buttonComp"></button>
Séduction
<input class="compNumber" type="number" name="attr_Seduction" value="0" max="6" min="0" />
<input type="hidden" name="attr_Seductionbonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_Eloquence">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomEloquence}}} {{bonus=@{RepeatingScoreEloquencebonus}}} {{comp=[[@{RepeatingScoreEloquence}]]}} {{DE1=[[1D10>@{RepeatingScoreEloquence}]]}} {{DE2=[[1D10>@{RepeatingScoreEloquence}]]}} {{DE3=[[1D10>@{RepeatingScoreEloquence}]]}} {{DE4=[[1D10>@{RepeatingScoreEloquence}]]}} {{DE5=[[1D10>@{RepeatingScoreEloquence}]]}} {{DE6=[[1D10>@{RepeatingScoreEloquence}]]}} {{DE7=[[2]]}} @{caracEloquence} {{forme=forme}}" name="roll_RepeatingEloquence" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomEloquence"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreEloquence" value="0" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreEloquencebonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Enquête --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailEnquete" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationEnquete" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationEnquete" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracEnquete" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}">Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}" selected>Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Enquête}} {{bonus=@{Enquetebonus}}} {{comp=[[@{Enquete}]]}} {{DE1=[[1D10>@{Enquete}]]}} {{DE2=[[1D10>@{Enquete}]]}} {{DE3=[[1D10>@{Enquete}]]}} {{DE4=[[1D10>@{Enquete}]]}} {{DE5=[[1D10>@{Enquete}]]}} {{DE6=[[1D10>@{Enquete}]]}} {{DE7=[[2]]}} @{caracEnquete} @{formationEnquete}" name="roll_Enquete" class="buttonComp"></button>
Enquête
<input type="checkbox" name="attr_detailEnquete" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Enquete" value="10" max="10" min="7" />
<input type="hidden" name="attr_Enquetebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Étude}} {{bonus=@{Etudebonus}}} {{comp=[[@{Etude}]]}} {{DE1=[[1D10>@{Etude}]]}} {{DE2=[[1D10>@{Etude}]]}} {{DE3=[[1D10>@{Etude}]]}} {{DE4=[[1D10>@{Etude}]]}} {{DE5=[[1D10>@{Etude}]]}} {{DE6=[[1D10>@{Etude}]]}} {{DE7=[[2]]}} @{caracEnquete} {{forme=forme}}" name="roll_Etude" class="buttonComp"></button>
Étude
<input class="compNumber" type="number" name="attr_Etude" value="0" max="6" min="0" />
<input type="hidden" name="attr_Etudebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Investigation}} {{bonus=@{Investigationbonus}}} {{comp=[[@{Investigation}]]}} {{DE1=[[1D10>@{Investigation}]]}} {{DE2=[[1D10>@{Investigation}]]}} {{DE3=[[1D10>@{Investigation}]]}} {{DE4=[[1D10>@{Investigation}]]}} {{DE5=[[1D10>@{Investigation}]]}} {{DE6=[[1D10>@{Investigation}]]}} {{DE7=[[2]]}} @{caracEnquete} {{forme=forme}}" name="roll_Investigation" class="buttonComp"></button>
Investigation
<input class="compNumber" type="number" name="attr_Investigation" value="0" max="6" min="0" />
<input type="hidden" name="attr_Investigationbonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_Enquete">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomEnquete}}} {{bonus=@{RepeatingScoreEnquetebonus}}} {{comp=[[@{RepeatingScoreEnquete}]]}} {{DE1=[[1D10>@{RepeatingScoreEnquete}]]}} {{DE2=[[1D10>@{RepeatingScoreEnquete}]]}} {{DE3=[[1D10>@{RepeatingScoreEnquete}]]}} {{DE4=[[1D10>@{RepeatingScoreEnquete}]]}} {{DE5=[[1D10>@{RepeatingScoreEnquete}]]}} {{DE6=[[1D10>@{RepeatingScoreEnquete}]]}} {{DE7=[[2]]}} @{caracEnquete} {{forme=forme}}" name="roll_RepeatingEnquete" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomEnquete"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreEnquete" value="0" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreEnquetebonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Esquive --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailEsquive" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationEsquive" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationEsquive" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracEsquive" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}" selected>Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Esquive}} {{bonus=@{Esquivebonus}}} {{comp=[[@{Esquive}]]}} {{DE1=[[1D10>@{Esquive}]]}} {{DE2=[[1D10>@{Esquive}]]}} {{DE3=[[1D10>@{Esquive}]]}} {{DE4=[[1D10>@{Esquive}]]}} {{DE5=[[1D10>@{Esquive}]]}} {{DE6=[[1D10>@{Esquive}]]}} {{DE7=[[2]]}} @{caracEsquive} @{formationEsquive}" name="roll_Esquive" class="buttonComp"></button>
Esquive
<input type="checkbox" name="attr_detailEsquive" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Esquive" value="9" max="10" min="7" />
<input type="hidden" name="attr_Esquivebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Esquive Corps-à-corps}} {{bonus=@{EsquiveCorpsACorpsbonus}}} {{comp=[[@{EsquiveCorpsACorps}]]}} {{DE1=[[1D10>@{EsquiveCorpsACorps}]]}} {{DE2=[[1D10>@{EsquiveCorpsACorps}]]}} {{DE3=[[1D10>@{EsquiveCorpsACorps}]]}} {{DE4=[[1D10>@{EsquiveCorpsACorps}]]}} {{DE5=[[1D10>@{EsquiveCorpsACorps}]]}} {{DE6=[[1D10>@{EsquiveCorpsACorps}]]}} {{DE7=[[2]]}} @{caracEsquive} {{forme=forme}}" name="roll_EsquiveCorpsACorps" class="buttonComp"></button>
Corps-à-corps
<input class="compNumber" type="number" name="attr_EsquiveCorpsACorps" value="0" max="6" min="0" />
<input type="hidden" name="attr_EsquiveCorpsACorpsbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Esquive Explosion}} {{bonus=@{EsquiveExplosionbonus}}} {{comp=[[@{EsquiveExplosion}]]}} {{DE1=[[1D10>@{EsquiveExplosion}]]}} {{DE2=[[1D10>@{EsquiveExplosion}]]}} {{DE3=[[1D10>@{EsquiveExplosion}]]}} {{DE4=[[1D10>@{EsquiveExplosion}]]}} {{DE5=[[1D10>@{EsquiveExplosion}]]}} {{DE6=[[1D10>@{EsquiveExplosion}]]}} {{DE7=[[2]]}} @{caracEsquive} {{forme=forme}}" name="roll_EsquiveExplosion" class="buttonComp"></button>
Explosion
<input class="compNumber" type="number" name="attr_EsquiveExplosion" value="0" max="6" min="0" />
<input type="hidden" name="attr_EsquiveExplosionbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Esquive Tir}} {{bonus=@{EsquiveTirbonus}}} {{comp=[[@{EsquiveTir}]]}} {{DE1=[[1D10>@{EsquiveTir}]]}} {{DE2=[[1D10>@{EsquiveTir}]]}} {{DE3=[[1D10>@{EsquiveTir}]]}} {{DE4=[[1D10>@{EsquiveTir}]]}} {{DE5=[[1D10>@{EsquiveTir}]]}} {{DE6=[[1D10>@{EsquiveTir}]]}} {{DE7=[[2]]}} @{caracEsquive} {{forme=forme}}" name="roll_EsquiveTir" class="buttonComp"></button>
Tir
<input class="compNumber" type="number" name="attr_EsquiveTir" value="0" max="6" min="0" />
<input type="hidden" name="attr_EsquiveTirbonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_Esquive">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomEsquive}}} {{bonus=@{RepeatingScoreEsquivebonus}}} {{comp=[[@{RepeatingScoreEsquive}]]}} {{DE1=[[1D10>@{RepeatingScoreEsquive}]]}} {{DE2=[[1D10>@{RepeatingScoreEsquive}]]}} {{DE3=[[1D10>@{RepeatingScoreEsquive}]]}} {{DE4=[[1D10>@{RepeatingScoreEsquive}]]}} {{DE5=[[1D10>@{RepeatingScoreEsquive}]]}} {{DE6=[[1D10>@{RepeatingScoreEsquive}]]}} {{DE7=[[2]]}} @{caracEsquive} {{forme=forme}}" name="roll_RepeatingEsquive" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomEsquive"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreEsquive" value="0" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreEsquivebonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Évasion --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailEvasion" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationEvasion" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationEvasion" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracEvasion" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}" selected>Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Évasion}} {{bonus=@{Evasionbonus}}} {{comp=[[@{Evasion}]]}} {{DE1=[[1D10>@{Evasion}]]}} {{DE2=[[1D10>@{Evasion}]]}} {{DE3=[[1D10>@{Evasion}]]}} {{DE4=[[1D10>@{Evasion}]]}} {{DE5=[[1D10>@{Evasion}]]}} {{DE6=[[1D10>@{Evasion}]]}} {{DE7=[[2]]}} @{caracEvasion} @{formationEvasion}" name="roll_Evasion" class="buttonComp"></button>
Évasion
<input type="checkbox" name="attr_detailEvasion" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Evasion" value="10" max="10" min="7" />
<input type="hidden" name="attr_Evasionbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Contorsion}} {{bonus=@{Contorsionbonus}}} {{comp=[[@{Contorsion}]]}} {{DE1=[[1D10>@{Contorsion}]]}} {{DE2=[[1D10>@{Contorsion}]]}} {{DE3=[[1D10>@{Contorsion}]]}} {{DE4=[[1D10>@{Contorsion}]]}} {{DE5=[[1D10>@{Contorsion}]]}} {{DE6=[[1D10>@{Contorsion}]]}} {{DE7=[[2]]}} @{caracEvasion} {{forme=forme}}" name="roll_Contorsion" class="buttonComp"></button>
Contorsion
<input class="compNumber" type="number" name="attr_Contorsion" value="0" max="6" min="0" />
<input type="hidden" name="attr_Contorsionbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Se détacher}} {{bonus=@{SeDetacherbonus}}} {{comp=[[@{SeDetacher}]]}} {{DE1=[[1D10>@{SeDetacher}]]}} {{DE2=[[1D10>@{SeDetacher}]]}} {{DE3=[[1D10>@{SeDetacher}]]}} {{DE4=[[1D10>@{SeDetacher}]]}} {{DE5=[[1D10>@{SeDetacher}]]}} {{DE6=[[1D10>@{SeDetacher}]]}} {{DE7=[[2]]}} @{caracEvasion} {{forme=forme}}" name="roll_SeDetacher" class="buttonComp"></button>
Se détacher
<input class="compNumber" type="number" name="attr_SeDetacher" value="0" max="6" min="0" />
<input type="hidden" name="attr_SeDetacherbonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_Evasion">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomEvasion}}} {{bonus=@{RepeatingScoreEvasionbonus}}} {{comp=[[@{RepeatingScoreEvasion}]]}} {{DE1=[[1D10>@{RepeatingScoreEvasion}]]}} {{DE2=[[1D10>@{RepeatingScoreEvasion}]]}} {{DE3=[[1D10>@{RepeatingScoreEvasion}]]}} {{DE4=[[1D10>@{RepeatingScoreEvasion}]]}} {{DE5=[[1D10>@{RepeatingScoreEvasion}]]}} {{DE6=[[1D10>@{RepeatingScoreEvasion}]]}} {{DE7=[[2]]}} @{caracEvasion} {{forme=forme}}" name="roll_RepeatingEvasion" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomEvasion"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreEvasion" value="0" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreEvasionbonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Pilotage --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailPilotage" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationPilotage" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationPilotage" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracPilotage" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}">Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}" selected>Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Pilotage}} {{bonus=@{Pilotagebonus}}} {{comp=[[@{Pilotage}]]}} {{DE1=[[1D10>@{Pilotage}]]}} {{DE2=[[1D10>@{Pilotage}]]}} {{DE3=[[1D10>@{Pilotage}]]}} {{DE4=[[1D10>@{Pilotage}]]}} {{DE5=[[1D10>@{Pilotage}]]}} {{DE6=[[1D10>@{Pilotage}]]}} {{DE7=[[2]]}} @{caracPilotage} @{formationPilotage}" name="roll_Pilotage" class="buttonComp"></button>
Pilotage
<input type="checkbox" name="attr_detailPilotage" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Pilotage" value="9" max="10" min="7" />
<input type="hidden" name="attr_Pilotagebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Aérodyne}} {{bonus=@{Aerodynebonus}}} {{comp=[[@{Aerodyne}]]}} {{DE1=[[1D10>@{Aerodyne}]]}} {{DE2=[[1D10>@{Aerodyne}]]}} {{DE3=[[1D10>@{Aerodyne}]]}} {{DE4=[[1D10>@{Aerodyne}]]}} {{DE5=[[1D10>@{Aerodyne}]]}} {{DE6=[[1D10>@{Aerodyne}]]}} {{DE7=[[2]]}} @{caracPilotage} {{forme=forme}}" name="roll_Aerodyne" class="buttonComp"></button>
Aérodyne
<input class="compNumber" type="number" name="attr_Aerodyne" value="0" max="6" min="0" />
<input type="hidden" name="attr_Aerodynebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Avion}} {{bonus=@{Avionbonus}}} {{comp=[[@{Avion}]]}} {{DE1=[[1D10>@{Avion}]]}} {{DE2=[[1D10>@{Avion}]]}} {{DE3=[[1D10>@{Avion}]]}} {{DE4=[[1D10>@{Avion}]]}} {{DE5=[[1D10>@{Avion}]]}} {{DE6=[[1D10>@{Avion}]]}} {{DE7=[[2]]}} @{caracPilotage} {{forme=forme}}" name="roll_Avion" class="buttonComp"></button>
Avion
<input class="compNumber" type="number" name="attr_Avion" value="0" max="6" min="0" />
<input type="hidden" name="attr_Avionbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Bateau}} {{bonus=@{Bateaubonus}}} {{comp=[[@{Bateau}]]}} {{DE1=[[1D10>@{Bateau}]]}} {{DE2=[[1D10>@{Bateau}]]}} {{DE3=[[1D10>@{Bateau}]]}} {{DE4=[[1D10>@{Bateau}]]}} {{DE5=[[1D10>@{Bateau}]]}} {{DE6=[[1D10>@{Bateau}]]}} {{DE7=[[2]]}} @{caracPilotage} {{forme=forme}}" name="roll_Bateau" class="buttonComp"></button>
Bateau
<input class="compNumber" type="number" name="attr_Bateau" value="0" max="6" min="0" />
<input type="hidden" name="attr_Bateaubonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Calèche}} {{bonus=@{Calechebonus}}} {{comp=[[@{Caleche}]]}} {{DE1=[[1D10>@{Caleche}]]}} {{DE2=[[1D10>@{Caleche}]]}} {{DE3=[[1D10>@{Caleche}]]}} {{DE4=[[1D10>@{Caleche}]]}} {{DE5=[[1D10>@{Caleche}]]}} {{DE6=[[1D10>@{Caleche}]]}} {{DE7=[[2]]}} @{caracPilotage} {{forme=forme}}" name="roll_Caleche" class="buttonComp"></button>
Calèche
<input class="compNumber" type="number" name="attr_Caleche" value="0" max="6" min="0" />
<input type="hidden" name="attr_Calechebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Coche}} {{bonus=@{Cochebonus}}} {{comp=[[@{Coche}]]}} {{DE1=[[1D10>@{Coche}]]}} {{DE2=[[1D10>@{Coche}]]}} {{DE3=[[1D10>@{Coche}]]}} {{DE4=[[1D10>@{Coche}]]}} {{DE5=[[1D10>@{Coche}]]}} {{DE6=[[1D10>@{Coche}]]}} {{DE7=[[2]]}} @{caracPilotage} {{forme=forme}}" name="roll_Coche" class="buttonComp"></button>
Coche
<input class="compNumber" type="number" name="attr_Coche" value="0" max="6" min="0" />
<input type="hidden" name="attr_Cochebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Équitation}} {{bonus=@{Equitationbonus}}} {{comp=[[@{Equitation}]]}} {{DE1=[[1D10>@{Equitation}]]}} {{DE2=[[1D10>@{Equitation}]]}} {{DE3=[[1D10>@{Equitation}]]}} {{DE4=[[1D10>@{Equitation}]]}} {{DE5=[[1D10>@{Equitation}]]}} {{DE6=[[1D10>@{Equitation}]]}} {{DE7=[[2]]}} @{caracPilotage} {{forme=forme}}" name="roll_Equitation" class="buttonComp"></button>
Équitation
<input class="compNumber" type="number" name="attr_Equitation" value="0" max="6" min="0" />
<input type="hidden" name="attr_Equitationbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Moto}} {{bonus=@{Motobonus}}} {{comp=[[@{Moto}]]}} {{DE1=[[1D10>@{Moto}]]}} {{DE2=[[1D10>@{Moto}]]}} {{DE3=[[1D10>@{Moto}]]}} {{DE4=[[1D10>@{Moto}]]}} {{DE5=[[1D10>@{Moto}]]}} {{DE6=[[1D10>@{Moto}]]}} {{DE7=[[2]]}} @{caracPilotage} {{forme=forme}}" name="roll_Moto" class="buttonComp"></button>
Moto
<input class="compNumber" type="number" name="attr_Moto" value="0" max="6" min="0" />
<input type="hidden" name="attr_Motobonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_Pilotage">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomPilotage}}} {{bonus=@{RepeatingScorePilotagebonus}}} {{comp=[[@{RepeatingScorePilotage}]]}} {{DE1=[[1D10>@{RepeatingScorePilotage}]]}} {{DE2=[[1D10>@{RepeatingScorePilotage}]]}} {{DE3=[[1D10>@{RepeatingScorePilotage}]]}} {{DE4=[[1D10>@{RepeatingScorePilotage}]]}} {{DE5=[[1D10>@{RepeatingScorePilotage}]]}} {{DE6=[[1D10>@{RepeatingScorePilotage}]]}} {{DE7=[[2]]}} @{caracPilotage} {{forme=forme}}" name="roll_RepeatingPilotage" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomPilotage"/>
<input class="compNumber" type="number" name="attr_RepeatingScorePilotage" value="0" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScorePilotagebonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Recherche --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailRecherche" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationRecherche" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationRecherche" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracRecherche" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}">Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}" selected>Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Recherche}} {{bonus=@{Recherchebonus}}} {{comp=[[@{Recherche}]]}} {{DE1=[[1D10>@{Recherche}]]}} {{DE2=[[1D10>@{Recherche}]]}} {{DE3=[[1D10>@{Recherche}]]}} {{DE4=[[1D10>@{Recherche}]]}} {{DE5=[[1D10>@{Recherche}]]}} {{DE6=[[1D10>@{Recherche}]]}} {{DE7=[[2]]}} @{caracRecherche} @{formationRecherche}" name="roll_Recherche" class="buttonComp"></button>
Recherche
<input type="checkbox" name="attr_detailRecherche" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Recherche" value="8" max="10" min="7" />
<input type="hidden" name="attr_Recherchebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Fouille}} {{bonus=@{Fouillebonus}}} {{comp=[[@{Fouille}]]}} {{DE1=[[1D10>@{Fouille}]]}} {{DE2=[[1D10>@{Fouille}]]}} {{DE3=[[1D10>@{Fouille}]]}} {{DE4=[[1D10>@{Fouille}]]}} {{DE5=[[1D10>@{Fouille}]]}} {{DE6=[[1D10>@{Fouille}]]}} {{DE7=[[2]]}} @{caracRecherche} {{forme=forme}}" name="roll_Fouille" class="buttonComp"></button>
Fouille
<input class="compNumber" type="number" name="attr_Fouille" value="0" max="10" min="0" />
<input type="hidden" name="attr_Fouillebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Pistage}} {{bonus=@{Pistagebonus}}} {{comp=[[@{Pistage}]]}} {{DE1=[[1D10>@{Pistage}]]}} {{DE2=[[1D10>@{Pistage}]]}} {{DE3=[[1D10>@{Pistage}]]}} {{DE4=[[1D10>@{Pistage}]]}} {{DE5=[[1D10>@{Pistage}]]}} {{DE6=[[1D10>@{Pistage}]]}} {{DE7=[[2]]}} @{caracRecherche} {{forme=forme}}" name="roll_Pistage" class="buttonComp"></button>
Pistage
<input class="compNumber" type="number" name="attr_Pistage" value="0" max="10" min="0" />
<input type="hidden" name="attr_Pistagebonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_Recherche">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomRecherche}}} {{bonus=@{RepeatingScoreRecherchebonus}}} {{comp=[[@{RepeatingScoreRecherche}]]}} {{DE1=[[1D10>@{RepeatingScoreRecherche}]]}} {{DE2=[[1D10>@{RepeatingScoreRecherche}]]}} {{DE3=[[1D10>@{RepeatingScoreRecherche}]]}} {{DE4=[[1D10>@{RepeatingScoreRecherche}]]}} {{DE5=[[1D10>@{RepeatingScoreRecherche}]]}} {{DE6=[[1D10>@{RepeatingScoreRecherche}]]}} {{DE7=[[2]]}} @{caracRecherche} {{forme=forme}}" name="roll_RepeatingRecherche" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomRecherche"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreRecherche" value="0" max="10" min="0" />
<input type="hidden" name="attr_RepeatingScoreRecherchebonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Sagacité --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailSagacite" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationSagacite" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationSagacite" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracSagacite" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}">Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}" selected>Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Sagacité}} {{bonus=@{Sagacitebonus}}} {{comp=[[@{Sagacite}]]}} {{DE1=[[1D10>@{Sagacite}]]}} {{DE2=[[1D10>@{Sagacite}]]}} {{DE3=[[1D10>@{Sagacite}]]}} {{DE4=[[1D10>@{Sagacite}]]}} {{DE5=[[1D10>@{Sagacite}]]}} {{DE6=[[1D10>@{Sagacite}]]}} {{DE7=[[2]]}} @{caracSagacite} @{formationSagacite}" name="roll_Sagacite" class="buttonComp"></button>
Sagacité
<input type="checkbox" name="attr_detailSagacite" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Sagacite" value="8" max="10" min="7" />
<input type="hidden" name="attr_Sagacitebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Manipulation}} {{bonus=@{Manipulationbonus}}} {{comp=[[@{Manipulation}]]}} {{DE1=[[1D10>@{Manipulation}]]}} {{DE2=[[1D10>@{Manipulation}]]}} {{DE3=[[1D10>@{Manipulation}]]}} {{DE4=[[1D10>@{Manipulation}]]}} {{DE5=[[1D10>@{Manipulation}]]}} {{DE6=[[1D10>@{Manipulation}]]}} {{DE7=[[2]]}} @{caracSagacite} {{forme=forme}}" name="roll_Manipulation" class="buttonComp"></button>
Manipulation
<input class="compNumber" type="number" name="attr_Manipulation" value="0" max="6" min="0" />
<input type="hidden" name="attr_Manipulationbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Psychologie}} {{bonus=@{Psychologiebonus}}} {{comp=[[@{Psychologie}]]}} {{DE1=[[1D10>@{Psychologie}]]}} {{DE2=[[1D10>@{Psychologie}]]}} {{DE3=[[1D10>@{Psychologie}]]}} {{DE4=[[1D10>@{Psychologie}]]}} {{DE5=[[1D10>@{Psychologie}]]}} {{DE6=[[1D10>@{Psychologie}]]}} {{DE7=[[2]]}} @{caracSagacite} {{forme=forme}}" name="roll_Psychologie" class="buttonComp"></button>
Psychologie
<input class="compNumber" type="number" name="attr_Psychologie" value="0" max="6" min="0" />
<input type="hidden" name="attr_Psychologiebonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_Sagacite">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomSagacite}}} {{bonus=@{RepeatingScoreSagacitebonus}}} {{comp=[[@{RepeatingScoreSagacite}]]}} {{DE1=[[1D10>@{RepeatingScoreSagacite}]]}} {{DE2=[[1D10>@{RepeatingScoreSagacite}]]}} {{DE3=[[1D10>@{RepeatingScoreSagacite}]]}} {{DE4=[[1D10>@{RepeatingScoreSagacite}]]}} {{DE5=[[1D10>@{RepeatingScoreSagacite}]]}} {{DE6=[[1D10>@{RepeatingScoreSagacite}]]}} {{DE7=[[2]]}} @{caracSagacite} {{forme=forme}}" name="roll_RepeatingSagacite" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomSagacite"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreSagacite" value="0" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreSagacitebonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Soins --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailSoins" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationSoins" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationSoins" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracSoins" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}">Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}" selected>Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Soins}} {{bonus=@{Soinsbonus}}} {{comp=[[@{Soins}]]}} {{DE1=[[1D10>@{Soins}]]}} {{DE2=[[1D10>@{Soins}]]}} {{DE3=[[1D10>@{Soins}]]}} {{DE4=[[1D10>@{Soins}]]}} {{DE5=[[1D10>@{Soins}]]}} {{DE6=[[1D10>@{Soins}]]}} {{DE7=[[2]]}} @{caracSoins} @{formationSoins}" name="roll_Soins" class="buttonComp"></button>
Soins
<input type="checkbox" name="attr_detailSoins" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Soins" value="10" max="10" min="7" />
<input type="hidden" name="attr_Soinsbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Chirurgie}} {{bonus=@{Chirurgiebonus}}} {{comp=[[@{Chirurgie}]]}} {{DE1=[[1D10>@{Chirurgie}]]}} {{DE2=[[1D10>@{Chirurgie}]]}} {{DE3=[[1D10>@{Chirurgie}]]}} {{DE4=[[1D10>@{Chirurgie}]]}} {{DE5=[[1D10>@{Chirurgie}]]}} {{DE6=[[1D10>@{Chirurgie}]]}} {{DE7=[[2]]}} @{caracSoins} {{forme=forme}}" name="roll_Chirurgie" class="buttonComp"></button>
Chirurgie
<input class="compNumber" type="number" name="attr_Chirurgie" value="0" max="6" min="0" />
<input type="hidden" name="attr_Chirurgiebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Pathologie}} {{bonus=@{Pathologiebonus}}} {{comp=[[@{Pathologie}]]}} {{DE1=[[1D10>@{Pathologie}]]}} {{DE2=[[1D10>@{Pathologie}]]}} {{DE3=[[1D10>@{Pathologie}]]}} {{DE4=[[1D10>@{Pathologie}]]}} {{DE5=[[1D10>@{Pathologie}]]}} {{DE6=[[1D10>@{Pathologie}]]}} {{DE7=[[2]]}} @{caracSoins} {{forme=forme}}" name="roll_Pathologie" class="buttonComp"></button>
Pathologie
<input class="compNumber" type="number" name="attr_Pathologie" value="0" max="6" min="0" />
<input type="hidden" name="attr_Pathologiebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Premiers secours}} {{bonus=@{PremiersSecoursbonus}}} {{comp=[[@{PremiersSecours}]]}} {{DE1=[[1D10>@{PremiersSecours}]]}} {{DE2=[[1D10>@{PremiersSecours}]]}} {{DE3=[[1D10>@{PremiersSecours}]]}} {{DE4=[[1D10>@{PremiersSecours}]]}} {{DE5=[[1D10>@{PremiersSecours}]]}} {{DE6=[[1D10>@{PremiersSecours}]]}} {{DE7=[[2]]}} @{caracSoins} {{forme=forme}}" name="roll_PremiersSecours" class="buttonComp"></button>
Premiers secours
<input class="compNumber" type="number" name="attr_PremiersSecours" value="0" max="6" min="0" />
<input type="hidden" name="attr_PremiersSecoursbonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_Soins">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomSoins}}} {{bonus=@{RepeatingScoreSoinsbonus}}} {{comp=[[@{RepeatingScoreSoins}]]}} {{DE1=[[1D10>@{RepeatingScoreSoins}]]}} {{DE2=[[1D10>@{RepeatingScoreSoins}]]}} {{DE3=[[1D10>@{RepeatingScoreSoins}]]}} {{DE4=[[1D10>@{RepeatingScoreSoins}]]}} {{DE5=[[1D10>@{RepeatingScoreSoins}]]}} {{DE6=[[1D10>@{RepeatingScoreSoins}]]}} {{DE7=[[2]]}} @{caracSoins} {{forme=forme}}" name="roll_RepeatingSoins" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomSoins"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreSoins" value="0" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreSoinsbonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Survie --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailSurvie" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationSurvie" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationSurvie" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracSurvie" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}">Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}" selected>Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Survie}} {{bonus=@{Surviebonus}}} {{comp=[[@{Survie}]]}} {{DE1=[[1D10>@{Survie}]]}} {{DE2=[[1D10>@{Survie}]]}} {{DE3=[[1D10>@{Survie}]]}} {{DE4=[[1D10>@{Survie}]]}} {{DE5=[[1D10>@{Survie}]]}} {{DE6=[[1D10>@{Survie}]]}} {{DE7=[[2]]}} @{caracSurvie} @{formationSurvie}" name="roll_Survie" class="buttonComp"></button>
Survie
<input type="checkbox" name="attr_detailSurvie" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Survie" value="10" max="10" min="7" />
<input type="hidden" name="attr_Surviebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Habitat}} {{bonus=@{Habitatbonus}}} {{comp=[[@{Habitat}]]}} {{DE1=[[1D10>@{Habitat}]]}} {{DE2=[[1D10>@{Habitat}]]}} {{DE3=[[1D10>@{Habitat}]]}} {{DE4=[[1D10>@{Habitat}]]}} {{DE5=[[1D10>@{Habitat}]]}} {{DE6=[[1D10>@{Habitat}]]}} {{DE7=[[2]]}} @{caracSurvie} {{forme=forme}}" name="roll_Habitat" class="buttonComp"></button>
Habitat
<input class="compNumber" type="number" name="attr_Habitat" value="0" max="6" min="0" />
<input type="hidden" name="attr_Habitatbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Nourriture}} {{bonus=@{Nourriturebonus}}} {{comp=[[@{Nourriture}]]}} {{DE1=[[1D10>@{Nourriture}]]}} {{DE2=[[1D10>@{Nourriture}]]}} {{DE3=[[1D10>@{Nourriture}]]}} {{DE4=[[1D10>@{Nourriture}]]}} {{DE5=[[1D10>@{Nourriture}]]}} {{DE6=[[1D10>@{Nourriture}]]}} {{DE7=[[2]]}} @{caracSurvie} {{forme=forme}}" name="roll_Nourriture" class="buttonComp"></button>
Nourriture
<input class="compNumber" type="number" name="attr_Nourriture" value="0" max="6" min="0" />
<input type="hidden" name="attr_Nourriturebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Ville}} {{bonus=@{Villebonus}}} {{comp=[[@{Ville}]]}} {{DE1=[[1D10>@{Ville}]]}} {{DE2=[[1D10>@{Ville}]]}} {{DE3=[[1D10>@{Ville}]]}} {{DE4=[[1D10>@{Ville}]]}} {{DE5=[[1D10>@{Ville}]]}} {{DE6=[[1D10>@{Ville}]]}} {{DE7=[[2]]}} @{caracSurvie} {{forme=forme}}" name="roll_Ville" class="buttonComp"></button>
Ville
<input class="compNumber" type="number" name="attr_Ville" value="0" max="6" min="0" />
<input type="hidden" name="attr_Villebonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_Survie">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomSurvie}}} {{bonus=@{RepeatingScoreSurviebonus}}} {{comp=[[@{RepeatingScoreSurvie}]]}} {{DE1=[[1D10>@{RepeatingScoreSurvie}]]}} {{DE2=[[1D10>@{RepeatingScoreSurvie}]]}} {{DE3=[[1D10>@{RepeatingScoreSurvie}]]}} {{DE4=[[1D10>@{RepeatingScoreSurvie}]]}} {{DE5=[[1D10>@{RepeatingScoreSurvie}]]}} {{DE6=[[1D10>@{RepeatingScoreSurvie}]]}} {{DE7=[[2]]}} @{caracSurvie} {{forme=forme}}" name="roll_RepeatingSurvie" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomSurvie"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreSurvie" value="0" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreSurviebonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Techniques --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailTechniques" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationTechniques" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationTechniques" value="{{forme=forme}}" class="buttonForme"/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracTechniques" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}">Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}" selected>Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Techniques}} {{bonus=@{Techniquesbonus}}} {{comp=[[@{Techniques}]]}} {{DE1=[[1D10>@{Techniques}]]}} {{DE2=[[1D10>@{Techniques}]]}} {{DE3=[[1D10>@{Techniques}]]}} {{DE4=[[1D10>@{Techniques}]]}} {{DE5=[[1D10>@{Techniques}]]}} {{DE6=[[1D10>@{Techniques}]]}} {{DE7=[[2]]}} @{caracTechniques} @{formationTechniques}" name="roll_Techniques" class="buttonComp"></button>
Techniques
<input type="checkbox" name="attr_detailTechniques" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Techniques" value="10" max="10" min="7" />
<input type="hidden" name="attr_Techniquesbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Armurier}} {{bonus=@{Armurierbonus}}} {{comp=[[@{Armurier}]]}} {{DE1=[[1D10>@{Armurier}]]}} {{DE2=[[1D10>@{Armurier}]]}} {{DE3=[[1D10>@{Armurier}]]}} {{DE4=[[1D10>@{Armurier}]]}} {{DE5=[[1D10>@{Armurier}]]}} {{DE6=[[1D10>@{Armurier}]]}} {{DE7=[[2]]}} @{caracTechniques} {{forme=forme}}" name="roll_Armurier" class="buttonComp"></button>
Armurier
<input class="compNumber" type="number" name="attr_Armurier" value="0" max="6" min="0" />
<input type="hidden" name="attr_Armurierbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Bricolage}} {{bonus=@{Bricolagebonus}}} {{comp=[[@{Bricolage}]]}} {{DE1=[[1D10>@{Bricolage}]]}} {{DE2=[[1D10>@{Bricolage}]]}} {{DE3=[[1D10>@{Bricolage}]]}} {{DE4=[[1D10>@{Bricolage}]]}} {{DE5=[[1D10>@{Bricolage}]]}} {{DE6=[[1D10>@{Bricolage}]]}} {{DE7=[[2]]}} @{caracTechniques} {{forme=forme}}" name="roll_Bricolage" class="buttonComp"></button>
Bricolage
<input class="compNumber" type="number" name="attr_Bricolage" value="0" max="6" min="0" />
<input type="hidden" name="attr_Bricolagebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Démolition}} {{bonus=@{Demolitionbonus}}} {{comp=[[@{Demolition}]]}} {{DE1=[[1D10>@{Demolition}]]}} {{DE2=[[1D10>@{Demolition}]]}} {{DE3=[[1D10>@{Demolition}]]}} {{DE4=[[1D10>@{Demolition}]]}} {{DE5=[[1D10>@{Demolition}]]}} {{DE6=[[1D10>@{Demolition}]]}} {{DE7=[[2]]}} @{caracTechniques} {{forme=forme}}" name="roll_Demolition" class="buttonComp"></button>
Démolition
<input class="compNumber" type="number" name="attr_Demolition" value="0" max="6" min="0" />
<input type="hidden" name="attr_Demolitionbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Électronique}} {{bonus=@{Electroniquebonus}}} {{comp=[[@{Electronique}]]}} {{DE1=[[1D10>@{Electronique}]]}} {{DE2=[[1D10>@{Electronique}]]}} {{DE3=[[1D10>@{Electronique}]]}} {{DE4=[[1D10>@{Electronique}]]}} {{DE5=[[1D10>@{Electronique}]]}} {{DE6=[[1D10>@{Electronique}]]}} {{DE7=[[2]]}} @{caracTechniques} {{forme=forme}}" name="roll_Electronique" class="buttonComp"></button>
Électronique
<input class="compNumber" type="number" name="attr_Electronique" value="0" max="6" min="0" />
<input type="hidden" name="attr_Electroniquebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Informatique}} {{bonus=@{Informatiquebonus}}} {{comp=[[@{Informatique}]]}} {{DE1=[[1D10>@{Informatique}]]}} {{DE2=[[1D10>@{Informatique}]]}} {{DE3=[[1D10>@{Informatique}]]}} {{DE4=[[1D10>@{Informatique}]]}} {{DE5=[[1D10>@{Informatique}]]}} {{DE6=[[1D10>@{Informatique}]]}} {{DE7=[[2]]}} @{caracTechniques} {{forme=forme}}" name="roll_Informatique" class="buttonComp"></button>
Informatique
<input class="compNumber" type="number" name="attr_Informatique" value="0" max="6" min="0" />
<input type="hidden" name="attr_Informatiquebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Mécanique}} {{bonus=@{Mecaniquebonus}}} {{comp=[[@{Mecanique}]]}} {{DE1=[[1D10>@{Mecanique}]]}} {{DE2=[[1D10>@{Mecanique}]]}} {{DE3=[[1D10>@{Mecanique}]]}} {{DE4=[[1D10>@{Mecanique}]]}} {{DE5=[[1D10>@{Mecanique}]]}} {{DE6=[[1D10>@{Mecanique}]]}} {{DE7=[[2]]}} @{caracTechniques} {{forme=forme}}" name="roll_Mecanique" class="buttonComp"></button>
Mécanique
<input class="compNumber" type="number" name="attr_Mecanique" value="0" max="6" min="0" />
<input type="hidden" name="attr_Mecaniquebonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_Techniques">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomTechniques}}} {{bonus=@{RepeatingScoreTechniquesbonus}}} {{comp=[[@{RepeatingScoreTechniques}]]}} {{DE1=[[1D10>@{RepeatingScoreTechniques}]]}} {{DE2=[[1D10>@{RepeatingScoreTechniques}]]}} {{DE3=[[1D10>@{RepeatingScoreTechniques}]]}} {{DE4=[[1D10>@{RepeatingScoreTechniques}]]}} {{DE5=[[1D10>@{RepeatingScoreTechniques}]]}} {{DE6=[[1D10>@{RepeatingScoreTechniques}]]}} {{DE7=[[2]]}} @{caracTechniques} {{forme=forme}}" name="roll_RepeatingTechniques" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomTechniques"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreTechniques" value="0" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreTechniquesbonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Tir --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailTir" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationTir" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationTir" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracTir" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}">Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}" selected>Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Tir}} {{bonus=@{Tirbonus}}} {{comp=[[@{Tir}]]}} {{DE1=[[1D10>@{Tir}]]}} {{DE2=[[1D10>@{Tir}]]}} {{DE3=[[1D10>@{Tir}]]}} {{DE4=[[1D10>@{Tir}]]}} {{DE5=[[1D10>@{Tir}]]}} {{DE6=[[1D10>@{Tir}]]}} {{DE7=[[2]]}} @{caracTir} @{formationTir}" name="roll_Tir" class="buttonComp"></button>
Tir
<input type="checkbox" name="attr_detailTir" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Tir" value="9" max="10" min="7" />
<input type="hidden" name="attr_Tirbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Arme d'épaule}} {{bonus=@{ArmeDEpaulebonus}}} {{comp=[[@{ArmeDEpaule}]]}} {{DE1=[[1D10>@{ArmeDEpaule}]]}} {{DE2=[[1D10>@{ArmeDEpaule}]]}} {{DE3=[[1D10>@{ArmeDEpaule}]]}} {{DE4=[[1D10>@{ArmeDEpaule}]]}} {{DE5=[[1D10>@{ArmeDEpaule}]]}} {{DE6=[[1D10>@{ArmeDEpaule}]]}} {{DE7=[[2]]}} @{caracTir} {{forme=forme}}" name="roll_ArmeDEpaule" class="buttonComp"></button>
Arme d'épaule
<input class="compNumber" type="number" name="attr_ArmeDEpaule" value="0" max="6" min="0" />
<input type="hidden" name="attr_ArmeDEpaulebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Arme de jet}} {{bonus=@{ArmeDeJetbonus}}} {{comp=[[@{ArmeDeJet}]]}} {{DE1=[[1D10>@{ArmeDeJet}]]}} {{DE2=[[1D10>@{ArmeDeJet}]]}} {{DE3=[[1D10>@{ArmeDeJet}]]}} {{DE4=[[1D10>@{ArmeDeJet}]]}} {{DE5=[[1D10>@{ArmeDeJet}]]}} {{DE6=[[1D10>@{ArmeDeJet}]]}} {{DE7=[[2]]}} @{caracTir} {{forme=forme}}" name="roll_ArmeDeJet" class="buttonComp"></button>
Arme de jet
<input class="compNumber" type="number" name="attr_ArmeDeJet" value="0" max="6" min="0" />
<input type="hidden" name="attr_ArmeDeJetbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Arme de poing}} {{bonus=@{ArmeDePoingbonus}}} {{comp=[[@{ArmeDePoing}]]}} {{DE1=[[1D10>@{ArmeDePoing}]]}} {{DE2=[[1D10>@{ArmeDePoing}]]}} {{DE3=[[1D10>@{ArmeDePoing}]]}} {{DE4=[[1D10>@{ArmeDePoing}]]}} {{DE5=[[1D10>@{ArmeDePoing}]]}} {{DE6=[[1D10>@{ArmeDePoing}]]}} {{DE7=[[2]]}} @{caracTir} {{forme=forme}}" name="roll_ArmeDePoing" class="buttonComp"></button>
Arme de poing
<input class="compNumber" type="number" name="attr_ArmeDePoing" value="0" max="6" min="0" />
<input type="hidden" name="attr_ArmeDePoingbonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Arme lourde}} {{bonus=@{ArmeLourdebonus}}} {{comp=[[@{ArmeLourde}]]}} {{DE1=[[1D10>@{ArmeLourde}]]}} {{DE2=[[1D10>@{ArmeLourde}]]}} {{DE3=[[1D10>@{ArmeLourde}]]}} {{DE4=[[1D10>@{ArmeLourde}]]}} {{DE5=[[1D10>@{ArmeLourde}]]}} {{DE6=[[1D10>@{ArmeLourde}]]}} {{DE7=[[2]]}} @{caracTir} {{forme=forme}}" name="roll_ArmeLourde" class="buttonComp"></button>
Arme lourde
<input class="compNumber" type="number" name="attr_ArmeLourde" value="0" max="6" min="0" />
<input type="hidden" name="attr_ArmeLourdebonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_Tir">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomTir}}} {{bonus=@{RepeatingScoreTirbonus}}} {{comp=[[@{RepeatingScoreTir}]]}} {{DE1=[[1D10>@{RepeatingScoreTir}]]}} {{DE2=[[1D10>@{RepeatingScoreTir}]]}} {{DE3=[[1D10>@{RepeatingScoreTir}]]}} {{DE4=[[1D10>@{RepeatingScoreTir}]]}} {{DE5=[[1D10>@{RepeatingScoreTir}]]}} {{DE6=[[1D10>@{RepeatingScoreTir}]]}} {{DE7=[[2]]}} @{caracTir} {{forme=forme}}" name="roll_RepeatingTir" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomTir"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreTir" value="" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreTirbonus" value="0">
</div>
</fieldset>
</div>
</div>
<!--------------------- Compétence Vigilance --------------------->
<div class="divComp">
<input type="checkbox" name="attr_detailVigilance" class="compShow">
<div class="comp-title">
<!-------- Non formé / Formé -------->
<div class="divForme masculin">
<input type="checkbox" name="attr_formationVigilance" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formé</span>
</span>
<span class="buttonForme-2">
<span>Formé</span>
</span>
</div>
<div class="divForme feminin">
<input type="checkbox" name="attr_formationVigilance" value="{{forme=forme}}" class="buttonForme" checked/>
<span class="buttonForme-1">
<span>Non-Formée</span>
</span>
<span class="buttonForme-2">
<span>Formée</span>
</span>
</div>
<select name="attr_caracVigilance" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}">Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}" selected>Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Vigilance}} {{bonus=@{Vigilancebonus}}} {{comp=[[@{Vigilance}]]}} {{DE1=[[1D10>@{Vigilance}]]}} {{DE2=[[1D10>@{Vigilance}]]}} {{DE3=[[1D10>@{Vigilance}]]}} {{DE4=[[1D10>@{Vigilance}]]}} {{DE5=[[1D10>@{Vigilance}]]}} {{DE6=[[1D10>@{Vigilance}]]}} {{DE7=[[2]]}} @{caracVigilance} @{formationVigilance}" name="roll_Vigilance" class="buttonComp"></button>
Vigilance
<input type="checkbox" name="attr_detailVigilance" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Vigilance" value="9" max="10" min="7" />
<input type="hidden" name="attr_Vigilancebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Écoute}} {{bonus=@{Ecoutebonus}}} {{comp=[[@{Ecoute}]]}} {{DE1=[[1D10>@{Ecoute}]]}} {{DE2=[[1D10>@{Ecoute}]]}} {{DE3=[[1D10>@{Ecoute}]]}} {{DE4=[[1D10>@{Ecoute}]]}} {{DE5=[[1D10>@{Ecoute}]]}} {{DE6=[[1D10>@{Ecoute}]]}} {{DE7=[[2]]}} @{caracVigilance} {{forme=forme}}" name="roll_Ecoute" class="buttonComp"></button>
Écoute
<input class="compNumber" type="number" name="attr_Ecoute" value="0" max="6" min="0" />
<input type="hidden" name="attr_Ecoutebonus" value="0">
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Observation}} {{bonus=@{Observationbonus}}} {{comp=[[@{Observation}]]}} {{DE1=[[1D10>@{Observation}]]}} {{DE2=[[1D10>@{Observation}]]}} {{DE3=[[1D10>@{Observation}]]}} {{DE4=[[1D10>@{Observation}]]}} {{DE5=[[1D10>@{Observation}]]}} {{DE6=[[1D10>@{Observation}]]}} {{DE7=[[2]]}} @{caracVigilance} {{forme=forme}}" name="roll_Observation" class="buttonComp"></button>
Observation
<input class="compNumber" type="number" name="attr_Observation" value="0" max="6" min="0" />
<input type="hidden" name="attr_Observationbonus" value="0">
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_Vigilance">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomVigilance}}} {{bonus=@{RepeatingScoreVigilancebonus}}} {{comp=[[@{RepeatingScoreVigilance}]]}} {{DE1=[[1D10>@{RepeatingScoreVigilance}]]}} {{DE2=[[1D10>@{RepeatingScoreVigilance}]]}} {{DE3=[[1D10>@{RepeatingScoreVigilance}]]}} {{DE4=[[1D10>@{RepeatingScoreVigilance}]]}} {{DE5=[[1D10>@{RepeatingScoreVigilance}]]}} {{DE6=[[1D10>@{RepeatingScoreVigilance}]]}} {{DE7=[[2]]}} @{caracVigilance} {{forme=forme}}" name="roll_RepeatingVigilance" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomVigilance"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreVigilance" value="0" max="6" min="0" />
<input type="hidden" name="attr_RepeatingScoreVigilancebonus" value="0">
</div>
</fieldset>
</div>
</div>
</div>
</div>
<!----------------------------------------------------------------------------------------------->
<!---------------------------------------- Menu Pouvoirs ---------------------------------------->
<!----------------------------------------------------------------------------------------------->
<div class="sheet-pouvoirs">
<span class="sheet-pouvoirs-classe">Classe : </span>
<input type="radio" name="attr_menuPouvoirs" value="1" class="m1 menuPouvoirs" checked/><span class="menuPouvoirs"><span class="masculin">Mental</span><span class="feminin">Mentale</span></span>
<input type="radio" name="attr_menuPouvoirs" value="2" class="m2 menuPouvoirs" /><span class="menuPouvoirs">Sans-ventre</span>
<input type="radio" name="attr_menuPouvoirs" value="3" class="m3 menuPouvoirs" /><span class="menuPouvoirs"><span class="masculin">Surdoué</span><span class="feminin">Surdouée</span></span>
<input type="radio" name="attr_menuPouvoirs" value="4" class="m4 menuPouvoirs" /><span class="menuPouvoirs"><span class="masculin">Tatoué</span><span class="feminin">Tatouée</span></span>
<!-------- Pouvoirs posychiques -------->
<div class="pouvoir pPsy">
<div class="">
<div class="flex col a-center">
<span class="pouvoirs-title">Pouvoirs psychiques</span>
<span class="pouvoirs-particularite">Particularité : sensation psychique</span>
</div>
<fieldset class="repeating_psy">
<div class="divPouvoir flex row a-center wrap">
<input type="checkbox" name="attr_checkpsymodal" class="check-psy-modal"><span class="flex col j-center a-center"></span>
<div name="attr_psymodal" class="flex row j-center a-center psy-modal">
<div class="flex col j-center">
<textarea name="attr_psymodalcontent" cols="30" rows="10" class="psymodalcontent"></textarea>
</div>
</div>
<div class="flex row">
<input type="checkbox" name="attr_check-psy" class="check-psy">
<select name="attr_nomPsy" class="psy-select">
<option value="Selection">Sélection</option>
<option value="BlessurePhysique">Blessure physique</option>
<option value="BouclierPsychique">Bouclier psychique</option>
<option value="BouclierDeMatiere">Bouclier de matière</option>
<option value="ControleDeLEsprit">Contrôle de l'esprit</option>
<option value="ControleDeLaGravite">Contrôle de la gravité</option>
<option value="ControleDesMetaux">Contrôle des métaux</option>
<option value="ConversationTelepathique">Conversation télépathique</option>
<option value="Copie">Copie</option>
<option value="Cryokinesie">Cryokinésie</option>
<option value="DejaVu">Déjà-vu</option>
<option value="DechargeElectrique">Décharge électrique</option>
<option value="EffacerLaMemoire">Effacer la mémoire</option>
<option value="Illusion">Illusion</option>
<option value="IntrusionPsychique">Intrusion psychique</option>
<option value="LectureDesEsprits">Lecture des esprits</option>
<option value="Levitation">Lévitation</option>
<option value="Medium">Médium</option>
<option value="Possession">Possession</option>
<option value="ProgrammerLesEsprits">Programmer les esprits</option>
<option value="ProjectionKinetique">Projection kinétique</option>
<option value="ProtectionMentale">Protection mentale</option>
<option value="ProvoquerLExtase">Provoquer l'extase</option>
<option value="ProvoquerLaFrayeur">Provoquer la frayeur</option>
<option value="Psycholocalisation">Psycholocalisation</option>
<option value="Psychometrie">Psychométrie</option>
<option value="Pyrokinesie">Pyrokinésie</option>
<option value="Radar">Radar</option>
<option value="Telekinesie">Télékinésie</option>
<option value="Thaumaturgie">Thaumaturgie</option>
<option value="Verite">Vérité</option>
<option value="VoyageDeLEsprit">Voyage de l'esprit</option>
</select>
<input type="text" name="attr_nomPsyPerso" value="" class="text-titre psy-perso">
</div>
<div>
<span class="span-title">Rang : </span><input type="number" name="attr_rangPsy" value="" class="number-court" />
</div>
<div>
<span class="span-title">Seuil : </span><input type="number" name="attr_seuilPsy" value="" class="number-court"/>
</div>
<div>
<span class="span-title">Activation : </span><input type="text" name="attr_activationPsy" value="" class="text-moyen"/>
</div>
<div>
<span class="span-title">Durée : </span><input type="text" name="attr_dureePsy" value="" class="text-long"/>
</div>
<div>
<span class="span-title">Portée : </span><input type="text" name="attr_porteePsy" value="" class="text-moyen"/>
</div>
<div>
<span class="span-title">Rayon : </span><input type="text" name="attr_rayonPsy" value="" class="text-moyen"/>
</div>
<div>
<span class="span-title">Niveau max : </span><input type="number" name="attr_niveaumaxPsy" value="" class="number-court"/>
</div>
<div>
<span class="span-title">PP : </span><input type="number" name="attr_ppPsy" value="" class="number-court"/><span>/ niveau</span>
</div>
<div>
<span class="span-title">Niveau de lancement : </span><button type="action" name="act_nlm" class="nlm">-</button><button type="action" name="act_nlp" class="nlp">+</button><input type="number" name="attr_niveauLancementPsy" value="1" class="niveau-lancement number-court">
</div>
<div>
<span class="span-title">Supplément : </span><button type="action" name="act_ppsm" class="ppsm">-</button><button type="action" name="act_ppsp" class="ppsp">+</button><input type="number" name="attr_ppSupplement" value="0" class="number-court"><span>PP</span>
</div>
<div>
<span class="span-title">Réussite automatique : </span><button type="action" name="act_ppram" class="ppram">-</button><button type="action" name="act_pprap" class="pprap">+</button><input type="number" name="attr_ppReussiteAuto" value="0" class="number-court"><span>PP</span>
</div>
<div>
<span class="span-title">Difficulté : </span><input type="number" name="attr_difficultePsy" value="0" class="number-court">
</div>
<div>
<span class="span-title">PP dépensés : </span><input type="number" name="attr_ppDepenses" value="0" class="number-court">
</div>
<div>
<button type="roll" name="act_rollpsy" value="@{jetMJ} &{template:jetPouvoir} {{nom=@{nomPsy}}} {{rang=[[@{rangPsy}]]}} {{seuil=[[@{seuilPsy}]]}} {{lancement=[[@{niveauLancementPsy}]]}} {{ppdepenses=[[@{ppDepenses}]]}} {{rauto=[[@{ppReussiteAuto}/2]]}} {{difficulte=[[@{niveauLancementPsy}-@{rangPsy}]]}} {{DE1=[[1D10>@{seuilPsy}]]}} {{DE2=[[1D10>@{seuilPsy}]]}} {{DE3=[[1D10>@{seuilPsy}]]}} {{DE4=[[1D10>@{seuilPsy}]]}} {{DE5=[[1D10>@{seuilPsy}]]}} {{DE6=[[1D10>@{seuilPsy}]]}} {{DE7=[[2]]}} {{carac=[[@{Volonte}]]}}" class="buttonComp"></button>
</div>
</div>
</fieldset>
</div>
</div>
<!-------- Mutations -------->
<div class="pouvoir pMutation">
<div class="">
<div class="flex col a-center">
<span class="pouvoirs-title">Mutations</span>
<span class="pouvoirs-particularite">Particularité : magnétisme</span>
</div>
<fieldset class="repeating_mutation">
<div class="divPouvoir flex row a-center wrap">
<input type="checkbox" name="attr_checkmutationmodal" class="check-mutation-modal"><span class="flex col j-center a-center"></span>
<div name="attr_mutationmodal" class="flex row j-center a-center mutation-modal">
<div class="flex col j-center">
<textarea name="attr_mutationmodalcontent" cols="30" rows="10" class="mutationmodalcontent"></textarea>
</div>
</div>
<div class="flex row a-center">
<input type="checkbox" name="attr_check-mutation" class="check-mutation">
<select name="attr_nomMutation" class="mutation-select">
<option value="Selection">Sélection</option>
<option value="Acrobatie">Acrobatie</option>
<option value="Ailes">Ailes</option>
<option value="Bioluminescence">Bioluminescence</option>
<option value="Bond">Bond</option>
<option value="ChangementDApparence">Changement d'apparence</option>
<option value="ConstitutionSolide">Constitution solide</option>
<option value="CorpsElastique">Corps élastique</option>
<option value="CriParalysant">Cri paralysant</option>
<option value="Cuirasse">Cuirasse</option>
<option value="DardEmpoisonne">Dard empoisonné</option>
<option value="DeplacementDefensif">Déplacement défensif</option>
<option value="EmpathieAnimale">Empathie animale</option>
<option value="ForceHerculeenne">Force herculéenne</option>
<option value="GlanceAcide">Glande acide</option>
<option value="GriffesCrocs">Griffes / crocs</option>
<option value="Impulsion">Impulsion</option>
<option value="InstinctDeSurvie">Instinct de survie</option>
<option value="JetDeFlammes">Jet de flammes</option>
<option value="MarcheAuxMurs">Marche aux murs</option>
<option value="Mimetisme">Mimétisme</option>
<option value="Pheromones">Phéromones</option>
<option value="ProjectileVivant">Projectile vivant</option>
<option value="PuissantCoup">Puissant coup</option>
<option value="QueuePrehensile">Queue préhensile</option>
<option value="Recuperation">Récupération</option>
<option value="SensAnimal">Sens animal</option>
</select>
<input type="text" name="attr_nomMutationPerso" value="" class="text-titre mutation-perso">
</div>
<div>
<span class="span-title">Niveau : </span><input type="number" name="attr_niveauMutation" value="" class="number-court" />
</div>
<div>
<span class="span-title">Activation : </span><input type="text" name="attr_actionMutation" value="" class="text-moyen" />
</div>
<div>
<span class="span-title">Durée : </span><input type="text" name="attr_dureeMutation" value="" class="text-moyen" />
</div>
<div>
<span class="span-title">Portée : </span><input type="text" name="attr_porteeMutation" value="" class="text-moyen" />
</div>
<div>
<span class="span-title">Niveau max : </span><input type="number" name="attr_niveaumaxMutation" value="" class="number-court" />
</div>
</div>
</fieldset>
</div>
</div>
<!-------- Talents -------->
<div class="pouvoir pTalent">
<div class="">
<div class="flex col a-center">
<span class="pouvoirs-title">Talents</span>
<span class="pouvoirs-particularite">Particularité : aucune</span>
</div>
<fieldset class="repeating_talent">
<div class="divPouvoir flex row a-center wrap">
<input type="checkbox" name="attr_checktalentmodal" class="check-talent-modal"><span class="flex col j-center a-center"></span>
<div name="attr_talentmodal" class="flex row j-center a-center talent-modal">
<div class="flex col j-center">
<textarea name="attr_talentmodalcontent" cols="30" rows="10" class="talentmodalcontent"></textarea>
</div>
</div>
<div class="flex row a-center">
<div class="flex row a-center">
<input type="checkbox" name="attr_check-talent" class="check-talent">
<select name="attr_nomTalent" class="talent-select">
<option value="Selection">Sélection</option>
<option value="AsDuPilotage">As du pilotage</option>
<option value="Armurier">Armurier</option>
<option value="AttaqueAcrobatique">Attaque acrobatique</option>
<option value="AttaqueTournoyante">Attaque tournoyante</option>
<option value="CaptationDeDrojectiles">Captation de projectiles</option>
<option value="Charme">Charme</option>
<option value="CoupParalysant">Coup paralysant</option>
<option value="Deduction">Déduction</option>
<option value="DetournementDAttention">Détournement d'attention</option>
<option value="DoubleTir">Double tir</option>
<option value="Feinte">Feinte</option>
<option value="FrappeVibrante">Frappe vibrante</option>
<option value="Limier">Limier</option>
<option value="MaitreBoxeur">Maître boxeur</option>
<option value="Manoeuvre">Manoeuvre</option>
<option value="MouvementDEncaissement">Mouvement d'encaissement</option>
<option value="ParadeAMainsNues">Parade à mains nues</option>
<option value="PluieDeLames">Pluie de lames</option>
<option value="PrestanceGuerriere">Prestance guerrière</option>
<option value="ProjectionDeKi">Projection de ki</option>
<option value="RafaleDePieds">Rafale de pieds</option>
<option value="Renversement">Renversement</option>
<option value="Reseau">Réseau</option>
<option value="ScienceInfuse">Science infuse</option>
<option value="SensTactique">Sens tactique</option>
<option value="SixiemeSens">Sixième sens</option>
</select>
<input type="text" name="attr_nomTalentPerso" value="" class="text-titre talent-perso">
</div>
<div>
<span class="span-title">Niveau : </span><input type="number" name="attr_niveauTalent" value="1" min="1" max="3" class="number-court" />
</div>
<div>
<span class="span-title">Actions : </span><input type="text" name="attr_actionsTalent" value="" class="text-court" />
</div>
<div>
<span class="span-title">Caractéristique : </span><input type="text" name="attr_caracTalent" value="" class="text-moyen" />
<input type="hidden" name="attr_caracTalentValue" value="">
<input type="hidden" name="attr_caracTalentValueBonus" value="">
</div>
</div>
<div class="flex col">
<div>
<button type="roll" name="act_rolltalent" value="@{jetMJ} &{template:jetBase} {{nom=@{nomTalent}}} {{bonus=[[@{compTalentValueBonus} + @{caracTalentValueBonus}]]}} {{DE1=[[1D10>@{compTalentValue}]]}} {{DE2=[[1D10>@{compTalentValue}]]}} {{DE3=[[1D10>@{compTalentValue}]]}} {{DE4=[[1D10>@{compTalentValue}]]}} {{DE5=[[1D10>@{compTalentValue}]]}} {{DE6=[[1D10>@{compTalentValue}]]}} {{DE7=[[2]]}} {{nomCarac=@{caracTalent}}} {{carac=[[@{caracTalentValue}]]}} {{forme=forme}}" class="buttonComp"></button>
<span class="span-title">Compétence : </span><input type="text" name="attr_compTalent" value="" class="text-moyen"/>
<input type="hidden" name="attr_compTalentValue" value="0">
<input type="hidden" name="attr_compTalentValueBonus" value="0">
</div>
<input type="hidden" name="attr_spenumber1" class="spenumber1" value="0">
<div class="spe-talent1">
<button type="roll" name="act_rolltalent" value="@{jetMJ} &{template:jetBase} {{nom=@{nomTalent}}} {{bonus=[[@{speTalentValue1Bonus} + @{caracTalentValueBonus}]]}} {{spe=@{speTalentValue1}}} {{DE1=[[1D10>@{speTalentValue1}]]}} {{DE2=[[1D10>@{speTalentValue1}]]}} {{DE3=[[1D10>@{speTalentValue1}]]}} {{DE4=[[1D10>@{speTalentValue1}]]}} {{DE5=[[1D10>@{speTalentValue1}]]}} {{DE6=[[1D10>@{speTalentValue1}]]}} {{DE7=[[2]]}} {{nomCarac=@{caracTalent}}} {{carac=[[@{caracTalentValue}]]}} {{forme=forme}}" class="buttonComp"></button>
<span class="span-title">Spécialisation : </span><input type="text" name="attr_speTalent1" value="" class="speTalentValue1 text-moyen"/>
<input type="hidden" name="attr_speTalentValue1" value="0">
<input type="hidden" name="attr_speTalentValue1Bonus" value="0">
</div>
<input type="hidden" name="attr_spenumber2" class="spenumber2" value="0">
<div class="spe-talent2">
<button type="roll" name="act_rolltalent" value="@{jetMJ} &{template:jetBase} {{nom=@{nomTalent}}} {{bonus=[[@{speTalentValue2Bonus} + @{caracTalentValueBonus}]]}} {{spe=@{speTalentValue2}}} {{DE1=[[1D10>@{speTalentValue2}]]}} {{DE2=[[1D10>@{speTalentValue2}]]}} {{DE3=[[1D10>@{speTalentValue2}]]}} {{DE4=[[1D10>@{speTalentValue2}]]}} {{DE5=[[1D10>@{speTalentValue2}]]}} {{DE6=[[1D10>@{speTalentValue2}]]}} {{DE7=[[2]]}} {{nomCarac=@{caracTalent}}} {{carac=[[@{caracTalentValue}]]}} {{forme=forme}}" class="buttonComp"></button>
<span class="span-title">Spécialisation : </span><input type="text" name="attr_speTalent2" value="" class="text-moyen"/>
<input type="hidden" name="attr_speTalentValue2" value="0">
<input type="hidden" name="attr_speTalentValue2Bonus" value="0">
</div>
<input type="hidden" name="attr_spenumber3" class="spenumber3" value="0">
<div class="spe-talent3">
<button type="roll" name="act_rolltalent" value="@{jetMJ} &{template:jetBase} {{nom=@{nomTalent}}} {{bonus=[[@{speTalentValue3Bonus} + @{caracTalentValueBonus}]]}} {{spe=@{speTalentValue3}}} {{DE1=[[1D10>@{speTalentValue3}]]}} {{DE2=[[1D10>@{speTalentValue3}]]}} {{DE3=[[1D10>@{speTalentValue3}]]}} {{DE4=[[1D10>@{speTalentValue3}]]}} {{DE5=[[1D10>@{speTalentValue3}]]}} {{DE6=[[1D10>@{speTalentValue3}]]}} {{DE7=[[2]]}} {{nomCarac=@{caracTalent}}} {{carac=[[@{caracTalentValue}]]}} {{forme=forme}}" class="buttonComp"></button>
<span class="span-title">Spécialisation : </span><input type="text" name="attr_speTalent3" value="" class="text-moyen"/>
<input type="hidden" name="attr_speTalentValue3" value="0">
<input type="hidden" name="attr_speTalentValue3Bonus" value="0">
</div>
<input type="hidden" name="attr_spenumber4" class="spenumber4" value="0">
<div class="spe-talent4">
<button type="roll" name="act_rolltalent" value="@{jetMJ} &{template:jetBase} {{nom=@{nomTalent}}} {{bonus=[[@{speTalentValue4Bonus} + @{caracTalentValueBonus}]]}} {{spe=@{speTalentValue4}}} {{DE1=[[1D10>@{speTalentValue4}]]}} {{DE2=[[1D10>@{speTalentValue4}]]}} {{DE3=[[1D10>@{speTalentValue4}]]}} {{DE4=[[1D10>@{speTalentValue4}]]}} {{DE5=[[1D10>@{speTalentValue4}]]}} {{DE6=[[1D10>@{speTalentValue4}]]}} {{DE7=[[2]]}} {{nomCarac=@{caracTalent}}} {{carac=[[@{caracTalentValue}]]}} {{forme=forme}}" class="buttonComp"></button>
<span class="span-title">Spécialisation : </span><input type="text" name="attr_speTalent4" value="" class="text-moyen"/>
<input type="hidden" name="attr_speTalentValue4" value="0">
<input type="hidden" name="attr_speTalentValue4Bonus" value="0">
</div>
<input type="hidden" name="attr_spenumber5" class="spenumber5" value="0">
<div class="spe-talent5">
<button type="roll" name="act_rolltalent" value="@{jetMJ} &{template:jetBase} {{nom=@{nomTalent}}} {{bonus=[[@{speTalentValue5Bonus} + @{caracTalentValueBonus}]]}} {{spe=@{speTalentValue5}}} {{DE1=[[1D10>@{speTalentValue5}]]}} {{DE2=[[1D10>@{speTalentValue5}]]}} {{DE3=[[1D10>@{speTalentValue5}]]}} {{DE4=[[1D10>@{speTalentValue5}]]}} {{DE5=[[1D10>@{speTalentValue5}]]}} {{DE6=[[1D10>@{speTalentValue5}]]}} {{DE7=[[2]]}} {{nomCarac=@{caracTalent}}} {{carac=[[@{caracTalentValue}]]}} {{forme=forme}}" class="buttonComp"></button>
<span class="span-title">Spécialisation : </span><input type="text" name="attr_speTalent5" value="" class="text-moyen"/>
<input type="hidden" name="attr_speTalentValue5" value="0">
<input type="hidden" name="attr_speTalentValue5Bonus" value="0">
</div>
<input type="hidden" name="attr_spenumber6" class="spenumber6" value="0">
<div class="spe-talent6">
<button type="roll" name="act_rolltalent" value="@{jetMJ} &{template:jetBase} {{nom=@{nomTalent}}} {{bonus=[[@{speTalentValue6Bonus} + @{caracTalentValueBonus}]]}} {{spe=@{speTalentValue6}}} {{DE1=[[1D10>@{speTalentValue6}]]}} {{DE2=[[1D10>@{speTalentValue6}]]}} {{DE3=[[1D10>@{speTalentValue6}]]}} {{DE4=[[1D10>@{speTalentValue6}]]}} {{DE5=[[1D10>@{speTalentValue6}]]}} {{DE6=[[1D10>@{speTalentValue6}]]}} {{DE7=[[2]]}} {{nomCarac=@{caracTalent}}} {{carac=[[@{caracTalentValue}]]}} {{forme=forme}}" class="buttonComp"></button>
<span class="span-title">Spécialisation : </span><input type="text" name="attr_speTalent6" value="" class="text-moyen"/>
<input type="hidden" name="attr_speTalentValue6" value="0">
<input type="hidden" name="attr_speTalentValue6Bonus" value="0">
</div>
<input type="hidden" name="attr_spenumber7" class="spenumber7" value="0">
<div class="spe-talent7">
<button type="roll" name="act_rolltalent" value="@{jetMJ} &{template:jetBase} {{nom=@{nomTalent}}} {{bonus=[[@{speTalentValue7Bonus} + @{caracTalentValueBonus}]]}} {{spe=@{speTalentValue7}}} {{DE1=[[1D10>@{speTalentValue7}]]}} {{DE2=[[1D10>@{speTalentValue7}]]}} {{DE3=[[1D10>@{speTalentValue7}]]}} {{DE4=[[1D10>@{speTalentValue7}]]}} {{DE5=[[1D10>@{speTalentValue7}]]}} {{DE6=[[1D10>@{speTalentValue7}]]}} {{DE7=[[2]]}} {{nomCarac=@{caracTalent}}} {{carac=[[@{caracTalentValue}]]}} {{forme=forme}}" class="buttonComp"></button>
<span class="span-title">Spécialisation : </span><input type="text" name="attr_speTalent7" value="" class="text-moyen"/>
<input type="hidden" name="attr_speTalentValue7" value="0">
<input type="hidden" name="attr_speTalentValue7Bonus" value="0">
</div>
</div>
</div>
</fieldset>
</div>
</div>
<!-------- Rituels -------->
<div class="pouvoir pRituel">
<div class="">
<div class="flex col a-center">
<span class="pouvoirs-title">Rituels</span>
<span class="pouvoirs-particularite">Particularité : corruption</span>
</div>
<fieldset class="repeating_rituel">
<div class="divPouvoir flex row a-center wrap">
<input type="checkbox" name="attr_checkrituelmodal" class="check-rituel-modal"><span class="flex col j-center a-center"></span>
<div name="attr_rituelmodal" class="flex row j-center a-center rituel-modal">
<div class="flex col j-center">
<textarea name="attr_rituelmodalcontent" cols="30" rows="10" class="rituelmodalcontent"></textarea>
</div>
</div>
<div class="flex row">
<input type="checkbox" name="attr_check-rituel" class="check-rituel">
<select name="attr_nomRituel" class="rituel-select">
<option value="Selection">Sélection</option>
<option value="AbsorptionDeLaChair">Absorption de la chair</option>
<option value="AnimationDesMorts">Animation des morts</option>
<option value="ArmeCorporelle">Arme corporelle</option>
<option value="ATraversLesObstacles">A travers les obstacles</option>
<option value="Doppelganger">Doppelgänger</option>
<option value="EclairSombre">Éclair sombre</option>
<option value="Erosion">Érosion</option>
<option value="ExplosionDePics">Explosion de pics</option>
<option value="FaillesChaotiques">Failles chaotiques</option>
<option value="Invocation">Invocation</option>
<option value="MaitreDesPoupees">Maître des poupées</option>
<option value="Malediction">Malédiction</option>
<option value="MutationFantasmagorique">Mutation fantasmagorique</option>
<option value="NoyadePurulente">Noyade purulente</option>
<option value="PassagerDeLOmbre">Passager de l'ombre</option>
<option value="PorteDeChair">Porte de chair</option>
<option value="RoncesAnthrophages">Ronces anthrophages</option>
<option value="ToucherInfernal">Toucher infernal</option>
<option value="VisionDuChaos">Vision du chaos</option>
</select>
<input type="text" name="attr_nomRituelPerso" value="" class="text-titre rituel-perso">
</div>
<div>
<span class="span-title">Rang : </span><input type="number" name="attr_rangRituel" value="" class="number-court" />
</div>
<div>
<span class="span-title">Seuil : </span><input type="number" name="attr_seuilRituel" value="" class="number-court"/>
</div>
<div>
<span class="span-title">Activation : </span><input type="text" name="attr_activationRituel" value="" class="text-moyen"/>
</div>
<div>
<span class="span-title">Durée : </span><input type="text" name="attr_dureeRituel" value="" class="text-long"/>
</div>
<div>
<span class="span-title">Portée : </span><input type="text" name="attr_porteeRituel" value="" class="text-moyen"/>
</div>
<div>
<span class="span-title">Rayon : </span><input type="text" name="attr_rayonRituel" value="" class="text-moyen"/>
</div>
<div>
<span class="span-title">Niveau max : </span><input type="number" name="attr_niveaumaxRituel" value="" class="number-court"/>
</div>
<div>
<span class="span-title">PP : </span><input type="number" name="attr_ppRituel" value="" class="number-court"/><span>/ niveau</span>
</div>
<div>
<span class="span-title">Niveau de lancement : </span><button type="action" name="act_nlm" class="nlm">-</button><button type="action" name="act_nlp" class="nlp">+</button><input type="number" name="attr_niveauLancementRituel" value="1" class="niveau-lancement number-court">
</div>
<div>
<span class="span-title">Supplément : </span><button type="action" name="act_ppsm" class="ppsm">-</button><button type="action" name="act_ppsp" class="ppsp">+</button><input type="number" name="attr_ppSupplement" value="0" class="number-court"><span>PP</span>
</div>
<div>
<span class="span-title">Réussite automatique : </span><button type="action" name="act_ppram" class="ppram">-</button><button type="action" name="act_pprap" class="pprap">+</button><input type="number" name="attr_ppReussiteAuto" value="0" class="number-court"><span>PP</span>
</div>
<div>
<span class="span-title">Difficulté : </span><input type="number" name="attr_difficulteRituel" value="0" class="number-court">
</div>
<div>
<span class="span-title">PP / PV dépensés : </span><input type="number" name="attr_ppDepenses" value="0" class="number-court"><span>/</span><input type="number" name="attr_pvDepenses" value="1" class="number-court">
</div>
<div>
<button type="roll" name="act_rollrituel" value="@{jetMJ} &{template:jetPouvoir} {{nom=@{nomRituel}}} {{rang=[[@{rangRituel}]]}} {{seuil=[[@{seuilRituel}]]}} {{lancement=[[@{niveauLancementRituel}]]}} {{ppdepenses=[[@{ppDepenses}]]}} {{rauto=[[@{ppReussiteAuto}/2]]}} {{difficulte=[[@{niveauLancementRituel}-@{rangRituel}]]}} {{DE1=[[1D10>@{seuilRituel}]]}} {{DE2=[[1D10>@{seuilRituel}]]}} {{DE3=[[1D10>@{seuilRituel}]]}} {{DE4=[[1D10>@{seuilRituel}]]}} {{DE5=[[1D10>@{seuilRituel}]]}} {{DE6=[[1D10>@{seuilRituel}]]}} {{DE7=[[2]]}} {{carac=[[@{Constitution}]]}}" class="buttonComp"></button>
</div>
<input type="hidden" name="attr_mutfant" class="mutfant" value="0">
<div class="mutationfantasmagorique flex col">
<div>
<input type="checkbox" name="attr_mutationFantasmagorique1"><span>+1 réussite automatique dans une spécialisation</span><input type="text" name="attr_mutationFantasmagorique1text" placeholder="Spécialisation" class="text-long">
</div>
<div>
<input type="checkbox" name="attr_mutationFantasmagorique2"><span>Augmentation ou réduction de la taille</span><input type="text" name="attr_mutationFantasmagorique2text" placeholder="Taille" class="text-long">
</div>
<div>
<input type="checkbox" name="attr_mutationFantasmagorique3"><span>Augmentation ou réduction de poids</span><input type="text" name="attr_mutationFantasmagorique3text" placeholder="Poids" class="text-long">
</div>
<div>
<input type="checkbox" name="attr_mutationFantasmagorique4"><span>Capacité spécifique</span><input type="text" name="attr_mutationFantasmagorique4text" placeholder="Capacité(s)" class="text-long">
</div>
<div>
<input type="checkbox" name="attr_mutationFantasmagorique5"><span>+3 points de dégâts de contact</span>
</div>
<div>
<input type="checkbox" name="attr_mutationFantasmagorique6"><span>+1 à l'Encaissement</span>
</div>
<div>
<input type="checkbox" name="attr_mutationFantasmagorique7"><span>+3 points de dégâts spécifiques / niveau (flammes, poison...)</span><input type="text" name="attr_mutationFantasmagorique7text" placeholder="Type de dégâts" class="text-long">
</div>
</div>
</div>
</fieldset>
</div>
</div>
</div>
<!----------------------------------------------------------------------------------------------->
<!----------------------------------------- Menu Combat ----------------------------------------->
<!----------------------------------------------------------------------------------------------->
<div class="sheet-combat flex col j-center a-center">
<div class="flex col j-center">
<div class="flex col j-center">
<!-------- Blessures -------->
<div class="flex row j-center a-center">
<div class="divCaracCombat2 flex col a-center">
<div class="divCombatTitle flex col j-center a-center">
<span>Blessures graves</span>
</div>
<div class="divCombatLine flex col ">
<div class="flex row j-center">
<input type="radio" name="attr_radioblessure" class="radioblessure rb0" value="0" checked>
<input type="radio" name="attr_radioblessure" class="radioblessure rb1" value="1">
<input type="radio" name="attr_radioblessure" class="radioblessure rb2" value="2">
<input type="radio" name="attr_radioblessure" class="radioblessure rb3" value="3">
<input type="radio" name="attr_radioblessure" class="radioblessure rb4" value="4">
<input type="radio" name="attr_radioblessure" class="radioblessure rb5" value="5">
<span class="radioblessure rb0"></span>
<span class="radioblessure rb1"></span>
<span class="radioblessure rb2"></span>
<span class="radioblessure rb3"></span>
<span class="radioblessure rb4"></span>
<span class="radioblessure rb5"></span>
</div>
<div class="divBlessure flex row j-center a-center">
<input type="text" name="attr_ptsblessure" class="ptsblessure">
</div>
</div>
</div>
<div class="divCaracCombat2 flex col a-center">
<div class="divCombatTitle flex col j-center a-center">
<span>Hémorragies</span>
</div>
<div class="divCombatLine flex col ">
<div class="flex row j-center">
<input type="radio" name="attr_radiohemorragie" class="radiohemorragie rh0" value="0" checked>
<input type="radio" name="attr_radiohemorragie" class="radiohemorragie rh1" value="1">
<input type="radio" name="attr_radiohemorragie" class="radiohemorragie rh2" value="2">
<input type="radio" name="attr_radiohemorragie" class="radiohemorragie rh3" value="3">
<input type="radio" name="attr_radiohemorragie" class="radiohemorragie rh4" value="4">
<input type="radio" name="attr_radiohemorragie" class="radiohemorragie rh5" value="5">
<span class="radiohemorragie rh0"></span>
<span class="radiohemorragie rh1"></span>
<span class="radiohemorragie rh2"></span>
<span class="radiohemorragie rh3"></span>
<span class="radiohemorragie rh4"></span>
<span class="radiohemorragie rh5"></span>
</div>
<div class="divHemorragie flex row j-center a-center">
<input type="number" name="attr_ptshemorragie" class="ptshemorragie" value="0"><span>PV perdus par round</span>
</div>
</div>
</div>
</div>
<div class="flex row j-center">
<!-------- Encaissement -------->
<div class="divCaracCombat1 flex col j-baseline a-center">
<div class="divCombatTitle flex col j-center a-center">Encaissement</div>
<div class="divCombatLine flex row j-center a-center">
<input type="number" name="attr_Encaissement" class="stats" value="0" />
<span class="constitution-solide">+</span>
<input type="number" name="attr_constitutionsolide" value="0" class="constitution-solide stats">
</div>
</div>
<!-------- Bonus aux dégâts -------->
<div class="divCaracCombat1 flex col j-baseline a-center">
<div class="divCombatTitle flex col j-center a-center">Bonus aux dégâts</div>
<div class="divCombatLine flex col j-center a-center">
<input type="number" name="attr_BD" class="stats" value="0" />
</div>
</div>
<!-------- Initiative -------->
<div class="divCaracCombat2 flex col j-baseline a-center">
<div class="divCombatTitle flex col j-center a-center">Initiative</div>
<div class="divCombatLine flex row j-center a-center">
<button type="roll" value="@{jetMJ} &{template:initiative} {{nom=Initiative}} {{DE1=[[(@{Agilite}+@{initiativebonus})D10 &{tracker}]]}} {{carac=[[@{Agilite}]]}}" name="roll_Initiative" class="buttonCarac" title="Jet d'initiative">Initiative</button>
<input type="hidden" name="attr_initiativebonus" value="0">
</div>
</div>
<!-------- Actions -------->
<div class="divCaracCombat2 flex col j-baseline a-center">
<div class="divCombatTitle flex col j-center a-center">Actions</div>
<div class="divCombatLine flex col j-center a-center">
<select name="attr_Actions">
<option value="TypesDActions" selectec>Types d'action</option>
<option value="Action1">Assommement : 2</option>
<option value="Action2">Attaque puissante : 2</option>
<option value="Action3">Balayage : 2</option>
<option value="Action4">Charge : 2</option>
<option value="Action5">Corps-à-corps : 1</option>
<option value="Action6">Dégainer / rengainer : 1</option>
<option value="Action7">Désarmement : 2</option>
<option value="Action8">Esquive : 0</option>
<option value="Action9">Immobilisation : 2</option>
<option value="Action10">Mouvement : 1</option>
<option value="Action11">Parade : 0</option>
<option value="Action12">Posture défensive : 2</option>
<option value="Action13">Projection : 2</option>
<option value="Action14">Prononcer une phrase : 0</option>
<option value="Action15">Rafale courte : 1</option>
<option value="Action16">Recharger : 1</option>
<option value="Action17">Retarder une action : 0</option>
<option value="Action18">Se relever : 1</option>
<option value="Action19">Tir : 1</option>
<option value="Action20">Tir visé : 2</option>
<option value="Action21">Utiliser un pouvoir : variable</option>
<option value="Action22">Utiliser une compétence : variable</option>
</select>
</div>
</div>
</div>
</div>
<!-------- Corps-à-corps -------->
<div class="flex row j-center">
<div class="divComp" style="text-align:left;">
<input type="checkbox" name="attr_detailCorpsACorps" class="compShow">
<div class="comp-title">
<select name="attr_caracCorpsACorps" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}" selected>Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Corps-à-corps}} {{bonus=@{CorpsACorpsbonus}}} {{comp=[[@{CorpsACorps}]]}} {{DE1=[[1D10>@{CorpsACorps}]]}} {{DE2=[[1D10>@{CorpsACorps}]]}} {{DE3=[[1D10>@{CorpsACorps}]]}} {{DE4=[[1D10>@{CorpsACorps}]]}} {{DE5=[[1D10>@{CorpsACorps}]]}} {{DE6=[[1D10>@{CorpsACorps}]]}} {{DE7=[[2]]}} @{caracCorpsACorps} @{formationCorpsACorps}" name="roll_CorpsACorps" class="buttonComp"></button>
Corps-à-corps
<input type="checkbox" name="attr_detailCorpsACorps" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_CorpsACorps1" value="" max="10" min="7"/>
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Art martial}} {{bonus=@{ArtMartialbonus}}} {{comp=[[@{ArtMartial}]]}} {{DE1=[[1D10>@{ArtMartial}]]}} {{DE2=[[1D10>@{ArtMartial}]]}} {{DE3=[[1D10>@{ArtMartial}]]}} {{DE4=[[1D10>@{ArtMartial}]]}} {{DE5=[[1D10>@{ArtMartial}]]}} {{DE6=[[1D10>@{ArtMartial}]]}} {{DE7=[[2]]}} @{caracCorpsACorps} {{forme=forme}}" name="roll_ArtMartial" class="buttonComp"></button>
Art martial
<input class="compNumber" type="number" name="attr_ArtMartial1" value="" max="6" min="0"/>
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Bagarre}} {{bonus=@{Bagarrebonus}}} {{comp=[[@{Bagarre}]]}} {{DE1=[[1D10>@{Bagarre}]]}} {{DE2=[[1D10>@{Bagarre}]]}} {{DE3=[[1D10>@{Bagarre}]]}} {{DE4=[[1D10>@{Bagarre}]]}} {{DE5=[[1D10>@{Bagarre}]]}} {{DE6=[[1D10>@{Bagarre}]]}} {{DE7=[[2]]}} @{caracCorpsACorps} {{forme=forme}}" name="roll_Bagarre" class="buttonComp"></button>
Bagarre
<input class="compNumber" type="number" name="attr_Bagarre1" value="" max="6" min="0"/>
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Boxe}} {{bonus=@{Boxebonus}}} {{comp=[[@{Boxe}]]}} {{DE1=[[1D10>@{Boxe}]]}} {{DE2=[[1D10>@{Boxe}]]}} {{DE3=[[1D10>@{Boxe}]]}} {{DE4=[[1D10>@{Boxe}]]}} {{DE5=[[1D10>@{Boxe}]]}} {{DE6=[[1D10>@{Boxe}]]}} {{DE7=[[2]]}} @{caracCorpsACorps} {{forme=forme}}" name="roll_Boxe" class="buttonComp"></button>
Boxe
<input class="compNumber" type="number" name="attr_Boxe1" value="0" max="6" min="0" />
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Mêlée}} {{bonus=@{Meleebonus}}} {{comp=[[@{Melee}]]}} {{DE1=[[1D10>@{Melee}]]}} {{DE2=[[1D10>@{Melee}]]}} {{DE3=[[1D10>@{Melee}]]}} {{DE4=[[1D10>@{Melee}]]}} {{DE5=[[1D10>@{Melee}]]}} {{DE6=[[1D10>@{Melee}]]}} {{DE7=[[2]]}} @{caracCorpsACorps} {{forme=forme}}" name="roll_Melee" class="buttonComp"></button>
Mêlée
<input class="compNumber" type="number" name="attr_Melee1" value="" max="6" min="0"/>
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_corpsacorps">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomCorpsACorps}}} {{bonus=@{RepeatingCorpsACorpsbonus}}} {{comp=[[@{RepeatingScoreCorpsACorps}]]}} {{DE1=[[1D10>@{RepeatingScoreCorpsACorps}]]}} {{DE2=[[1D10>@{RepeatingScoreCorpsACorps}]]}} {{DE3=[[1D10>@{RepeatingScoreCorpsACorps}]]}} {{DE4=[[1D10>@{RepeatingScoreCorpsACorps}]]}} {{DE5=[[1D10>@{RepeatingScoreCorpsACorps}]]}} {{DE6=[[1D10>@{RepeatingScoreCorpsACorps}]]}} {{DE7=[[2]]}} @{caracCorpsACorps} {{forme=forme}}" name="roll_RepeatingCorpsACorps" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomCorpsACorps"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreCorpsACorps" value="10" max="10" min="0" />
</div>
</fieldset>
</div>
</div>
<!-------- Tir -------->
<div class="divComp" style="text-align:left;">
<input type="checkbox" name="attr_detailTir" class="compShow">
<div class="comp-title">
<select name="attr_caracTir" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}">Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}" selected>Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Tir}} {{bonus=@{Tirbonus}}} {{comp=[[@{Tir}]]}} {{DE1=[[1D10>@{Tir}]]}} {{DE2=[[1D10>@{Tir}]]}} {{DE3=[[1D10>@{Tir}]]}} {{DE4=[[1D10>@{Tir}]]}} {{DE5=[[1D10>@{Tir}]]}} {{DE6=[[1D10>@{Tir}]]}} {{DE7=[[2]]}} @{caracTir} @{formationTir}" name="roll_Tir" class="buttonComp"></button>
Tir
<input type="checkbox" name="attr_detailTir" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Tir1" value="" max="10" min="0"/>
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Arme d'épaule}} {{bonus=@{ArmeDEpaulebonus}}} {{comp=[[@{ArmeDEpaule}]]}} {{DE1=[[1D10>@{ArmeDEpaule}]]}} {{DE2=[[1D10>@{ArmeDEpaule}]]}} {{DE3=[[1D10>@{ArmeDEpaule}]]}} {{DE4=[[1D10>@{ArmeDEpaule}]]}} {{DE5=[[1D10>@{ArmeDEpaule}]]}} {{DE6=[[1D10>@{ArmeDEpaule}]]}} {{DE7=[[2]]}} @{caracTir} {{forme=forme}}" name="roll_ArmeDEpaule" class="buttonComp"></button>
Arme d'épaule
<input class="compNumber" type="number" name="attr_ArmeDEpaule1" value="" max="10" min="0"/>
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Arme de jet}} {{bonus=@{ArmeDeJetbonus}}} {{comp=[[@{ArmeDeJet}]]}} {{DE1=[[1D10>@{ArmeDeJet}]]}} {{DE2=[[1D10>@{ArmeDeJet}]]}} {{DE3=[[1D10>@{ArmeDeJet}]]}} {{DE4=[[1D10>@{ArmeDeJet}]]}} {{DE5=[[1D10>@{ArmeDeJet}]]}} {{DE6=[[1D10>@{ArmeDeJet}]]}} {{DE7=[[2]]}} @{caracTir} {{forme=forme}}" name="roll_ArmeDeJet" class="buttonComp"></button>
Arme de jet
<input class="compNumber" type="number" name="attr_ArmeDeJet1" value="" max="10" min="0"/>
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Arme de poing}} {{bonus=@{ArmeDePoingbonus}}} {{comp=[[@{ArmeDePoing}]]}} {{DE1=[[1D10>@{ArmeDePoing}]]}} {{DE2=[[1D10>@{ArmeDePoing}]]}} {{DE3=[[1D10>@{ArmeDePoing}]]}} {{DE4=[[1D10>@{ArmeDePoing}]]}} {{DE5=[[1D10>@{ArmeDePoing}]]}} {{DE6=[[1D10>@{ArmeDePoing}]]}} {{DE7=[[2]]}} @{caracTir} {{forme=forme}}" name="roll_ArmeDePoing" class="buttonComp"></button>
Arme de poing
<input class="compNumber" type="number" name="attr_ArmeDePoing1" value="" max="10" min="0"/>
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Arme lourde}} {{bonus=@{ArmeLourdebonus}}} {{comp=[[@{ArmeLourde}]]}} {{DE1=[[1D10>@{ArmeLourde}]]}} {{DE2=[[1D10>@{ArmeLourde}]]}} {{DE3=[[1D10>@{ArmeLourde}]]}} {{DE4=[[1D10>@{ArmeLourde}]]}} {{DE5=[[1D10>@{ArmeLourde}]]}} {{DE6=[[1D10>@{ArmeLourde}]]}} {{DE7=[[2]]}} @{caracTir} {{forme=forme}}" name="roll_ArmeLourde" class="buttonComp"></button>
Arme lourde
<input class="compNumber" type="number" name="attr_ArmeLourde1" value="" max="10" min="0"/>
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_Tir">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomTir}}} {{bonus=@{RepeatingTirBonus}}} {{comp=[[@{RepeatingScoreTir}]]}} {{DE1=[[1D10>@{RepeatingScoreTir}]]}} {{DE2=[[1D10>@{RepeatingScoreTir}]]}} {{DE3=[[1D10>@{RepeatingScoreTir}]]}} {{DE4=[[1D10>@{RepeatingScoreTir}]]}} {{DE5=[[1D10>@{RepeatingScoreTir}]]}} {{DE6=[[1D10>@{RepeatingScoreTir}]]}} {{DE7=[[2]]}} @{caracTir} {{forme=forme}}" name="roll_RepeatingTir" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomTir"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreTir" value="10" max="10" min="0" />
</div>
</fieldset>
</div>
</div>
<!-------- Esquive -------->
<div class="divComp" style="text-align:left;">
<input type="checkbox" name="attr_detailEsquive" class="compShow">
<div class="comp-title">
<select name="attr_caracEsquive" class="CSSSelectComp">
<option value="{{carac=[[@{Agilite}]]}} {{nomCarac=Agilité}}" selected>Agilité</option>
<option value="{{carac=[[@{Constitution}]]}} {{nomCarac=Constitution}}">Constitution</option>
<option value="{{carac=[[@{Dexterite}]]}} {{nomCarac=Dextérité}}">Dextérité</option>
<option value="{{carac=[[@{Force}]]}} {{nomCarac=Force}}">Force</option>
<option value="{{carac=[[@{Charisme}]]}} {{nomCarac=Charisme}}">Charisme</option>
<option value="{{carac=[[@{Intelligence}]]}} {{nomCarac=Intelligence}}">Intelligence</option>
<option value="{{carac=[[@{Perception}]]}} {{nomCarac=Perception}}">Perception</option>
<option value="{{carac=[[@{Volonte}]]}} {{nomCarac=Volonté}}">Volonté</option>
</select>
</div>
<div class="divCompTitle divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Esquive}} {{bonus=@{ArmeDEpaulebonus}}} {{comp=[[@{Esquive}]]}} {{DE1=[[1D10>@{Esquive}]]}} {{DE2=[[1D10>@{Esquive}]]}} {{DE3=[[1D10>@{Esquive}]]}} {{DE4=[[1D10>@{Esquive}]]}} {{DE5=[[1D10>@{Esquive}]]}} {{DE6=[[1D10>@{Esquive}]]}} {{DE7=[[2]]}} @{caracEsquive} @{formationEsquive}" name="roll_Esquive" class="buttonComp"></button>
Esquive
<input type="checkbox" name="attr_detailEsquive" class="compSpecialisations"><span class="compShow"></span>
<input class="compNumber" type="number" name="attr_Esquive1" value="" max="10" min="0"/>
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Esquive Corps-à-corps}} {{bonus=@{EsquiveCorpsACorpsbonus}}} {{comp=[[@{EsquiveCorpsACorps}]]}} {{DE1=[[1D10>@{EsquiveCorpsACorps}]]}} {{DE2=[[1D10>@{EsquiveCorpsACorps}]]}} {{DE3=[[1D10>@{EsquiveCorpsACorps}]]}} {{DE4=[[1D10>@{EsquiveCorpsACorps}]]}} {{DE5=[[1D10>@{EsquiveCorpsACorps}]]}} {{DE6=[[1D10>@{EsquiveCorpsACorps}]]}} {{DE7=[[2]]}} @{caracEsquive} {{forme=forme}}" name="roll_EsquiveCorpsACorps" class="buttonComp"></button>
Corps-à-corps
<input class="compNumber" type="number" name="attr_EsquiveCorpsACorps1" value="" max="10" min="0"/>
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Esquive Explosion}} {{bonus=@{EsquiveExplosionbonus}}} {{comp=[[@{EsquiveExplosion}]]}} {{DE1=[[1D10>@{EsquiveExplosion}]]}} {{DE2=[[1D10>@{EsquiveExplosion}]]}} {{DE3=[[1D10>@{EsquiveExplosion}]]}} {{DE4=[[1D10>@{EsquiveExplosion}]]}} {{DE5=[[1D10>@{EsquiveExplosion}]]}} {{DE6=[[1D10>@{EsquiveExplosion}]]}} {{DE7=[[2]]}} @{caracEsquive} {{forme=forme}}" name="roll_EsquiveExplosion" class="buttonComp"></button>
Explosion
<input class="compNumber" type="number" name="attr_EsquiveExplosion1" value="" max="10" min="0"/>
</div>
<div class="divCompSpecialisation compShow divCompLine">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=Esquive Tir}} {{bonus=@{EsquiveTirbonus}}} {{comp=[[@{EsquiveTir}]]}} {{DE1=[[1D10>@{EsquiveTir}]]}} {{DE2=[[1D10>@{EsquiveTir}]]}} {{DE3=[[1D10>@{EsquiveTir}]]}} {{DE4=[[1D10>@{EsquiveTir}]]}} {{DE5=[[1D10>@{EsquiveTir}]]}} {{DE6=[[1D10>@{EsquiveTir}]]}} {{DE7=[[2]]}} @{caracEsquive} {{forme=forme}}" name="roll_Tir" class="buttonComp"></button>
Tir
<input class="compNumber" type="number" name="attr_EsquiveTir1" value="" max="10" min="0"/>
</div>
<div class="compShow divCompLine">
<fieldset class="repeating_Esquive">
<div class="divCompSpecialisation">
<button type="roll" value="@{jetMJ} &{template:jetBase} {{nom=@{RepeatingNomEsquive}}} {{bonus=@{RepeatingEsquivebonus}}} {{comp=[[@{RepeatingScoreEsquive}]]}} {{DE1=[[1D10>@{RepeatingScoreEsquive}]]}} {{DE2=[[1D10>@{RepeatingScoreEsquive}]]}} {{DE3=[[1D10>@{RepeatingScoreEsquive}]]}} {{DE4=[[1D10>@{RepeatingScoreEsquive}]]}} {{DE5=[[1D10>@{RepeatingScoreEsquive}]]}} {{DE6=[[1D10>@{RepeatingScoreEsquive}]]}} {{DE7=[[2]]}} @{caracEsquive} {{forme=forme}}" name="roll_RepeatingEsquive" class="buttonComp"></button>
<input type="text" name="attr_RepeatingNomEsquive"/>
<input class="compNumber" type="number" name="attr_RepeatingScoreEsquive" value="10" max="10" min="0" />
</div>
</fieldset>
</div>
</div>
</div>
</div>
<!-------- Armes et armures -------->
<div class="divArmesEtArmures flex col j-center a-center">
<!-------- Armures -------->
<div class="divCombat flex col j-center a-center">
<div class="armure-titre flex col j-center a-center">
<span>Armures</span>
</div>
<div class="divArmuresCaracs flex row j-center a-center">
<div class="armure-nom flex col j-center a-center">
<span>Armure</span>
</div>
<div class="armure-protection flex col j-center a-center">
<span>Protection</span>
</div>
<div class="armure-structure flex col j-center a-center">
<span>Structure</span>
</div>
<div class="armure-type flex col j-center a-center">
<span>Type</span>
</div>
</div>
<div class="divCombatLine">
<fieldset class="repeating_armure flex row j-center a-center">
<div class="divArmuresCaracs flex row j-center a-center repeating_combatLine">
<div class="armure-nom flex row j-center a-center">
<input type="checkbox" name="attr_check-armure" class="check-armure">
<select name="attr_armureNom" class="armure-select">
<option value="Selection" selected>Sélection</option>
<option value="ArmureDispersionCinetique">Armure à dispersion cinétique</option>
<option value="ArmureDePlates">Armure de plates</option>
<option value="ArmureEgide">Armure Égide</option>
<option value="ArmureTeutoniqueDElite">Armure teutonique d’élite</option>
<option value="ChemiseDeMailles">Chemise de mailles</option>
<option value="ChemiseDeMaillesCarbone">Chemise de mailles en fibres de carbone</option>
<option value="CombinaisonIgnifugee">Combinaison ignifugée</option>
<option value="CotteDeMailles">Cotte de mailles</option>
<option value="Cuir">Cuir</option>
<option value="Cuirasse" class="cuirasse">Cuirasse</option>
<option value="Ecu">Écu</option>
<option value="GiletBlinde">Gilet blindé</option>
<option value="GiletDEcailles">Gilet d’écailles</option>
<option value="GiletRenforce">Gilet renforcé</option>
<option value="TenueAntiEmeute">Tenue anti-émeute</option>
<option value="VetementsRenforces">Vêtements renforcés</option>
</select>
<input type="text" name="attr_armureNomPerso" class="text-long armure-perso">
</div>
<div class="armure-protection flex col j-center a-center">
<input type="text" name="attr_armureProtection" class="text-court">
</div>
<div class="armure-structure flex col j-center a-center">
<input type="text" name="attr_armureStructure" class="text-court">
</div>
<div class="armure-type flex col j-center a-center">
<input type="text" name="attr_armureType" class="text-moyen">
</div>
</div>
</fieldset>
<input type="hidden" name="attr_cuirasse" value="0">
</div>
</div>
<br>
<!-------- Armes de contact -------->
<div class="divCombat flex col j-center a-center">
<div class="arme-titre flex col j-center a-center">
<span>Armes de contact</span>
</div>
<div class="divArmesCaracs flex row j-center a-center">
<div class="arme-nom flex col j-center a-center">
<span>Arme</span>
</div>
<div class="arme-degats flex col j-center a-center">
<span>Dégâts</span>
</div>
<div class="arme-mains flex col j-center a-center">
<span>Mains</span>
</div>
<div class="arme-parade flex col j-center a-center">
<span>Parade</span>
</div>
</div>
<div class="divCombatLine">
<fieldset class="repeating_contact flex row j-center a-center">
<div class="divArmesCaracs flex row j-center a-center repeating_combatLine">
<input type="checkbox" name="attr_checkContactmodal" class="check-contact-modal"><span class="flex col j-center a-center"></span>
<div class="arme-nom flex row j-center a-center">
<input type="checkbox" name="attr_checkContact" class="check-contact">
<select name="attr_contactNom" class="contact-select">
<option value="Selection">Selection</option>
<option value="ArmeImprovisee">Arme improvisée</option>
<option value="ArtMartial">Art martial</option>
<option value="Baton">Bâton</option>
<option value="BecDeCorbin">Bec-de-corbin savoyard</option>
<option value="Claymore">Claymore</option>
<option value="Couteau">Couteau</option>
<option value="CouteauDeCombat">Couteau de combat prussien</option>
<option value="Crocs" class="crocs">Crocs</option>
<option value="EpeeLarge">Épée large</option>
<option value="EtoileDuMatin">Étoile du matin prussienne</option>
<option value="Faux">Faux</option>
<option value="Flamberge">Flamberge</option>
<option value="FleauDArmes">Fléau darmes</option>
<option value="ForteEpee">Forte-épée Acero</option>
<option value="Francisque">Francisque</option>
<option value="Griffes" class="griffes">Griffes</option>
<option value="Guisarme">Guisarme</option>
<option value="Hache">Hache</option>
<option value="HacheDeGuerre">Hache de guerre scandinave</option>
<option value="Hallebarde">Hallebarde</option>
<option value="Katana">Katana</option>
<option value="Lance">Lance</option>
<option value="MasseDArmes">Masse darmes</option>
<option value="Matraque">Matraque</option>
<option value="MatraqueElectrique">Matraque électrique</option>
<option value="Nunchaku">Nunchaku</option>
<option value="Percemaille">Percemaille</option>
<option value="Pied">Pied</option>
<option value="Poignard">Poignard</option>
<option value="PoignardDentele">Poignard dentelé</option>
<option value="PoignardRetractable">Poignard rétractable Stiletto</option>
<option value="Poing">Poing</option>
<option value="QueuePrehensile" class="queue-prehensile">Queue préhensile</option>
<option value="Rapiere">Rapière</option>
<option value="RapiereRetractable">Rapière rétractable Stiletto</option>
<option value="Stylet">Stylet</option>
<option value="Tete">Tête</option>
</select>
<input type="text" name="attr_contactNomPerso" class="text-long contact-perso">
<button type="roll" value="@{jetMJ} &{template:jetArme} {{nom=@{contactNom}}} {{bd=[[@{BD}]]}} {{puissantcoup=[[@{puissantcoup}]]}} {{griffescrocs=[[@{griffescrocs}]]}} {{degats=[[@{contactDegats}]]}} {{comp=@{comparme}}} {{compval=[[@{comparmeval}]]}} {{spe=@{spearme}}} {{speval=[[@{spearmeval}]]}} {{DE1=[[1D10>@{comparmeval}]]}} {{DE2=[[1D10>@{comparmeval}]]}} {{DE3=[[1D10>@{comparmeval}]]}} {{DE4=[[1D10>@{comparmeval}]]}} {{DE5=[[1D10>@{comparmeval}]]}} {{DE6=[[1D10>@{comparmeval}]]}} {{DE1Bis=[[1D10>@{spearmeval}]]}} {{DE2Bis=[[1D10>@{spearmeval}]]}} {{DE3Bis=[[1D10>@{spearmeval}]]}} {{DE4Bis=[[1D10>@{spearmeval}]]}} {{DE5Bis=[[1D10>@{spearmeval}]]}} {{DE6Bis=[[1D10>@{spearmeval}]]}} {{DE7Bis=[[2]]}} @{caracCorpsACorps} @{formationCorpsACorps}" name="roll_CorpsACorps" class="buttonComp"></button>
</div>
<div class="arme-degats flex col j-center a-center">
<input type="number" name="attr_contactDegats">
</div>
<div class="arme-mains flex row j-evenly a-center">
<input type="text" name="attr_contactMains" class="text-court">
<input type="checkbox" name="attr_MG" value="Gauche" class="mains"/><span class="mains">G</span>
<input type="checkbox" name="attr_MD" value="Droite" class="mains"/><span class="mains">D</span>
</div>
<div class="arme-parade flex col j-center a-center">
<input type="text" name="attr_contactParade" class="text-court">
</div>
<div name="attr_contactmodal" class="contact-modal">
<div class="modal-title">
<span>Compétence : </span><input type="text" name="attr_comparme" value="" class="text-moyen">
<input type="number" name="attr_comparmeval" value="" class="number-court">
<span>Spécialisation : </span><input type="text" name="attr_spearme" value="" class="text-moyen">
<input type="number" name="attr_spearmeval" value="" class="number-court">
</div>
</div>
</div>
</fieldset>
<input type="hidden" name="attr_griffescrocs" value="0">
<input type="hidden" name="attr_puissantcoup" value="0">
</div>
</div>
<br>
<!-------- Armes à distance -------->
<div class="divCombat flex col j-center a-center">
<div class="arme-titre flex col j-center a-center">
<span>Armes à distance</span>
</div>
<div class="divArmesCaracs flex row j-center a-center">
<div class="arme-nom flex col j-center a-center">
<span>Arme</span>
</div>
<div class="arme-degats flex col j-center a-center">
<span>Dégâts</span>
</div>
<div class="arme-mode flex col j-center a-center">
<span>Mode</span>
</div>
<div class="arme-portee flex col j-center a-center">
<span>Portée</span>
</div>
<div class="arme-munitions flex col j-center a-center">
<span>Munitions</span>
</div>
</div>
<div class="divCombatLine">
<fieldset class="repeating_distance flex row j-center a-center">
<div class="divArmesCaracs flex row j-center a-center repeating_combatLine">
<input type="checkbox" name="attr_checkDistancemodal" class="check-distance-modal"><span class="flex col j-center a-center"></span>
<div class="arme-nom flex row j-center a-center">
<input type="checkbox" name="attr_check-distance" class="check-distance">
<select name="attr_disNom" class="distance-select">
<option value="Selection" selected>Sélection</option>
<option value="Arbalete">Arbalète</option>
<option value="ArbaleteDePoing">Arbalète de poing</option>
<option value="ArbaleteHelvetienne">Arbalète helvétienne</option>
<option value="Arc">Arc</option>
<option value="ArcAPoulie">Arc à poulie</option>
<option value="ArquebuseF1">Arquebuse F1</option>
<option value="ArquebuseSHR99">Arquebuse SHR 99</option>
<option value="Boomerang">Boomerang</option>
<option value="Dard" class="dard">Dard empoisonné</option>
<option value="Fronde">Fronde</option>
<option value="GrenadeFrag">Grenade à fragmentation</option>
<option value="GrenadeAveuglante">Grenade aveuglante</option>
<option value="GrenadeIncapacitante">Grenade incapacitante</option>
<option value="Javelot">Javelot</option>
<option value="JavelotAFusion">Javelot à fusion</option>
<option value="LanceFlammes">Lance-flammes Drakon</option>
<option value="LanceGrenades">Lance-grenades</option>
<option value="LanceRoquettes">Lance-roquettes</option>
<option value="MineHelios">Mine à fusion Hélios</option>
<option value="Missile">Missile</option>
<option value="MitrailleuseKord">Mitrailleuse lourde Kord</option>
<option value="MousquetARepetition">Mousquet à répétition</option>
<option value="MousquetDAssaut">Mousquet dassaut</option>
<option value="MousquetDAssautF3">Mousquet dassaut Fléau F3</option>
<option value="MousquetDAssautHKG4">Mousquet dassaut HK G4</option>
<option value="MousquetDeParade">Mousquet de parade</option>
<option value="MousquetDePrecision">Mousquet de précision</option>
<option value="MousquetHecateII">Mousquet de précision Hécate II</option>
<option value="Pistolet">Pistolet</option>
<option value="PistoletChatel">Pistolet Châtel</option>
<option value="PistoletFleuret">Pistolet Fleuret MAC. 127</option>
<option value="PistoletManuras">Pistolet Manuras .60</option>
<option value="PistoletBizon">Pistolet mitrailleur Bizon</option>
<option value="PistoletVomitif">Pistolet vomitif</option>
<option value="Revolver">Revolver</option>
<option value="Roquette">Roquette</option>
<option value="TromblonACanonScie">Tromblon à canon scié</option>
<option value="TromblonAFilet">Tromblon à filet</option>
<option value="TromblonAMousse">Tromblon à mousse</option>
<option value="TromblonAPompe">Tromblon à pompe</option>
<option value="TromblonDeChasse">Tromblon de chasse</option>
<option value="TromblonFrancisque">Tromblon de chasse Francisque CL12</option>
<option value="TromblonSonique">Tromblon sonique</option>
</select>
<input type="text" name="attr_disNomPerso" class="text-long distance-perso" value="">
<button type="roll" value="@{jetMJ} &{template:jetArme} {{nom=@{disNom}}} {{degats=[[@{disDegats}]]}} {{comp=@{comparme}}} {{compval=[[@{comparmeval}]]}} {{spe=@{spearme}}} {{speval=[[@{spearmeval}]]}} {{DE1=[[1D10>@{comparmeval}]]}} {{DE2=[[1D10>@{comparmeval}]]}} {{DE3=[[1D10>@{comparmeval}]]}} {{DE4=[[1D10>@{comparmeval}]]}} {{DE5=[[1D10>@{comparmeval}]]}} {{DE6=[[1D10>@{comparmeval}]]}} {{DE1Bis=[[1D10>@{spearmeval}]]}} {{DE2Bis=[[1D10>@{spearmeval}]]}} {{DE3Bis=[[1D10>@{spearmeval}]]}} {{DE4Bis=[[1D10>@{spearmeval}]]}} {{DE5Bis=[[1D10>@{spearmeval}]]}} {{DE6Bis=[[1D10>@{spearmeval}]]}} {{DE7=[[2]]}} @{caracTir} @{formationCorpsACorps}" name="roll_Distance" class="buttonComp"></button>
</div>
<div class="arme-degats flex col j-center a-center">
<input type="number" name="attr_disDegats" class="distance-degats" value="">
</div>
<div class="arme-mode flex col j-center a-center">
<input type="text" name="attr_disMode" class="text-court distance-mode">
</div>
<div class="arme-portee flex row j-center a-center">
<input type="number" name="attr_disPortee1" class="distance-portee1" value="0">
<p>/</p>
<input type="number" name="attr_disPortee2" class="distance-portee2" value="0">
<p>/</p>
<input type="number" name="attr_disPortee3" class="distance-portee3" value="0">
</div>
<div class="arme-munitions flex row j-center a-center">
<input type="number" name="attr_disMunitions" class="distance-munitions" value="0">
<p>/</p>
<input type="number" name="attr_disMunitionsMax" class="distance-munitions" value="0">
</div>
<div name="attr_distancemodal" class="distance-modal">
<span>Compétence : </span><input type="text" name="attr_comparme" value="" class="text-court">
<input type="number" name="attr_comparmeval" value="" class="number-court">
<span>Spécialisation : </span><input type="text" name="attr_spearme" value="" class="text-moyen">
<input type="number" name="attr_spearmeval" value="" class="number-court">
</div>
</div>
</fieldset>
<input type="hidden" name="attr_sniper" value="0">
</div>
</div>
</div>
</div>
<!----------------------------------------------------------------------------------------------->
<!------------------------------------------- Menu Bio ------------------------------------------>
<!----------------------------------------------------------------------------------------------->
<div class="sheet-bio">
<div class="flex row j-evenly">
<!-------- Description -------->
<div class="divBio1 flex col j-baseline">
<div class="divBio-title">Description</div>
<div class="divBio1a flex row a-center"><span>Saison : </span><input type="text" name="attr_saison" class="text-long"/></div>
<div class="divBio1a flex row a-center"><span>Cellule : </span><input type="text" name="attr_cellule" class="text-long"/></div>
<div class="divBio1a flex row a-center"><span>Pays d'origine : </span><input type="text" name="attr_nationalite" class="text-moyen"/></div>
<div class="divBio1a flex col j-baseline">
<div class="flex row a-center">
<span>Genre : </span><input type="text" class="text-moyen">
</div>
<div class="flex row a-center">
<span>Langage préféré : </span>
<input type="radio" name="attr_genre" value="g1" class="g1">
<span>Masculin</span>
<input type="radio" name="attr_genre" value="g2" class="g2" checked>
<span>Féminin</span>
</div>
</div>
<div class="divBio1a flex row a-center"><span>Âge : </span><input type="number" name="attr_age" class="number-court"/><span>ans</span></div>
<div class="divBio1a flex row a-center"><span>Taille : </span><input type="text" name="attr_taille" class="text-court"/><span>m</span></div>
<div class="divBio1a flex row a-center"><span>Cheveux : </span><input type="text" name="attr_cheveux" class="text-moyen"/></div>
<div class="divBio1a flex row a-center"><span>Peau : </span><input type="text" name="attr_peau" class="text-moyen"/></div>
<div class="divBio1a flex row a-center"><span>Yeux : </span><input type="text" name="attr_yeux" class="text-moyen"/></div>
<div class="flex col j-center"><span>Traits distinctifs : </span><textarea name="attr_traits" cols="30" rows="10"></textarea></div>
<div class="flex col j-center"><span>Notes : </span><textarea name="attr_notes" cols="30" rows="10"></textarea></div>
</div>
<div class="divBio2 flex col j-baseline a-baseline">
<div class="divBio4">
<div class="divBio-title">Personnalité</div>
<textarea name="attr_personnalite" cols="30" rows="10"></textarea>
</div>
<div class="divBio4">
<div class="divBio-title">Histoire</div>
<textarea name="attr_histoire" cols="30" rows="10"></textarea>
</div>
<div class="divBio4">
<div class="divBio-title">Refuge</div>
<textarea name="attr_refuge" cols="30" rows="10"></textarea>
</div>
<div class="divBio5">
<div class="divBio-title">Langues</div>
<div class="flex row a-center j-evenly">
<span>Nombre de langues : </span><input type="number" name="attr_nblangues" value="">
</div>
<input type="hidden" name="attr_languesbonus" value="0">
<textarea name="attr_langues" cols="30" rows="10"></textarea>
</div>
</div>
<div class="divBio2 flex col j-baseline a-baseline">
<!-------- Avantages -------->
<div class="divBio3">
<div class="divBio-title">Avantages</div>
<fieldset class="repeating_avantages">
<div class="expand">
<select name="attr_nomavantage" class="nom-avantage masculin">
<option value="Selection">Sélection</option>
<option value="Alliée">Allié(e)</option>
<option value="Ambidextre">Ambidextre</option>
<option value="Angélique" class="classe-tatoue">Angélique</option>
<option value="Beau">Beau</option>
<option value="Branchies" class="classe-sansventre">Branchies</option>
<option value="Bras supplémentaires" class="classe-sansventre">Bras supplémentaires</option>
<option value="Chanceux">Chanceux</option>
<option value="Clone de luxe" class="classe-sansventre">Clone de luxe</option>
<option value="Combat à deux armes" class="classe-surdoue">Combat à deux armes</option>
<option value="Commandement" class="classe-surdoue">Commandement</option>
<option value="Connaissance du milieu">Connaissance du milieu</option>
<option value="Costaud" class="classe-surdoue">Costaud</option>
<option value="Cran">Cran</option>
<option value="Détermination">Détermination</option>
<option value="Expérimenté">Expérimenté</option>
<option value="Expertise" class="classe-surdoue">Expertise</option>
<option value="Fine lame">Fine lame</option>
<option value="Flash" class="classe-mental">Flash</option>
<option value="Grand voyageur">Grand voyageur</option>
<option value="Humilité" class="classe-surdoue">Humilité</option>
<option value="Hybride" class="classe-sansventre">Hybride</option>
<option value="Immunité" class="classe-sansventre">Immunité</option>
<option value="Impassibilité" class="classe-surdoue">Impassibilité</option>
<option value="Langue supplémentaire">Langue supplémentaire</option>
<option value="Maîtrise" class="classe-surdoue">Maîtrise</option>
<option value="Méditation" class="classe-mental">Méditation</option>
<option value="Méditation" class="classe-tatoue">Méditation</option>
<option value="Mémoire photographique">Mémoire photographique</option>
<option value="Noblesse">Noblesse</option>
<option value="Non-fiché" class="classe-mental">Non-fiché</option>
<option value="Ordinateur cérébral">Ordinateur cérébral</option>
<option value="Pieds de singe" class="classe-sansventre">Pieds de singe</option>
<option value="Poche invisible" class="classe-sansventre">Poche invisible</option>
<option value="Points de pouvoir" class="classe-mental">Points de pouvoir</option>
<option value="Points de pouvoir" class="classe-tatoue">Points de pouvoir</option>
<option value="Populaire">Populaire</option>
<option value="Raisonnement" class="classe-surdoue">Raisonnement</option>
<option value="Rechargement rapide">Rechargement rapide</option>
<option value="Réflexes éclair">Réflexes éclair</option>
<option value="Régénération">Régénération</option>
<option value="Religieux">Religieux</option>
<option value="Résistance à la douleur">Résistance à la douleur</option>
<option value="Résistance physique" class="classe-sansventre">Résistance physique</option>
<option value="Riche">Riche</option>
<option value="Sang bleu">Sang bleu</option>
<option value="Sens amélioré">Sens amélioré</option>
<option value="Sens de l'orientation">Sens de l'orientation</option>
<option value="Sniper">Sniper</option>
<option value="Sommeil léger">Sommeil léger</option>
<option value="Sonar" class="classe-sansventre">Sonar</option>
<option value="Vampire" class="classe-tatoue">Vampire</option>
<option value="Vie inventée" class="classe-sansventre">Vie inventée</option>
<option value="Vision thermique" class="classe-sansventre">Vision thermique</option>
</select>
<select name="attr_nomavantage" class="nom-avantage feminin">
<option value="Selection">Sélection</option>
<option value="Alliée">Allié(e)</option>
<option value="Ambidextre">Ambidextre</option>
<option value="Angélique" class="classe-tatoue">Angélique</option>
<option value="Belle">Belle</option>
<option value="Branchies" class="classe-sansventre">Branchies</option>
<option value="Bras supplémentaires" class="classe-sansventre">Bras supplémentaires</option>
<option value="Chanceuse">Chanceuse</option>
<option value="Clone de luxe" class="classe-sansventre">Clone de luxe</option>
<option value="Combat à deux armes" class="classe-surdoue">Combat à deux armes</option>
<option value="Commandement" class="classe-surdoue">Commandement</option>
<option value="Connaissance du milieu">Connaissance du milieu</option>
<option value="Costaude" class="classe-surdoue">Costaude</option>
<option value="Cran">Cran</option>
<option value="Détermination">Détermination</option>
<option value="Expérimentée">Expérimentée</option>
<option value="Expertise" class="classe-surdoue">Expertise</option>
<option value="Fine lame">Fine lame</option>
<option value="Flash" class="classe-mental">Flash</option>
<option value="Grande voyageuse">Grande voyageuse</option>
<option value="Humilité" class="classe-surdoue">Humilité</option>
<option value="Hybride" class="classe-sansventre">Hybride</option>
<option value="Immunité" class="classe-sansventre">Immunité</option>
<option value="Impassibilité" class="classe-surdoue">Impassibilité</option>
<option value="Langue supplémentaire">Langue supplémentaire</option>
<option value="Maîtrise" class="classe-surdoue">Maîtrise</option>
<option value="Méditation" class="classe-mental">Méditation</option>
<option value="Méditation" class="classe-tatoue">Méditation</option>
<option value="Mémoire photographique">Mémoire photographique</option>
<option value="Noblesse">Noblesse</option>
<option value="Non-fichée" class="classe-mental">Non-fichée</option>
<option value="Ordinateur cérébral">Ordinateur cérébral</option>
<option value="Pieds de singe" class="classe-sansventre">Pieds de singe</option>
<option value="Poche invisible" class="classe-sansventre">Poche invisible</option>
<option value="Points de pouvoir" class="classe-mental">Points de pouvoir</option>
<option value="Points de pouvoir" class="classe-tatoue">Points de pouvoir</option>
<option value="Populaire">Populaire</option>
<option value="Raisonnement" class="classe-surdoue">Raisonnement</option>
<option value="Rechargement rapide">Rechargement rapide</option>
<option value="Réflexes éclair">Réflexes éclair</option>
<option value="Régénération">Régénération</option>
<option value="Religieuse">Religieuse</option>
<option value="Résistance à la douleur">Résistance à la douleur</option>
<option value="Résistance physique" class="classe-sansventre">Résistance physique</option>
<option value="Riche">Riche</option>
<option value="Sang bleu">Sang bleu</option>
<option value="Sens amélioré">Sens amélioré</option>
<option value="Sens de l'orientation">Sens de l'orientation</option>
<option value="Sniper">Sniper</option>
<option value="Sommeil léger">Sommeil léger</option>
<option value="Sonar" class="classe-sansventre">Sonar</option>
<option value="Vampire" class="classe-tatoue">Vampire</option>
<option value="Vie inventée" class="classe-sansventre">Vie inventée</option>
<option value="Vision thermique" class="classe-sansventre">Vision thermique</option>
</select>
</div>
</fieldset>
</div>
<!-------- Désavantages -------->
<div class="divBio3 ">
<div class="divBio-title">Désavantages</div>
<fieldset class="repeating_desavantages">
<div class="expand">
<select name="attr_nomdesavantage" class="nom-desavantage masculin">
<option value="Selection">Sélection</option>
<option value="Accro au sang de Mental" class="classe-tatoue">Accro au sang de Mental</option>
<option value="Antipathique">Antipathique</option>
<option value="Ascète">Ascète</option>
<option value="Aura maléfique" class="classe-tatoue">Aura maléfique</option>
<option value="Borgne">Borgne</option>
<option value="Cleptomane">Cleptomane</option>
<option value="Cupide">Cupide</option>
<option value="Curieux">Curieux</option>
<option value="Date limite" class="classe-sansventre">Date limite</option>
<option value="Dégoût des Mentaux">Dégoût des Mentaux</option>
<option value="Dégoût des Normaux">Dégoût des Normaux</option>
<option value="Dégoût des Sans-ventre">Dégoût des Sans-ventre</option>
<option value="Drain de vie" class="classe-tatoue">Drain de vie</option>
<option value="Drogué">Drogué</option>
<option value="Faible">Faible</option>
<option value="Fanatique">Fanatique</option>
<option value="Fiché" class="classe-mental">Fiché</option>
<option value="Gros">Gros</option>
<option value="Héroïque">Héroïque</option>
<option value="Illettré">Illettré</option>
<option value="Immature">Immature</option>
<option value="Impatient">Impatient</option>
<option value="Impopulaire">Impopulaire</option>
<option value="Laid">Laid</option>
<option value="Malchanceux">Malchanceux</option>
<option value="Manchot">Manchot</option>
<option value="Marque visible" class="classe-sansventre">Marque visible</option>
<option value="Môme">Môme</option>
<option value="Narcissique" class="classe-surdoue">Narcissique</option>
<option value="Némésis">Némésis</option>
<option value="Obsessionnel">Obsessionnel</option>
<option value="Pacifiste">Pacifiste</option>
<option value="Paranoïaque">Paranoïaque</option>
<option value="Personnalités multiples">Personnalités multiples</option>
<option value="Peureux">Peureux</option>
<option value="Phobie">Phobie</option>
<option value="Pouvoirs épuisants">Pouvoirs épuisants</option>
<option value="Pyromane">Pyromane</option>
<option value="Recherché">Recherché</option>
<option value="Ressources limitées">Ressources limitées</option>
<option value="Sanguinaire">Sanguinaire</option>
</select>
<select name="attr_nomdesavantage" class="nom-desavantage feminin">
<option value="Selection">Sélection</option>
<option value="Accro au sang de Mental" class="classe-tatoue">Accro au sang de Mental</option>
<option value="Antipathique">Antipathique</option>
<option value="Ascète">Ascète</option>
<option value="Aura maléfique" class="classe-tatoue">Aura maléfique</option>
<option value="Borgne">Borgne</option>
<option value="Cleptomane">Cleptomane</option>
<option value="Cupide">Cupide</option>
<option value="Curieuse">Curieuse</option>
<option value="Date limite" class="classe-sansventre">Date limite</option>
<option value="Dégoût des Mentaux">Dégoût des Mentaux</option>
<option value="Dégoût des Normaux">Dégoût des Normaux</option>
<option value="Dégoût des Sans-ventre">Dégoût des Sans-ventre</option>
<option value="Drain de vie" class="classe-tatoue">Drain de vie</option>
<option value="Droguée">Droguée</option>
<option value="Faible">Faible</option>
<option value="Fanatique">Fanatique</option>
<option value="Fichée" class="classe-mental">Fichée</option>
<option value="Grosse">Grosse</option>
<option value="Héroïque">Héroïque</option>
<option value="Illettrée">Illettrée</option>
<option value="Immature">Immature</option>
<option value="Impatiente">Impatiente</option>
<option value="Impopulaire">Impopulaire</option>
<option value="Laide">Laide</option>
<option value="Malchanceuse">Malchanceuse</option>
<option value="Manchote">Manchote</option>
<option value="Marque visible" class="classe-sansventre">Marque visible</option>
<option value="Môme">Môme</option>
<option value="Narcissique" class="classe-surdoue">Narcissique</option>
<option value="Némésis">Némésis</option>
<option value="Obsessionnelle">Obsessionnelle</option>
<option value="Pacifiste">Pacifiste</option>
<option value="Paranoïaque">Paranoïaque</option>
<option value="Personnalités multiples">Personnalités multiples</option>
<option value="Peureuse">Peureuse</option>
<option value="Phobie">Phobie</option>
<option value="Pouvoirs épuisants">Pouvoirs épuisants</option>
<option value="Pyromane">Pyromane</option>
<option value="Recherchée">Recherchée</option>
<option value="Ressources limitées">Ressources limitées</option>
<option value="Sanguinaire">Sanguinaire</option>
</select>
</div>
</fieldset>
</div>
</div>
</div>
</div>
<!----------------------------------------------------------------------------------------------->
<!--------------------------------------- Menu Équipement --------------------------------------->
<!----------------------------------------------------------------------------------------------->
<div class="sheet-equipement">
<div class="flex row j-center">
<div class="divEquipement flex col">
<span class="equipement-title">Équipement</span>
<div>
<fieldset class="repeating_equipement1">
<div class=" flex col j-center a-center">
<input type="text" name="attr_RepeatingEquipement1"/>
</div>
</fieldset>
</div>
</div>
<div class="divEquipement flex col">
<span class="equipement-title">Équipement</span>
<div>
<fieldset class="repeating_equipement2">
<div class=" flex col j-center a-center">
<input type="text" name="attr_RepeatingEquipement2"/>
</div>
</fieldset>
</div>
</div>
</div>
<div class="flex row j-center a-center">
<div class="divVehicule flex col j-center">
<span class="equipement-title">Véhicule</span>
<div class="flex col j-center a-center">
<div class="divVehiculeDescription flex row j-center a-center">
<div class="divVehicule1">Nom</div>
<div class="divVehicule2">VIT</div>
<div class="divVehicule2">PS</div>
<div class="divVehicule2">BL</div>
<div class="divVehicule2">MAN</div>
<div class="divVehicule2">EQU</div>
<div class="divVehicule2">PAS</div>
</div>
</div>
<fieldset class="repeating_vehicule flex col j-center a-center">
<div class="divVehiculeCaracs flex row j-center a-center">
<div class="divVehicule1 flex row j-center a-center">
<input type="checkbox" name="attr_check-vehicule" class="check-vehicule">
<select name="attr_vehiculeNom" class="vehicule-select">
<option value="Selection">Sélection</option>
<option value="Aerodyne">Aérodyne</option>
<option value="AerodyneCougar">Aérodyne Cougar</option>
<option value="AerodyneOrpheus">Aérodyne hybride Orphéus</option>
<option value="AerodyneRoiSoleil">Aérodyne Roi Soleil</option>
<option value="AutogireMilitaire">Autogire militaire</option>
<option value="AutogirePersonnel">Autogire personnel</option>
<option value="AutogireUtilitaire">Autogire utilitaire</option>
<option value="AvionDeTourisme">Avion de tourisme</option>
<option value="AvionHoward3">Avion Howard-3</option>
<option value="Cabriolet">Cabriolet</option>
<option value="Caleche">Calèche</option>
<option value="CalecheDelahaye">Calèche Delahaye</option>
<option value="CalecheDynaste">Calèche Dynaste</option>
<option value="CalecheSonate">Calèche Sonate</option>
<option value="Carrosse">Carrosse</option>
<option value="CochePersonnel">Coche personnel</option>
<option value="CochePublic">Coche public</option>
<option value="CochePublicDameBlanche">Coche public Dame Blanche</option>
<option value="CochePublicFavori">Coche public Favori</option>
<option value="ExosqueletteDemolisseur">Exosquelette Démolisseur</option>
<option value="ExosqueletteDevastateur">Exosquelette Dévastateur</option>
<option value="ExosquelettePredateur">Exosquelette Prédateur</option>
<option value="HorsBord">Hors-bord</option>
<option value="H4Blinde">H-4 (blindé)</option>
<option value="Kaupskip">Kaupskip</option>
<option value="Motocyclette">Motocyclette</option>
<option value="MotocycletteDogueNoir">Motocyclette Dogue Noir</option>
<option value="MotocycletteTaiyo">Motocyclette Taiyô</option>
<option value="MotocycletteTroubadour">Motocyclette Troubadour</option>
<option value="MotoAerodyne">Moto-aérodyne</option>
<option value="MotoAerodyneBorzaya">Moto-aérodyne Borzaya</option>
<option value="MotoAerodyneHalcion">Moto-aérodyne Halcion</option>
<option value="VABNashorn">VAB Nashorn</option>
<option value="Voilier">Voilier</option>
</select>
<input type="text" name="attr_vehiculeNomPerso" class="vehicule-perso">
</div>
<div class="divVehicule2">
<input type="text" name="attr_vehiculeVIT">
</div>
<div class="divVehicule2">
<input type="text" name="attr_vehiculePS">
</div>
<div class="divVehicule2">
<input type="text" name="attr_vehiculeBL">
</div>
<div class="divVehicule2">
<input type="text" name="attr_vehiculeMAN">
</div>
<div class="divVehicule2">
<input type="text" name="attr_vehiculeEQU">
</div>
<div class="divVehicule2">
<input type="text" name="attr_vehiculePAS">
</div>
</div>
</fieldset>
</div>
</div>
</div>
<!----------------------------------------------------------------------------------------------->
<!------------------------------------------ Menu Infos ----------------------------------------->
<!----------------------------------------------------------------------------------------------->
<div class="sheet-infos">
<div class="flex col j-center">
<div class="flex row j-evenly">
<div class="divInfos1 flex col">
<div class="flex row a-center">
<span class="infostitle">Vitesse de marche : </span><input type="number" name="attr_vitessemarche" value="2" style="width:16px">
</div>
<div class="flex row a-center">
<span class="infostitle">Vitesse de course : </span><input type="number" name="attr_vitessecourse" value="0" style="width:16px"><input type="hidden" name="attr_vitessecoursebonus" value="0">
</div>
<div class="flex row a-center">
<span class="infostitle">Vitesse de natation : </span><input type="number" name="attr_vitessenatation" value="1" style="width:16px">
</div>
<div class="flex row a-center">
<span class="infostitle">Vitesse de vol : </span><input type="number" name="attr_vitessevol" value="3" style="width:16px">
</div>
<div class="flex row a-center">
<span class="infostitle">Vitesse d'escalade : </span><input type="number" name="attr_vitesseescalade" value="1" style="width:16px">
</div>
</div>
<div class="divInfos2 flex col">
<div class="flex row a-center">
<span class="infostitle">Saut en hauteur : </span><input type="number" name="attr_sautenhauteur" value="0" style="width:16px"><input type="hidden" name="attr_sautbonus" value="0">
</div>
<div class="flex row a-center">
<span class="infostitle">Saut en longueur : </span><input type="number" name="attr_sautenlongueur" value="0" style="width:16px"><input type="hidden" name="attr_sautbonus" value="0">
</div>
<div class="flex row a-center">
<span class="infostitle">Poids soulevé : </span><input type="number" name="attr_poidssouleve" value="0" style="width:16px"><input type="hidden" name="attr_poidsbonus" value="0">
</div>
<div class="flex row a-center">
<span class="infostitle">Récupération des points de vie : </span><input type="number" name="attr_recupvie" value="0" style="width:16px"><span>PV toutes les </span><input type="number" name="attr_recupvieduree" value="" style="width:16px"><span> heures</span><input type="hidden" name="attr_recupviedureebonus">
</div>
<div class="flex row a-center">
<span class="infostitle">Récupération des points de pouvoir : </span><input type="number" name="attr_recuppouvoir" value="1" style="width:16px"><span>PP toutes les </span><input type="number" name="attr_recuppouvoirduree" value="" style="width:16px"><span> minutes</span><input type="hidden" name="attr_recuppouvoirdureebonus">
</div>
</div>
</div>
<div class="divTGM flex col j-center a-center">
<div class="divTGM-title flex col j-center a-center">
<span>Table générique des mesures</span>
</div>
<div class="divTGM1 flex row j-evenly a-center">
<span>Rang</span><span>Vitesse (m/round)</span><span>Vitesse (km/h)</span><span>Durée</span><span>Distance</span><span>Poids</span>
</div>
<div class="divTGM2 flex row j-evenly a-center">
<span>1</span><span>4</span><span>3</span><span>1 action</span><span>1 m</span><span>10 kg</span>
</div>
<div class="divTGM3 flex row j-evenly a-center">
<span>2</span><span>8</span><span>6</span><span>1 round</span><span>2 m</span><span>20 kg</span>
</div>
<div class="divTGM2 flex row j-evenly a-center">
<span>3</span><span>16</span><span>12</span><span>5 rouds</span><span>4 m</span><span>40 kg</span>
</div>
<div class="divTGM3 flex row j-evenly a-center">
<span>4</span><span>35</span><span>25</span><span>1 minute</span><span>8 m</span><span>80 kg</span>
</div>
<div class="divTGM2 flex row j-evenly a-center">
<span>5</span><span>70</span><span>50</span><span>30 minutes</span><span>15 m</span><span>150 kg</span>
</div>
<div class="divTGM3 flex row j-evenly a-center">
<span>6</span><span>140</span><span>100</span><span>1 heure</span><span>30 m</span><span>300 kg</span>
</div>
<div class="divTGM2 flex row j-evenly a-center">
<span>7</span><span>210</span><span>150</span><span>12 heures</span><span>60 m</span><span>600 kg</span>
</div>
<div class="divTGM3 flex row j-evenly a-center">
<span>8</span><span>280</span><span>200</span><span>1 jour</span><span>120 m</span><span>1,2 t</span>
</div>
<div class="divTGM2 flex row j-evenly a-center">
<span>9</span><span>350</span><span>250</span><span>3 jours</span><span>250 m</span><span>2,5 t</span>
</div>
<div class="divTGM3 flex row j-evenly a-center">
<span>10</span><span>420</span><span>300</span><span>1 semaine</span><span>500 m</span><span>5 t</span>
</div>
<div class="divTGM2 flex row j-evenly a-center">
<span>11</span><span>560</span><span>400</span><span>2 semaines</span><span>1 km</span><span>10 t</span>
</div>
<div class="divTGM3 flex row j-evenly a-center">
<span>12</span><span>700</span><span>500</span><span>1 mois</span><span>2 km</span><span>20 t</span>
</div>
<div class="divTGM2 flex row j-evenly a-center">
<span>13</span><span>830</span><span>600</span><span>6 mois</span><span>4 km</span><span>40 t</span>
</div>
<div class="divTGM3 flex row j-evenly a-center">
<span>14</span><span>1110</span><span>800</span><span>1 an</span><span>8 km</span><span>80 t</span>
</div>
<div class="divTGM2 flex row j-evenly a-center">
<span>15</span><span>1390</span><span>1000</span><span>5 ans</span><span>15 km</span><span>150 t</span>
</div>
<div class="divTGM3 flex row j-evenly a-center">
<span>16</span><span>1800</span><span>1300</span><span>10 ans</span><span>30 km</span><span>300 t</span>
</div>
<div class="divTGM2 flex row j-evenly a-center">
<span>17</span><span>2200</span><span>1600</span><span>50 ans</span><span>60 km</span><span>600 t</span>
</div>
<div class="divTGM3 flex row j-evenly a-center">
<span>18</span><span>2770</span><span>2000</span><span>1 siècle</span><span>120 km</span><span>1200 t</span>
</div>
<div class="divTGM2 flex row j-evenly a-center">
<span>19</span><span>3500</span><span>2500</span><span>5 siècles</span><span>250 km</span><span>2500 t</span>
</div>
<div class="divTGM3 flex row j-evenly a-center">
<span>20</span><span>4200</span><span>3000</span><span>1 millénaire</span><span>500 km</span><span>5000 t</span>
</div>
</div>
</div>
</div>
</div>
<!----------------------------------------------------------------------------------------------->
<!---------------------------------------- ROLLTEMPLATES ---------------------------------------->
<!----------------------------------------------------------------------------------------------->
<!--Rolltemplate : jet de base-->
<rolltemplate class="sheet-rolltemplate-jetBase">
<div class="table flex col j-center">
<div class="header">
<span>{{nom}}</span>
</div>
{{#nomCarac}}
<div>
<span>{{nomCarac}}</span>
</div>
{{/nomCarac}}
<div>
<span>Succès</span>
</div>
<div>
{{#rollGreater() carac 0}}
{{#forme}}
{{#rollWasCrit() DE1}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE1}}
{{#^rollWasCrit() DE1}}
{{DE1}}
{{/^rollWasCrit() DE1}}
{{/forme}}
{{^forme}}
{{DE1}}
{{/forme}}
{{/rollGreater() carac 0}}
{{#rollGreater() carac 1}}
{{#forme}}
{{#rollWasCrit() DE2}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE2}}
{{#^rollWasCrit() DE2}}
{{DE2}}
{{/^rollWasCrit() DE2}}
{{/forme}}
{{^forme}}
{{DE2}}
{{/forme}}
{{/rollGreater() carac 1}}
{{#rollGreater() carac 2}}
{{#forme}}
{{#rollWasCrit() DE3}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE3}}
{{#^rollWasCrit() DE3}}
{{DE3}}
{{/^rollWasCrit() DE3}}
{{/forme}}
{{^forme}}
{{DE3}}
{{/forme}}
{{/rollGreater() carac 2}}
{{#rollGreater() carac 3}}
{{#forme}}
{{#rollWasCrit() DE4}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE4}}
{{#^rollWasCrit() DE4}}
{{DE4}}
{{/^rollWasCrit() DE4}}
{{/forme}}
{{^forme}}
{{DE4}}
{{/forme}}
{{/rollGreater() carac 3}}
{{#rollGreater() carac 4}}
{{#forme}}
{{#rollWasCrit() DE5}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE5}}
{{#^rollWasCrit() DE5}}
{{DE5}}
{{/^rollWasCrit() DE5}}
{{/forme}}
{{^forme}}
{{DE5}}
{{/forme}}
{{/rollGreater() carac 4}}
{{#rollGreater() carac 5}}
{{#forme}}
{{#rollWasCrit() DE6}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE6}}
{{#^rollWasCrit() DE6}}
{{DE6}}
{{/^rollWasCrit() DE6}}
{{/forme}}
{{^forme}}
{{DE6}}
{{/forme}}
{{/rollGreater() carac 5}}
<span>+ </span><div class="inlinerollresultbonus">{{bonus}}</div><span> réussite(s)</span>
</div>
</div>
</rolltemplate>
<!--Rolltemplate : jet d'arme-->
<rolltemplate class="sheet-rolltemplate-jetArme">
<div class="table flex col j-center">
<div class="header">
<span>{{nom}}</span>
</div>
{{#nomCarac}}
<div>
<span>{{nomCarac}} / {{comp}} ({{spe}})</span>
</div>
{{/nomCarac}}
<div>
<span>Succès</span>
</div>
<div>
{{#rollTotal() speval 0}}
{{#rollGreater() carac 0}}
{{#rollWasCrit() DE1}}
<span class="inlineroll-crit">{{DE7Bis}}</span>
{{/rollWasCrit() DE1}}
{{#^rollWasCrit() DE1}}
{{DE1}}
{{/^rollWasCrit() DE1}}
{{/rollGreater() carac 0}}
{{#rollGreater() carac 1}}
{{#rollWasCrit() DE2}}
<span class="inlineroll-crit">{{DE7Bis}}</span>
{{/rollWasCrit() DE2}}
{{#^rollWasCrit() DE2}}
{{DE2}}
{{/^rollWasCrit() DE2}}
{{/rollGreater() carac 1}}
{{#rollGreater() carac 2}}
{{#rollWasCrit() DE3}}
<span class="inlineroll-crit">{{DE7Bis}}</span>
{{/rollWasCrit() DE3}}
{{#^rollWasCrit() DE3}}
{{DE3}}
{{/^rollWasCrit() DE3}}
{{/rollGreater() carac 2}}
{{#rollGreater() carac 3}}
{{#rollWasCrit() DE4}}
<span class="inlineroll-crit">{{DE7Bis}}</span>
{{/rollWasCrit() DE4}}
{{#^rollWasCrit() DE4}}
{{DE4}}
{{/^rollWasCrit() DE4}}
{{/rollGreater() carac 3}}
{{#rollGreater() carac 4}}
{{#rollWasCrit() DE5}}
<span class="inlineroll-crit">{{DE7Bis}}</span>
{{/rollWasCrit() DE5}}
{{#^rollWasCrit() DE5}}
{{DE5}}
{{/^rollWasCrit() DE5}}
{{/rollGreater() carac 4}}
{{#rollGreater() carac 5}}
{{#rollWasCrit() DE6}}
<span class="inlineroll-crit">{{DE7Bis}}</span>
{{/rollWasCrit() DE6}}
{{#^rollWasCrit() DE6}}
{{DE6}}
{{/^rollWasCrit() DE6}}
{{/rollGreater() carac 5}}
{{/rollTotal() speval 0}}
{{#rollGreater() speval 0}}
{{#rollGreater() carac 0}}
{{#rollWasCrit() DE1Bis}}
<span class="inlineroll-crit">{{DE7Bis}}</span>
{{/rollWasCrit() DE1Bis}}
{{#^rollWasCrit() DE1Bis}}
{{DE1Bis}}
{{/^rollWasCrit() DE1Bis}}
{{/rollGreater() carac 0}}
{{#rollGreater() carac 1}}
{{#rollWasCrit() DE2Bis}}
<span class="inlineroll-crit">{{DE7Bis}}</span>
{{/rollWasCrit() DE2Bis}}
{{#^rollWasCrit() DE2Bis}}
{{DE2Bis}}
{{/^rollWasCrit() DE2Bis}}
{{/rollGreater() carac 1}}
{{#rollGreater() carac 2}}
{{#rollWasCrit() DE3Bis}}
<span class="inlineroll-crit">{{DE7Bis}}</span>
{{/rollWasCrit() DE3Bis}}
{{#^rollWasCrit() DE3Bis}}
{{DE3Bis}}
{{/^rollWasCrit() DE3Bis}}
{{/rollGreater() carac 2}}
{{#rollGreater() carac 3}}
{{#rollWasCrit() DE4Bis}}
<span class="inlineroll-crit">{{DE7Bis}}</span>
{{/rollWasCrit() DE4Bis}}
{{#^rollWasCrit() DE4Bis}}
{{DE4Bis}}
{{/^rollWasCrit() DE4Bis}}
{{/rollGreater() carac 3}}
{{#rollGreater() carac 4}}
{{#rollWasCrit() DE5Bis}}
<span class="inlineroll-crit">{{DE7Bis}}</span>
{{/rollWasCrit() DE5Bis}}
{{#^rollWasCrit() DE5Bis}}
{{DE5Bis}}
{{/^rollWasCrit() DE5Bis}}
{{/rollGreater() carac 4}}
{{#rollGreater() carac 5}}
{{#rollWasCrit() DE6Bis}}
<span class="inlineroll-crit">{{DE7Bis}}</span>
{{/rollWasCrit() DE6Bis}}
{{#^rollWasCrit() DE6Bis}}
{{DE6Bis}}
{{/^rollWasCrit() DE6Bis}}
{{/rollGreater() carac 5}}
{{/rollGreater() speval 0}}
</div>
<div class="table-line">
<span>Dégâts de l'arme </span><span>{{degats}}</span>
{{#bd}}
<span>dont BD </span><span>{{bd}}</span>
{{/bd}}
</div>
{{#rollGreater() puissantcoup 0}}
<div class="table-line">
<span>Puissant coup </span><span>{{puissantcoup}}</span>
</div>
{{/rollGreater() puissantcoup 0}}
{{#rollGreater() griffescrocs 0}}
<div class="table-line">
<span>Griffes / Crocs </span><span>{{griffescrocs}}</span>
</div>
{{/rollGreater() griffescrocs 0}}
</div>
</rolltemplate>
<!--Rolltemplate : jet de pouvoir-->
<rolltemplate class="sheet-rolltemplate-jetPouvoir">
<div class="table">
<div class="header">
<span>{{nom}}</span>
</div>
<div class="table-line">
<span>Rang </span><span>{{rang}}</span>
<span>Seuil </span><span>{{seuil}}</span>
</div>
<div class="table-line">
<span>Niveau </span><span>{{lancement}}</span>
<span>PP dépensé(s) </span><span>{{ppdepenses}}</span>
</div>
<div class="table-line">
<span>Difficulté </span><span>{{difficulte}}</span>
</div>
<div>
<span>Succès</span>
</div>
<div>
{{#rollGreater() carac 0}}
{{#rollWasCrit() DE1}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE1}}
{{#^rollWasCrit() DE1}}
{{DE1}}
{{/^rollWasCrit() DE1}}
{{/rollGreater() carac 0}}
{{#rollGreater() carac 1}}
{{#rollWasCrit() DE2}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE2}}
{{#^rollWasCrit() DE2}}
{{DE2}}
{{/^rollWasCrit() DE2}}
{{/rollGreater() carac 1}}
{{#rollGreater() carac 2}}
{{#rollWasCrit() DE3}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE3}}
{{#^rollWasCrit() DE3}}
{{DE3}}
{{/^rollWasCrit() DE3}}
{{/rollGreater() carac 2}}
{{#rollGreater() carac 3}}
{{#rollWasCrit() DE4}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE4}}
{{#^rollWasCrit() DE4}}
{{DE4}}
{{/^rollWasCrit() DE4}}
{{/rollGreater() carac 3}}
{{#rollGreater() carac 4}}
{{#rollWasCrit() DE5}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE5}}
{{#^rollWasCrit() DE5}}
{{DE5}}
{{/^rollWasCrit() DE5}}
{{/rollGreater() carac 4}}
{{#rollGreater() carac 5}}
{{#rollWasCrit() DE6}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE6}}
{{#^rollWasCrit() DE6}}
{{DE6}}
{{/^rollWasCrit() DE6}}
{{/rollGreater() carac 5}}
<span>+ </span><div class="inlinerollresultbonus">{{rauto}}</div><span> réussite(s)</span>
</div>
</div>
</rolltemplate>
<!--Rolltemplate : jet d'initiative-->
<rolltemplate class="sheet-rolltemplate-initiative">
<div class="table">
<div class="header">
<span>{{nom}}</span>
</div>
<div class="table-line">
<span>{{DE1}}</span>
</div>
</div>
</rolltemplate>
<!--Rolltemplate : PNJ-->
<rolltemplate class="sheet-rolltemplate-pnj">
<div class="table flex col j-center">
<div class="header">
<span>{{nom}}</span>
</div>
<div>
<span>Succès</span>
</div>
<div>
{{#rollGreater() carac 0}}
{{#rollWasCrit() DE1}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE1}}
{{#^rollWasCrit() DE1}}
{{DE1}}
{{/^rollWasCrit() DE1}}
{{/rollGreater() carac 0}}
{{#rollGreater() carac 1}}
{{#rollWasCrit() DE2}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE2}}
{{#^rollWasCrit() DE2}}
{{DE2}}
{{/^rollWasCrit() DE2}}
{{/rollGreater() carac 1}}
{{#rollGreater() carac 2}}
{{#rollWasCrit() DE3}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE3}}
{{#^rollWasCrit() DE3}}
{{DE3}}
{{/^rollWasCrit() DE3}}
{{/rollGreater() carac 2}}
{{#rollGreater() carac 3}}
{{#rollWasCrit() DE4}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE4}}
{{#^rollWasCrit() DE4}}
{{DE4}}
{{/^rollWasCrit() DE4}}
{{/rollGreater() carac 3}}
{{#rollGreater() carac 4}}
{{#rollWasCrit() DE5}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE5}}
{{#^rollWasCrit() DE5}}
{{DE5}}
{{/^rollWasCrit() DE5}}
{{/rollGreater() carac 4}}
{{#rollGreater() carac 5}}
{{#rollWasCrit() DE6}}
<span class="inlineroll-crit">{{DE7}}</span>
{{/rollWasCrit() DE6}}
{{#^rollWasCrit() DE6}}
{{DE6}}
{{/^rollWasCrit() DE6}}
{{/rollGreater() carac 5}}
</div>
</div>
</rolltemplate>
<!----------------------------------------------------------------------------------------------->
<!------------------------------------------- SCRIPTS ------------------------------------------->
<!----------------------------------------------------------------------------------------------->
<script type="text/worker">
<!------------------------------------------------------------------------------------>
<!------------------------------------- Genre ---------------------------------------->
<!------------------------------------------------------------------------------------>
on("sheet:opened change:repeating_avantages ", function(){
getAttrs(['genre'], function(v){
if(v.genre === "g1"){
$20('.feminin').addClass('inactive');
$20('.masculin').removeClass('inactive');
} else if(v.genre === "g2"){
$20('.masculin').addClass('inactive');
$20('.feminin').removeClass('inactive');
};
});
$20(`.g1`).on('change', ()=>{
$20('.feminin').addClass('inactive');
$20('.masculin').removeClass('inactive');
});
$20(`.g2`).on('change', ()=>{
$20('.feminin').removeClass('inactive');
$20('.masculin').addClass('inactive');
});
});
<!------------------------------------------------------------------------------------>
<!----------------------------- Pouvoirs psy et rituels ------------------------------>
<!------------------------------------------------------------------------------------>
on('clicked:repeating_psy:nlm clicked:repeating_rituel:nlm', function(){
getAttrs(['repeating_psy_niveauLancementPsy', 'repeating_rituel_niveauLancementRituel'], function(values){
let nlpsy = parseInt(values.repeating_psy_niveauLancementPsy);
let nlrituel = parseInt(values.repeating_rituel_niveauLancementRituel);
if(nlpsy <= 1){
nlpsy = nlpsy;
} else {
nlpsy -= 1;
};
if(nlrituel <= 1){
nlrituel = nlrituel;
} else {
nlrituel -= 1;
};
setAttrs({'repeating_psy_niveauLancementPsy': nlpsy, 'repeating_rituel_niveauLancementRituel': nlrituel});
});
});
on('clicked:repeating_psy:nlp clicked:repeating_rituel:nlp', function(){
getAttrs(['repeating_psy_niveauLancementPsy', 'repeating_rituel_niveauLancementRituel', 'repeating_psy_niveaumaxPsy', 'repeating_rituel_niveaumaxRituel'], function(values){
let nlpsy = parseInt(values.repeating_psy_niveauLancementPsy);
let nlrituel = parseInt(values.repeating_rituel_niveauLancementRituel);
let nmaxpsy = parseInt(values.repeating_psy_niveaumaxPsy);
let nmaxrituel = parseInt(values.repeating_rituel_niveaumaxRituel);
if(nlpsy >= nmaxpsy){
nlpsy = nlpsy;
} else {
nlpsy += 1;
};
if(nlrituel >= nmaxrituel){
nlrituel = nlrituel;
} else {
nlrituel += 1;
};
setAttrs({'repeating_psy_niveauLancementPsy': nlpsy, 'repeating_rituel_niveauLancementRituel': nlrituel});
});
});
on('clicked:repeating_psy:ppsm clicked:repeating_rituel:ppsm', function(){
getAttrs(['repeating_psy_ppSupplement'], function(values){
let ppsupppsy = parseInt(values.repeating_psy_ppSupplement);
let ppsupprituel = parseInt(values.repeating_rituel_ppSupplement);
if(ppsupppsy <= 0){
ppsupppsy = ppsupppsy;
} else {
ppsupppsy -= 1;
};
if(ppsupprituel <= 0){
ppsupprituel = ppsupprituel;
} else {
ppsupprituel -= 1;
};
setAttrs({'repeating_psy_ppSupplement': ppsupppsy, 'repeating_rituel_ppSupplement': ppsupprituel});
});
});
on('clicked:repeating_psy:ppsp clicked:repeating_rituel:ppsp', function(){
getAttrs(['repeating_psy_ppSupplement', 'pp'], function(values){
let ppsupppsy = parseInt(values.repeating_psy_ppSupplement);
let ppsupprituel = parseInt(values.repeating_rituel_ppSupplement);
let pp = parseInt(values.pp);
if(ppsupppsy >= pp){
ppsupppsy = ppsupppsy;
} else {
ppsupppsy += 1;
};
if(ppsupprituel >= pp){
ppsupprituel = ppsupprituel;
} else {
ppsupprituel += 1;
};
setAttrs({'repeating_psy_ppSupplement': ppsupppsy, 'repeating_rituel_ppSupplement': ppsupprituel});
});
});
on('clicked:repeating_psy:ppram clicked:repeating_rituel:ppram', function(){
getAttrs(['repeating_psy_ppReussiteAuto'], function(values){
let pprauto = parseInt(values.repeating_psy_ppReussiteAuto);
if(pprauto <= 1){
pprauto = pprauto;
} else {
pprauto -= 2;
};
setAttrs({'repeating_psy_ppReussiteAuto': pprauto});
});
});
on('clicked:repeating_psy:pprap clicked:repeating_rituel:pprap', function(){
getAttrs(['repeating_psy_ppReussiteAuto', 'pp'], function(values){
let pprautopsy = parseInt(values.repeating_psy_ppReussiteAuto);
let pprautorituel = parseInt(values.repeating_rituel_ppReussiteAuto);
let pp = parseInt(values.pp);
if(pprautopsy >= pp){
pprautopsy = pprautopsy;
} else {
pprautopsy += 2;
};
if(pprautorituel >= pp){
pprautorituel = pprautorituel;
} else {
pprautorituel += 2;
};
setAttrs({'repeating_psy_ppReussiteAuto': pprautopsy, 'repeating_rituel_ppReussiteAuto': pprautorituel});
});
});
on('clicked:repeating_psy:rollpsy', function(){
getAttrs(['repeating_psy_ppDepenses', 'pp'], function(values){
let ppdep = parseInt(values.repeating_psy_ppDepenses);
let pp = parseInt(values.pp);
pp = pp - ppdep;
setAttrs({'pp': pp});
});
});
on('change:repeating_psy', function(v){
getAttrs(['repeating_psy_niveauLancementPsy', 'repeating_psy_ppDepenses', 'repeating_psy_ppPsy', 'repeating_psy_ppSupplement', 'repeating_psy_ppReussiteAuto', 'repeating_psy_difficultePsy', 'repeating_psy_seuilPsy', 'repeating_psy_rangPsy'], function(values){
let nl = parseInt(values.repeating_psy_niveauLancementPsy);
let pp = parseInt(values.repeating_psy_ppPsy);
let ppsupp = parseInt(values.repeating_psy_ppSupplement);
let pprauto = parseInt(values.repeating_psy_ppReussiteAuto);
let ppdep = parseInt(values.repeating_psy_ppDepenses);
let difficulte = parseInt(values.repeating_psy_difficultePsy);
let rang = parseInt(values.repeating_psy_rangPsy);
let seuil = parseInt(values.repeating_psy_seuilPsy);
difficulte = nl - rang;
ppdep = (nl * pp) + ppsupp + pprauto;
setAttrs({'repeating_psy_ppDepenses':ppdep, 'repeating_psy_difficultePsy':difficulte});
});
});
on('change:repeating_rituel', function(v){
getAttrs(['repeating_rituel_niveauLancementRituel', 'repeating_rituel_ppDepenses', 'repeating_rituel_ppRituel', 'repeating_rituel_ppSupplement', 'repeating_rituel_ppReussiteAuto', 'repeating_rituel_difficulteRituel', 'repeating_rituel_seuilRituel', 'repeating_rituel_rangRituel', 'repeating_rituel_nomRituel'], function(values){
let nl = parseInt(values.repeating_rituel_niveauLancementRituel);
let pp = parseInt(values.repeating_rituel_ppRituel);
let ppsupp = parseInt(values.repeating_rituel_ppSupplement);
let pprauto = parseInt(values.repeating_rituel_ppReussiteAuto);
let ppdep = parseInt(values.repeating_rituel_ppDepenses);
let difficulte = parseInt(values.repeating_rituel_difficulteRituel);
let rang = parseInt(values.repeating_rituel_rangRituel);
let seuil = parseInt(values.repeating_rituel_seuilRituel);
let mutfant = 0;
difficulte = nl - rang;
ppdep = (nl * pp) + ppsupp + pprauto;
if(values.repeating_rituel_nomRituel === 'MutationFantasmagorique'){
mutfant = 1;
} else {
mutfant = 0;
};
setAttrs({'repeating_rituel_ppDepenses':ppdep, 'repeating_rituel_difficulteRituel':difficulte, 'repeating_rituel_mutfant':mutfant});
});
});
<!------------------------------------------------------------------------------------>
<!------------------------------ Armes et armures ------------------------------------>
<!------------------------------------------------------------------------------------>
on('change:repeating_armure:armureNom', function() {
getAttrs(["repeating_armure_armureNom", "cuirasse", "Constitution"], function(values) {
const armureValues = {
Selection: {repeating_armure_armureProtection: '', repeating_armure_armureStructure: '', repeating_armure_armureType: ''},
ArmureDispersionCinetique: {repeating_armure_armureProtection: '3(5)', repeating_armure_armureStructure: '8', repeating_armure_armureType: 'Rigide'},
ArmureDePlates: {repeating_armure_armureProtection: '4', repeating_armure_armureStructure: '9', repeating_armure_armureType: 'Rigide'},
ArmureEgide: {repeating_armure_armureProtection: '3', repeating_armure_armureStructure: '9', repeating_armure_armureType: 'Rigide'},
ArmureTeutoniqueDElite: {repeating_armure_armureProtection: '4', repeating_armure_armureStructure: '8', repeating_armure_armureType: 'Rigide'},
ChemiseDeMailles: {repeating_armure_armureProtection: '4', repeating_armure_armureStructure: '8', repeating_armure_armureType: 'Souple'},
ChemiseDeMaillesCarbone: {repeating_armure_armureProtection: '2', repeating_armure_armureStructure: '8', repeating_armure_armureType: 'Souple'},
CombinaisonIgnifugee: {repeating_armure_armureProtection: '1(6)', repeating_armure_armureStructure: '6', repeating_armure_armureType: 'Souple'},
CotteDeMailles: {repeating_armure_armureProtection: '3', repeating_armure_armureStructure: '8', repeating_armure_armureType: 'Souple'},
Cuir: {repeating_armure_armureProtection: '1', repeating_armure_armureStructure: '7', repeating_armure_armureType: 'Souple'},
Cuirasse: {repeating_armure_armureProtection: parseInt(values.cuirasse), repeating_armure_armureStructure: parseInt(values.cuirasse) + parseInt(values.Constitution), repeating_armure_armureType: 'Souple'},
Ecu: {repeating_armure_armureProtection: '1', repeating_armure_armureStructure: '10', repeating_armure_armureType: 'Rigide'},
GiletBlinde: {repeating_armure_armureProtection: '3', repeating_armure_armureStructure: '10', repeating_armure_armureType: 'Rigide'},
GiletDEcailles: {repeating_armure_armureProtection: '2', repeating_armure_armureStructure: '8', repeating_armure_armureType: 'Rigide'},
GiletRenforce: {repeating_armure_armureProtection: '2', repeating_armure_armureStructure: '7', repeating_armure_armureType: 'Souple'},
TenueAntiEmeute: {repeating_armure_armureProtection: '3', repeating_armure_armureStructure: '8', repeating_armure_armureType: 'Rigide'},
VetementsRenforces: {repeating_armure_armureProtection: '1', repeating_armure_armureStructure: '7', repeating_armure_armureType: 'Souple'}
};
let s = values.repeating_armure_armureNom || 'Selection';
let stats = armureValues[s];
setAttrs(stats);
});
});
on('change:repeating_contact:contactNom change:Force change:Dexterite', function() {
getAttrs(["repeating_contact_contactNom", "Force", "CorpsACorps", "Melee", "Bagarre", "ArtMartial", "Dexterite", "griffescrocs", "puissantcoup"], function(values) {
let bd = 0;
let bdartmartial = 0;
let force = parseInt(values.Force);
let corpsacorps = parseInt(values.CorpsACorps);
let melee = parseInt(values.Melee);
let bagarre = parseInt(values.Bagarre);
let artmartial = parseInt(values.ArtMartial);
let griffescrocs = parseInt(values.griffescrocs);
let puissantcoup = parseInt(values.puissantcoup);
if(values.Force < 3){
bd = 0;
} else {
bd = parseInt(values.Force - 2);
};
if(values.Dexterite < 3){
bdartmartial = 0;
} else {
bdartmartial = parseInt(values.Dexterite - 2);
};
const contactValues = {
Selection: {repeating_contact_contactDegats: '', repeating_contact_contactParade: '', repeating_contact_contactMains: '', repeating_contact_typearme: '', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: '', repeating_contact_spearmeval: ''},
ArmeImprovisee: {repeating_contact_contactDegats: bd + 2 + puissantcoup, repeating_contact_contactParade: 'D', repeating_contact_contactMains: '1 ou 2', repeating_contact_typearme: 'melee', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
ArtMartial: {repeating_contact_contactDegats: bdartmartial + 1 + puissantcoup, repeating_contact_contactParade: 'B', repeating_contact_contactMains: '', repeating_contact_typearme: 'naturelle', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Art martial', repeating_contact_spearmeval: artmartial},
Baton: {repeating_contact_contactDegats: bd + 2 + puissantcoup, repeating_contact_contactParade: 'A', repeating_contact_contactMains: '2', repeating_contact_typearme: 'melee', repeating_contact_comparme: 'Corps-à-corps', repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
BecDeCorbin: {repeating_contact_contactDegats: bd + 4 + puissantcoup, repeating_contact_contactParade: 'C', repeating_contact_contactMains: '1', repeating_contact_typearme: 'melee', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Claymore: {repeating_contact_contactDegats: bd + 8 + puissantcoup, repeating_contact_contactParade: 'A', repeating_contact_contactMains: '2', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Couteau: {repeating_contact_contactDegats: bd + 2 + puissantcoup, repeating_contact_contactParade: 'B', repeating_contact_contactMains: '1', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
CouteauDeCombat: {repeating_contact_contactDegats: bd + 3 + puissantcoup, repeating_contact_contactParade: 'B', repeating_contact_contactMains: '1', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Crocs: {repeating_contact_contactDegats: bd + 2 + griffescrocs, repeating_contact_contactParade: 'B', repeating_contact_contactMains: '', repeating_contact_typearme: 'bagarre', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Bagarre', repeating_contact_spearmeval: bagarre},
EpeeLarge: {repeating_contact_contactDegats: bd + 5 + puissantcoup, repeating_contact_contactParade: 'A', repeating_contact_contactMains: '1', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
EtoileDuMatin: {repeating_contact_contactDegats: bd + 6 + puissantcoup, repeating_contact_contactParade: 'C', repeating_contact_contactMains: '1', repeating_contact_typearme: 'melee', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Faux: {repeating_contact_contactDegats: bd + 7 + puissantcoup, repeating_contact_contactParade: 'C', repeating_contact_contactMains: '2', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Flamberge: {repeating_contact_contactDegats: bd + 7 + puissantcoup, repeating_contact_contactParade: 'C', repeating_contact_contactMains: '2', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
FleauDArmes: {repeating_contact_contactDegats: bd + 4 + puissantcoup, repeating_contact_contactParade: 'D', repeating_contact_contactMains: '1', repeating_contact_typearme: 'melee', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
ForteEpee: {repeating_contact_contactDegats: bd + 4 + puissantcoup, repeating_contact_contactParade: 'A', repeating_contact_contactMains: '1', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Francisque: {repeating_contact_contactDegats: bd + 5 + puissantcoup, repeating_contact_contactParade: 'C', repeating_contact_contactMains: '1', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Griffes: {repeating_contact_contactDegats: bd + 2 + griffescrocs, repeating_contact_contactParade: 'B', repeating_contact_contactMains: '', repeating_contact_typearme: 'naturelle', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Bagarre', repeating_contact_spearmeval: bagarre},
Guisarme: {repeating_contact_contactDegats: bd + 8 + puissantcoup, repeating_contact_contactParade: 'A', repeating_contact_contactMains: '2', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Hache: {repeating_contact_contactDegats: bd + 7 + puissantcoup, repeating_contact_contactParade: 'C', repeating_contact_contactMains: '2', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
HacheDeGuerre: {repeating_contact_contactDegats: bd + 10 + puissantcoup, repeating_contact_contactParade: 'C', repeating_contact_contactMains: '2', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Hallebarde: {repeating_contact_contactDegats: bd + 9 + puissantcoup, repeating_contact_contactParade: 'A', repeating_contact_contactMains: '2', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Katana: {repeating_contact_contactDegats: bd + 6 + puissantcoup, repeating_contact_contactParade: 'A', repeating_contact_contactMains: '1', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Lance: {repeating_contact_contactDegats: bd + 7 + puissantcoup, repeating_contact_contactParade: 'A', repeating_contact_contactMains: '2', repeating_contact_typearme: 'melee', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
MasseDArmes: {repeating_contact_contactDegats: bd + 5 + puissantcoup, repeating_contact_contactParade: 'C', repeating_contact_contactMains: '1', repeating_contact_typearme: 'melee', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Matraque: {repeating_contact_contactDegats: bd + 2 + puissantcoup, repeating_contact_contactParade: 'B', repeating_contact_contactMains: '1', repeating_contact_typearme: 'melee', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
MatraqueElectrique: {repeating_contact_contactDegats: bd + 2 + puissantcoup, repeating_contact_contactParade: 'B', repeating_contact_contactMains: '1', repeating_contact_typearme: 'melee', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Nunchaku: {repeating_contact_contactDegats: bd + 3 + puissantcoup, repeating_contact_contactParade: 'D ou A', repeating_contact_contactMains: '1 ou 2', repeating_contact_typearme: 'melee', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Percemaille: {repeating_contact_contactDegats: bd + 2 + puissantcoup, repeating_contact_contactParade: 'C', repeating_contact_contactMains: '1', repeating_contact_typearme: 'melee', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Pied: {repeating_contact_contactDegats: bd + 1 + puissantcoup, repeating_contact_contactParade: 'B', repeating_contact_contactMains: '', repeating_contact_typearme: 'naturelle', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Bagarre', repeating_contact_spearmeval: bagarre},
Poignard: {repeating_contact_contactDegats: bd + 2 + puissantcoup, repeating_contact_contactParade: 'B', repeating_contact_contactMains: '1', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
PoignardDentele: {repeating_contact_contactDegats: bd + 2 + puissantcoup, repeating_contact_contactParade: 'B', repeating_contact_contactMains: '1', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
PoignardRetractable: {repeating_contact_contactDegats: bd + 2 + puissantcoup, repeating_contact_contactParade: 'B', repeating_contact_contactMains: '1', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Poing: {repeating_contact_contactDegats: bd + 1 + puissantcoup, repeating_contact_contactParade: 'B', repeating_contact_contactMains: '', repeating_contact_typearme: 'naturelle', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Bagarre', repeating_contact_spearmeval: bagarre},
QueuePrehensile: {repeating_contact_contactDegats: bd + 1 + puissantcoup, repeating_contact_contactParade: 'B', repeating_contact_contactMains: '', repeating_contact_typearme: 'naturelle', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Bagarre', repeating_contact_spearmeval: bagarre},
Rapiere: {repeating_contact_contactDegats: bd + 4 + puissantcoup, repeating_contact_contactParade: 'A', repeating_contact_contactMains: '1', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
RapiereRetractable: {repeating_contact_contactDegats: bd + 4 + puissantcoup, repeating_contact_contactParade: 'A', repeating_contact_contactMains: '1', repeating_contact_typearme: 'lame', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Stylet: {repeating_contact_contactDegats: bd + 2 + puissantcoup, repeating_contact_contactParade: 'B', repeating_contact_contactMains: '1', repeating_contact_typearme: 'melee', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Mêlée', repeating_contact_spearmeval: melee},
Tete: {repeating_contact_contactDegats: bd + 1 + puissantcoup, repeating_contact_contactParade: 'B', repeating_contact_contactMains: '', repeating_contact_typearme: 'naturelle', repeating_contact_comparme: 'Corps-à-corps' ,repeating_contact_comparmeval: corpsacorps, repeating_contact_spearme: 'Bagarre', repeating_contact_spearmeval: bagarre}
};
let s = values.repeating_contact_contactNom || 'Selection';
let stats = contactValues[s];
setAttrs(stats);
});
});
on('change:repeating_distance:disNom', function() {
getAttrs(["repeating_distance_disNom", "Force", "Tir", "ArmeDEpaule", "ArmeDeJet", "ArmeDePoing", "ArmeLourde", "sniper"], function(values) {
let bd = 0;
let force = parseInt(values.Force);
let tir = parseInt(values.Tir);
let armedepaule = parseInt(values.ArmeDEpaule);
let armedejet = parseInt(values.ArmeDeJet);
let armedepoing = parseInt(values.ArmeDePoing);
let armelourde = parseInt(values.ArmeLourde);
let sniper = parseInt(values.sniper);
if(values.Force < 3){
bd = 0;
} else {
bd = parseInt(values.Force - 2);
};
const distanceValues = {
Selection: {repeating_distance_disDegats: '', repeating_distance_disMode: '', repeating_distance_disPortee1: 0, repeating_distance_disPortee2: 0, repeating_distance_disPortee3: 0, repeating_distance_disMunitions: 0, repeating_distance_disMunitionsMax: 0, repeating_contact_typearme: '', repeating_contact_comparme: '', repeating_contact_comparmeval: '', repeating_contact_spearme: '', repeating_contact_spearmeval: ''},
Arbalete: {repeating_distance_disDegats: 6, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 6, repeating_distance_disPortee2: 7, repeating_distance_disPortee3: 8, repeating_distance_disMunitions: 1, repeating_distance_disMunitionsMax: 1, repeating_contact_typearme: 'jet', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de jet', repeating_contact_spearmeval: armedejet},
ArbaleteDePoing: {repeating_distance_disDegats: 4, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 5, repeating_distance_disPortee2: 6, repeating_distance_disPortee3: 7, repeating_distance_disMunitions: 1, repeating_distance_disMunitionsMax: 1, repeating_contact_typearme: 'jet', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de jet', repeating_contact_spearmeval: armedejet},
ArbaleteHelvetienne: {repeating_distance_disDegats: 6, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 6, repeating_distance_disPortee2: 7, repeating_distance_disPortee3: 8, repeating_distance_disMunitions: 10, repeating_distance_disMunitionsMax: 10, repeating_contact_typearme: 'jet', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de jet', repeating_contact_spearmeval: armedejet},
Arc: {repeating_distance_disDegats: bd + 3, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 5, repeating_distance_disPortee2: 6, repeating_distance_disPortee3: 7, repeating_distance_disMunitions: 1, repeating_distance_disMunitionsMax: 1, repeating_contact_typearme: 'jet', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de jet', repeating_contact_spearmeval: armedejet},
ArcAPoulie: {repeating_distance_disDegats: bd + 4, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 6, repeating_distance_disPortee2: 7, repeating_distance_disPortee3: 8, repeating_distance_disMunitions: 1, repeating_distance_disMunitionsMax: 1, repeating_contact_typearme: 'jet', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de jet', repeating_contact_spearmeval: armedejet},
ArquebuseF1: {repeating_distance_disDegats: 7 + sniper, repeating_distance_disMode: 'A', repeating_distance_disPortee1: 8, repeating_distance_disPortee2: 9, repeating_distance_disPortee3: 10, repeating_distance_disMunitions: 25, repeating_distance_disMunitionsMax: 25, repeating_contact_typearme: 'epaule', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: "Arme d'épaule", repeating_contact_spearmeval: armedepaule},
ArquebuseSHR99: {repeating_distance_disDegats: 7 + sniper, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 8, repeating_distance_disPortee2: 9, repeating_distance_disPortee3: 10, repeating_distance_disMunitions: 8, repeating_distance_disMunitionsMax: 8, repeating_contact_typearme: 'epaule', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: "Arme d'épaule", repeating_contact_spearmeval: armedepaule},
Boomerang: {repeating_distance_disDegats: bd + 1, repeating_distance_disMode: 'C', repeating_distance_disPortee1: force, repeating_distance_disPortee2: force + 1, repeating_distance_disPortee3: force + 2, repeating_distance_disMunitions: 0, repeating_distance_disMunitionsMax: 0, repeating_contact_typearme: 'jet', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de jet', repeating_contact_spearmeval: armedejet},
Dard: {repeating_distance_disDegats: 3, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 3, repeating_distance_disPortee2: 4, repeating_distance_disPortee3: 5, repeating_distance_disMunitions: 0, repeating_distance_disMunitionsMax: 0, repeating_contact_typearme: 'jet', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de jet', repeating_contact_spearmeval: armedejet},
Fronde: {repeating_distance_disDegats: 2, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 3, repeating_distance_disPortee2: 4, repeating_distance_disPortee3: 5, repeating_distance_disMunitions: 1, repeating_distance_disMunitionsMax: 1, repeating_contact_typearme: 'jet', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de jet', repeating_contact_spearmeval: armedejet},
GrenadeFrag: {repeating_distance_disDegats: 15, repeating_distance_disMode: '-', repeating_distance_disPortee1: force, repeating_distance_disPortee2: force + 1, repeating_distance_disPortee3: force + 2, repeating_distance_disMunitions: 0, repeating_distance_disMunitionsMax: 0, repeating_contact_typearme: 'jet', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de jet', repeating_contact_spearmeval: armedejet},
GrenadeAveuglante: {repeating_distance_disDegats: 0, repeating_distance_disMode: '-', repeating_distance_disPortee1: force, repeating_distance_disPortee2: force + 1, repeating_distance_disPortee3: force + 2, repeating_distance_disMunitions: 0, repeating_distance_disMunitionsMax: 0, repeating_contact_typearme: 'jet', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de jet', repeating_contact_spearmeval: armedejet},
GrenadeIncapacitante: {repeating_distance_disDegats: 0, repeating_distance_disMode: '-', repeating_distance_disPortee1: force, repeating_distance_disPortee2: force + 1, repeating_distance_disPortee3: force + 2, repeating_distance_disMunitions: 0, repeating_distance_disMunitionsMax: 0, repeating_contact_typearme: 'jet', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de jet', repeating_contact_spearmeval: armedejet},
Javelot: {repeating_distance_disDegats: bd + 4, repeating_distance_disMode: '-', repeating_distance_disPortee1: force, repeating_distance_disPortee2: force + 1, repeating_distance_disPortee3: force + 2, repeating_distance_disMunitions: 0, repeating_distance_disMunitionsMax: 0, repeating_contact_typearme: 'jet', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de jet', repeating_contact_spearmeval: armedejet},
JavelotAFusion: {repeating_distance_disDegats: bd + 4, repeating_distance_disMode: '-', repeating_distance_disPortee1: force, repeating_distance_disPortee2: force + 1, repeating_distance_disPortee3: force + 2, repeating_distance_disMunitions: 0, repeating_distance_disMunitionsMax: 0, repeating_contact_typearme: 'jet', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de jet', repeating_contact_spearmeval: armedejet},
LanceFlammes: {repeating_distance_disDegats: 7, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 3, repeating_distance_disPortee2: 4, repeating_distance_disPortee3: 5, repeating_distance_disMunitions: 8, repeating_distance_disMunitionsMax: 8, repeating_contact_typearme: 'lourde', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme lourde', repeating_contact_spearmeval: armelourde},
LanceGrenades: {repeating_distance_disDegats: 0, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 5, repeating_distance_disPortee2: 6, repeating_distance_disPortee3: 7, repeating_distance_disMunitions: 3, repeating_distance_disMunitionsMax: 3, repeating_contact_typearme: 'lourde', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme lourde', repeating_contact_spearmeval: armelourde},
LanceRoquettes: {repeating_distance_disDegats: 0, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 8, repeating_distance_disPortee2: 9, repeating_distance_disPortee3: 10, repeating_distance_disMunitions: 1, repeating_distance_disMunitionsMax: 1, repeating_contact_typearme: 'lourde', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme lourde', repeating_contact_spearmeval: armelourde},
MineHelios: {repeating_distance_disDegats: 20, repeating_distance_disMode: '-', repeating_distance_disPortee1: 0, repeating_distance_disPortee2: 0, repeating_distance_disPortee3: 0, repeating_distance_disMunitions: 0, repeating_distance_disMunitionsMax: 0, repeating_contact_typearme: 'lourde', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme lourde', repeating_contact_spearmeval: armelourde},
Missile: {repeating_distance_disDegats: 40, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 11, repeating_distance_disPortee2: 14, repeating_distance_disPortee3: 18, repeating_distance_disMunitions: 0, repeating_distance_disMunitionsMax: 0, repeating_contact_typearme: 'lourde', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme lourde', repeating_contact_spearmeval: armelourde},
MitrailleuseKord: {repeating_distance_disDegats: 9 + sniper, repeating_distance_disMode: 'A', repeating_distance_disPortee1: 8, repeating_distance_disPortee2: 10, repeating_distance_disPortee3: 12, repeating_distance_disMunitions: 50, repeating_distance_disMunitionsMax: 50, repeating_contact_typearme: 'lourde', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme lourde', repeating_contact_spearmeval: armelourde},
MousquetARepetition: {repeating_distance_disDegats: 10 + sniper, repeating_distance_disMode: 'A', repeating_distance_disPortee1: 7, repeating_distance_disPortee2: 9, repeating_distance_disPortee3: 11, repeating_distance_disMunitions: 500, repeating_distance_disMunitionsMax: 500, repeating_contact_typearme: 'lourde', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme lourde', repeating_contact_spearmeval: armelourde},
MousquetDAssaut: {repeating_distance_disDegats: 6 + sniper, repeating_distance_disMode: 'A', repeating_distance_disPortee1: 8, repeating_distance_disPortee2: 9, repeating_distance_disPortee3: 10, repeating_distance_disMunitions: 30, repeating_distance_disMunitionsMax: 30, repeating_contact_typearme: 'epaule', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: "Arme d'épaule", repeating_contact_spearmeval: armedepaule},
MousquetDAssautF3: {repeating_distance_disDegats: 6 + sniper, repeating_distance_disMode: 'A', repeating_distance_disPortee1: 9, repeating_distance_disPortee2: 10, repeating_distance_disPortee3: 11, repeating_distance_disMunitions: 30, repeating_distance_disMunitionsMax: 30, repeating_contact_typearme: 'epaule', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: "Arme d'épaule", repeating_contact_spearmeval: armedepaule},
MousquetDAssautHKG4: {repeating_distance_disDegats: 8 + sniper, repeating_distance_disMode: 'A', repeating_distance_disPortee1: 8, repeating_distance_disPortee2: 9, repeating_distance_disPortee3: 10, repeating_distance_disMunitions: 20, repeating_distance_disMunitionsMax: 20, repeating_contact_typearme: 'epaule', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: "Arme d'épaule", repeating_contact_spearmeval: armedepaule},
MousquetDeParade: {repeating_distance_disDegats: 6 + sniper, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 7, repeating_distance_disPortee2: 8, repeating_distance_disPortee3: 9, repeating_distance_disMunitions: 15, repeating_distance_disMunitionsMax: 15, repeating_contact_typearme: 'epaule', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: "Arme d'épaule", repeating_contact_spearmeval: armedepaule},
MousquetDePrecision: {repeating_distance_disDegats: 12 + sniper, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 9, repeating_distance_disPortee2: 10, repeating_distance_disPortee3: 11, repeating_distance_disMunitions: 5, repeating_distance_disMunitionsMax: 5, repeating_contact_typearme: 'epaule', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: "Arme d'épaule", repeating_contact_spearmeval: armedepaule},
MousquetHecateII: {repeating_distance_disDegats: 11 + sniper, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 10, repeating_distance_disPortee2: 11, repeating_distance_disPortee3: 12, repeating_distance_disMunitions: 8, repeating_distance_disMunitionsMax: 8, repeating_contact_typearme: 'epaule', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: "Arme d'épaule", repeating_contact_spearmeval: armedepaule},
Pistolet: {repeating_distance_disDegats: 6, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 4, repeating_distance_disPortee2: 5, repeating_distance_disPortee3: 6, repeating_distance_disMunitions: 12, repeating_distance_disMunitionsMax: 12, repeating_contact_typearme: 'poing', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de poing', repeating_contact_spearmeval: armedepoing},
PistoletChatel: {repeating_distance_disDegats: 7 + sniper, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 4, repeating_distance_disPortee2: 5, repeating_distance_disPortee3: 6, repeating_distance_disMunitions: 10, repeating_distance_disMunitionsMax: 10, repeating_contact_typearme: 'poing', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de poing', repeating_contact_spearmeval: armedepoing},
PistoletFleuret: {repeating_distance_disDegats: 7 + sniper, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 5, repeating_distance_disPortee2: 6, repeating_distance_disPortee3: 7, repeating_distance_disMunitions: 8, repeating_distance_disMunitionsMax: 8, repeating_contact_typearme: 'poing', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de poing', repeating_contact_spearmeval: armedepoing},
PistoletManuras: {repeating_distance_disDegats: 6 + sniper, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 4, repeating_distance_disPortee2: 5, repeating_distance_disPortee3: 6, repeating_distance_disMunitions: 12, repeating_distance_disMunitionsMax: 12, repeating_contact_typearme: 'poing', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de poing', repeating_contact_spearmeval: armedepoing},
PistoletBizon: {repeating_distance_disDegats: 5 + sniper, repeating_distance_disMode: 'A', repeating_distance_disPortee1: 5, repeating_distance_disPortee2: 6, repeating_distance_disPortee3: 7, repeating_distance_disMunitions: 53, repeating_distance_disMunitionsMax: 53, repeating_contact_typearme: 'poing', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de poing', repeating_contact_spearmeval: armedepoing},
PistoletVomitif: {repeating_distance_disDegats: 0, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 3, repeating_distance_disPortee2: 4, repeating_distance_disPortee3: 5, repeating_distance_disMunitions: 8, repeating_distance_disMunitionsMax: 8, repeating_contact_typearme: 'poing', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de poing', repeating_contact_spearmeval: armedepoing},
Revolver: {repeating_distance_disDegats: 6 + sniper, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 4, repeating_distance_disPortee2: 5, repeating_distance_disPortee3: 6, repeating_distance_disMunitions: 6, repeating_distance_disMunitionsMax: 6, repeating_contact_typearme: 'poing', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme de poing', repeating_contact_spearmeval: armedepoing},
Roquette: {repeating_distance_disDegats: 20, repeating_distance_disMode: '-', repeating_distance_disPortee1: 0, repeating_distance_disPortee2: 0, repeating_distance_disPortee3: 0, repeating_distance_disMunitions: 0, repeating_distance_disMunitionsMax: 0, repeating_contact_typearme: 'lourde', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme lourde', repeating_contact_spearmeval: armelourde},
Torpille: {repeating_distance_disDegats: 40, repeating_distance_disMode: '-', repeating_distance_disPortee1: 11, repeating_distance_disPortee2: 11, repeating_distance_disPortee3: 11, repeating_distance_disMunitions: 0, repeating_distance_disMunitionsMax: 0, repeating_contact_typearme: 'lourde', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: 'Arme lourde', repeating_contact_spearmeval: armelourde},
TromblonACanonScie: {repeating_distance_disDegats: 10 + sniper, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 3, repeating_distance_disPortee2: 4, repeating_distance_disPortee3: 0, repeating_distance_disMunitions: 2, repeating_distance_disMunitionsMax: 2, repeating_contact_typearme: 'epaule', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: "Arme d'épaule", repeating_contact_spearmeval: armedepaule},
TromblonAFilet: {repeating_distance_disDegats: 0, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 4, repeating_distance_disPortee2: 5, repeating_distance_disPortee3: 6, repeating_distance_disMunitions: 1, repeating_distance_disMunitionsMax: 1, repeating_contact_typearme: 'epaule', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: "Arme d'épaule", repeating_contact_spearmeval: armedepaule},
TromblonAMousse: {repeating_distance_disDegats: 0, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 4, repeating_distance_disPortee2: 5, repeating_distance_disPortee3: 6, repeating_distance_disMunitions: 4, repeating_distance_disMunitionsMax: 4, repeating_contact_typearme: 'epaule', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: "Arme d'épaule", repeating_contact_spearmeval: armedepaule},
TromblonAPompe: {repeating_distance_disDegats: 8 + sniper, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 5, repeating_distance_disPortee2: 6, repeating_distance_disPortee3: 7, repeating_distance_disMunitions: 8, repeating_distance_disMunitionsMax: 8, repeating_contact_typearme: 'epaule', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: "Arme d'épaule", repeating_contact_spearmeval: armedepaule},
TromblonDeChasse: {repeating_distance_disDegats: 6 + sniper, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 6, repeating_distance_disPortee2: 7, repeating_distance_disPortee3: 8, repeating_distance_disMunitions: 2, repeating_distance_disMunitionsMax: 2, repeating_contact_typearme: 'epaule', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: "Arme d'épaule", repeating_contact_spearmeval: armedepaule},
TromblonFrancisque: {repeating_distance_disDegats: 7 + sniper, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 5, repeating_distance_disPortee2: 6, repeating_distance_disPortee3: 7, repeating_distance_disMunitions: 5, repeating_distance_disMunitionsMax: 5, repeating_contact_typearme: 'epaule', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: "Arme d'épaule", repeating_contact_spearmeval: armedepaule},
TromblonSonique: {repeating_distance_disDegats: 0, repeating_distance_disMode: 'C', repeating_distance_disPortee1: 2, repeating_distance_disPortee2: 3, repeating_distance_disPortee3: 4, repeating_distance_disMunitions: 26, repeating_distance_disMunitionsMax: 26, repeating_contact_typearme: 'epaule', repeating_contact_comparme: 'Tir', repeating_contact_comparmeval: tir, repeating_contact_spearme: "Arme d'épaule", repeating_contact_spearmeval: armedepaule}
};
let s = values.repeating_distance_disNom || 'Selection';
let stats = distanceValues[s];
setAttrs(stats);
});
});
<!------------------------------------------------------------------------------------>
<!----------------------------------- Pouvoirs --------------------------------------->
<!------------------------------------------------------------------------------------>
on('change:repeating_talent:nomTalent', function() {
getAttrs(["repeating_talent_nomTalent"], function(values) {
const talentValues = {
Selection: {repeating_talent_spenumber1: 0, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: '', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '', repeating_talent_compTalent: '',
repeating_talent_speTalent1: '', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '', repeating_talent_caracTalentValueBonus: '', repeating_talent_compTalentValue: '', repeating_talent_compTalentValueBonus: '',
repeating_talent_speTalentValue1: '', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: 0, repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: ""},
AsDuPilotage: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 1, repeating_talent_spenumber3: 1, repeating_talent_spenumber4: 1, repeating_talent_spenumber5: 1, repeating_talent_spenumber6: 1, repeating_talent_spenumber7: 1,
repeating_talent_caracTalent: 'Dextérité', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '2', repeating_talent_compTalent: 'Pilotage',
repeating_talent_speTalent1: 'Aérodyne', repeating_talent_speTalent2: 'Avion', repeating_talent_speTalent3: 'Bateau', repeating_talent_speTalent4: 'Calèche', repeating_talent_speTalent5: 'Coche', repeating_talent_speTalent6: 'Équitation', repeating_talent_speTalent7: 'Moto',
repeating_talent_caracTalentValue: '[[@{Dexterite}]]', repeating_talent_caracTalentValueBonus: '[[@{Dexteritebonus}]]', repeating_talent_compTalentValue: '@{Pilotage}', repeating_talent_compTalentValueBonus: '@{Pilotagebonus}',
repeating_talent_speTalentValue1: '@{Aerodyne}', repeating_talent_speTalentValue2: '@{Avion}', repeating_talent_speTalentValue3: '@{Bateau}', repeating_talent_speTalentValue4: '@{Caleche}', repeating_talent_speTalentValue5: '@{Coche}', repeating_talent_speTalentValue6: '@{Equitation}', repeating_talent_speTalentValue7: '@{Moto}',
repeating_talent_speTalentValue1Bonus: '@{Aerodynebonus}', repeating_talent_speTalentValue2Bonus: '@{Avionbonus}', repeating_talent_speTalentValue3Bonus: '@{Bateaubonus}', repeating_talent_speTalentValue4Bonus: '@{Calechebonus}', repeating_talent_speTalentValue5Bonus: '@{Cochebonus}', repeating_talent_speTalentValue6Bonus: '@{Equitationbonus}', repeating_talent_speTalentValue7Bonus: '@{Motobonus}',
repeating_talent_talentmodalcontent: "Uniquement lors d'une poursuite. Niveau 1 : gagne automatiquement la confrontation si l'adversaire n'a pas pris de risque. Niveau 2 : bénéficie de 1 réussite automatique à Dextérité / Pilotage seulement si prise de risque. Niveau 3 : la difficulté des jets de Pilotage ne subit plus de modificateurs dus au terrain."},
Armurier: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Intelligence', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '0', repeating_talent_compTalent: 'Techniques',
repeating_talent_speTalent1: 'Armurier', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Intelligence}]]', repeating_talent_caracTalentValueBonus: '[[@{Intelligencebonus}]]', repeating_talent_compTalentValue: '@{Techniques}', repeating_talent_compTalentValueBonus: '@{Techniquesbonus}',
repeating_talent_speTalentValue1: '@{Armurier}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{Armurierbonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Meilleure modification de l'équipement. Niveau 1 : modifier plusieurs fois les armes et les armures. Niveau 2 : les points de structure des armures sont doublés. Niveau 3 : le bonus d'amélioration de dégâts des armes est de +2 au lieu de +1."},
AttaqueAcrobatique: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Agilité', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '1', repeating_talent_compTalent: 'Athlétisme',
repeating_talent_speTalent1: 'Cascade', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Agilite}]]', repeating_talent_caracTalentValueBonus: '[[@{Agilitebonus}]]', repeating_talent_compTalentValue: '@{Athletisme}', repeating_talent_compTalentValueBonus: '@{Athletismebonus}',
repeating_talent_speTalentValue1: '@{Cascade}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{Cascadebonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Attaquer en se servant du terrain. Niveau 1 : déplacement jusqu'à la moitié du mouvement et attaque. Niveau 2 : déplacement de la totalité du mouvement. Niveau 3 : le jet de compétence du personnage ne subit aucun modificateur dû aux obstacles."},
AttaqueTournoyante: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Agilité', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '1', repeating_talent_compTalent: 'Corps-à-corps',
repeating_talent_speTalent1: 'Mêlée', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Agilite}]]', repeating_talent_caracTalentValueBonus: '[[@{Agilitebonus}]]', repeating_talent_compTalentValue: '@{CorpsACorps}', repeating_talent_compTalentValueBonus: '@{CorpsACorpsbonus}',
repeating_talent_speTalentValue1: '@{Melee}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{Meleebonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Attaquer avec bâton ou arme d'hast. Niveau 1 : toucher jusqu'à deux personnes. Niveau 2 : toucher jusqu'à trois personnes. Niveau 3 : toucher jusqu'à quatre personnes."},
CaptationDeDrojectiles: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Dextérité', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '0', repeating_talent_compTalent: 'Esquive',
repeating_talent_speTalent1: 'Tir', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Dexterite}]]', repeating_talent_caracTalentValueBonus: '[[@{Dexteritebonus}]]', repeating_talent_compTalentValue: '@{Esquive}', repeating_talent_compTalentValueBonus: '@{Esquivebonus}',
repeating_talent_speTalentValue1: '@{Tir}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{Tirbonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Dévier, attraper ou relancer un projectile. Niveau 1 : dévier ou attraper une arme lancée. Niveau 2 : dévier ou attraper une arme propulsée (flèche, carreau, etc.). Niveau 3 : dévier ou attraper une balle (utiliser un objet solide comme des bracelets, une épée, un bouclier...) pour éviter 1 point de dégâts."},
Charme: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Charisme', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '2', repeating_talent_compTalent: 'Sagacité',
repeating_talent_speTalent1: 'Psychologie', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Charisme}]]', repeating_talent_caracTalentValueBonus: '[[@{Charismebonus}]]', repeating_talent_compTalentValue: '@{Sagacite}', repeating_talent_compTalentValueBonus: '@{Sagacitebonus}',
repeating_talent_speTalentValue1: '@{Psychologie}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{Psychologiebonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Si MR, annuler le modificateur d'attitude pendant 3 rounds. Niveau 1 : affecter une seule cible. Niveau 2 : affecter Charisme * cibles. Niveau 3 : affecter Charisme * 2 cibles."},
CoupParalysant: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Dextérité', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '2', repeating_talent_compTalent: 'Corps-à-corps',
repeating_talent_speTalent1: 'Art martial', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Dexterite}]]', repeating_talent_caracTalentValueBonus: '[[@{Dexteritebonus}]]', repeating_talent_compTalentValue: '@{CorpsACorps}', repeating_talent_compTalentValueBonus: '@{CorpsACorpsbonus}',
repeating_talent_speTalentValue1: '@{ArtMartial}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{ArtMartialbonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Paralyser une cible en la frappant. Niveau 1 : si jet de Constitution [MR + 1] raté, la cible est paralysée pendant 1 round. Niveau 2 : si jet de Constitution [MR + 1] raté, la cible est paralysée pendant 2 rounds. Niveau 3 : si jet de Constitution [MR + 2], la cible est paralysée pendant 2 rounds."},
Deduction: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Intelligence', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '0', repeating_talent_compTalent: 'Vigilance',
repeating_talent_speTalent1: 'Observation', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Intelligence}]]', repeating_talent_caracTalentValueBonus: '[[@{Intelligencebonus}]]', repeating_talent_compTalentValue: '@{Vigilance}', repeating_talent_compTalentValueBonus: '@{Vigilancebonus}',
repeating_talent_speTalentValue1: '@{Observation}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{Observationbonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Obtenir des informations sur une personne. Niveau 1 : classe sociale, âge, pays d'origine. Niveau 2 : métier, statut marital, ville d'origine. Niveau 3 : personnalité, goûts."},
DetournementDAttention: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Charisme', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '1', repeating_talent_compTalent: 'Éloquence',
repeating_talent_speTalent1: 'Mensonge', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Charisme}]]', repeating_talent_caracTalentValueBonus: '[[@{Charismebonus}]]', repeating_talent_compTalentValue: '@{Eloquence}', repeating_talent_compTalentValueBonus: '@{Eloquencebonus}',
repeating_talent_speTalentValue1: '@{Mensonge}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{Mensongebonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Surprendre un adversaire. Niveau 1 : la cible est ébahie pendant 1 round et perd ses actions. Niveau 2 : le Surdoué ébahit tous les cibles qui le voient. Niveau 3 : les cibles sont considérées comme surprises."},
DoubleTir: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 1, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Agilité', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '2', repeating_talent_compTalent: 'Tir',
repeating_talent_speTalent1: 'Arme de poing', repeating_talent_speTalent2: 'Arme de jet', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Agilite}]]', repeating_talent_caracTalentValueBonus: '[[@{Agilitebonus}]]', repeating_talent_compTalentValue: '@{Tir}', repeating_talent_compTalentValueBonus: '@{Tirbonus}',
repeating_talent_speTalentValue1: '@{ArmeDePoing}', repeating_talent_speTalentValue2: '@{ArmeDeJet}', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{ArmeDePoingbonus}', repeating_talent_speTalentValue2Bonus: '@{ArmeDeJetbonus}', repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Tirer plusieurs fois avec un seul jet. Niveau 1 : tirer sur trois cibles situées devant. Niveau 2 : dégainer les armes gratuitement. Niveau 3 : tirer sur trois cibles situées devant, sur les côtés et derrière."},
Feinte: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Agilité', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '0', repeating_talent_compTalent: 'Esquive',
repeating_talent_speTalent1: 'Corps-à-corps', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Agilite}]]', repeating_talent_caracTalentValueBonus: '[[@{Agilitebonus}]]', repeating_talent_compTalentValue: '@{Esquive}', repeating_talent_compTalentValueBonus: '@{Esquivebonus}',
repeating_talent_speTalentValue1: '@{EsquiveCorpsACorps}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{EsquiveCorpsACorpsbonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Riposter gratuitement en cas de MR. Niveau 1 : infliger BD + dégâts de l'arme. Niveau 2 : infliger BD + dégâts de l'arme + 1. Niveau 3 : infliger BD + dégâts de l'arme + 2."},
FrappeVibrante: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 1, repeating_talent_spenumber3: 1, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Force', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '2', repeating_talent_compTalent: 'Corps-à-corps',
repeating_talent_speTalent1: 'Art martial', repeating_talent_speTalent2: 'Bagarre', repeating_talent_speTalent3: 'Mêlée', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Force}]]', repeating_talent_caracTalentValueBonus: '[[@{Forcebonus}]]', repeating_talent_compTalentValue: '@{CorpsACorps}', repeating_talent_compTalentValueBonus: '@{CorpsACorpsbonus}',
repeating_talent_speTalentValue1: '@{ArtMartial}', repeating_talent_speTalentValue2: '@{Bagarre}', repeating_talent_speTalentValue3: '@{Melee}', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{ArtMartialbonus}', repeating_talent_speTalentValue2Bonus: '@{Bagarrebonus}', repeating_talent_speTalentValue3Bonus: '@{Meleebonus}', repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Perturber l'adversaire en le frappant. Niveau 1 : malus de [+1] pendant 1 round. Niveau 2 : [+1] pendant 3 rounds. Niveau 3 : malus de [+2] pendant 3 rounds."},
Limier: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Intelligence', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '0', repeating_talent_compTalent: 'Recherche',
repeating_talent_speTalent1: 'Pistage', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Intelligence}]]', repeating_talent_caracTalentValueBonus: '[[@{Intelligencebonus}]]', repeating_talent_compTalentValue: '@{Recherche}', repeating_talent_compTalentValueBonus: '@{Recherchebonus}',
repeating_talent_speTalentValue1: '@{Pistage}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{Pistagebonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Suivre une piste. Niveau 1 : estimer le moment du passage de la cible, reconnaître les empreintes, 1 réussite automatique au prochain jet de Perception / Recherche (pistage). Niveau 2 : estimer combien d'individus ont laissé des traces, s'ils ont marché ou couru, combien de temps ils ont patienté. Niveau 3 : estimer le poids et le taille approximatifs des individus."},
MaitreBoxeur: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Force', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '1', repeating_talent_compTalent: 'Corps-à-corps',
repeating_talent_speTalent1: 'Boxe', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Force}]]', repeating_talent_caracTalentValueBonus: '[[@{Forcebonus}]]', repeating_talent_compTalentValue: '@{CorpsACorps}', repeating_talent_compTalentValueBonus: '@{CorpsACorpsbonus}',
repeating_talent_speTalentValue1: '@{Boxe}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{Boxebonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Frapper à mains nues. Niveau 1 : si la cible rate un jet de Constitution [1 + MR de l'attaque], elle s'évanouit jusqu'à la réussite d'un jet de Constitution. Niveau 2 : + 1 en Encaissement contre une attaque à mains nues si la parade est réussie. Niveau 3 : riposter gratuitement lors d'une parade à mains nues si MR au moins égale à 2."},
Manoeuvre: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Agilité', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '0', repeating_talent_compTalent: 'Corps-à-corps',
repeating_talent_speTalent1: 'Art martial', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Agilite}]]', repeating_talent_caracTalentValueBonus: '[[@{Agilitebonus}]]', repeating_talent_compTalentValue: '@{CorpsACorps}', repeating_talent_compTalentValueBonus: '@{CorpsACorpsbonus}',
repeating_talent_speTalentValue1: '@{ArtMartial}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{ArtMartialBonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Déstabiliser l'adversaire au contact lors d'une défense. Niveau 1 : faire perdre 1 action à l'adversaire au round suivant. Niveau 2 : repousser l'adversaire de 2m. Niveau 3 : faire tomber l'adversaire."},
MouvementDEncaissement: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 1, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Constitution', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '0', repeating_talent_compTalent: 'Corps-à-corps',
repeating_talent_speTalent1: 'Art martial', repeating_talent_speTalent2: 'Bagarre', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Constitution}]]', repeating_talent_caracTalentValueBonus: '[[@{Constitutionbonus}]]', repeating_talent_compTalentValue: '@{CorpsACorps}', repeating_talent_compTalentValueBonus: '@{CorpsACorpsbonus}',
repeating_talent_speTalentValue1: '@{ArtMartial}', repeating_talent_speTalentValue2: '@{Bagarre}', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{ArtMartialbonus}', repeating_talent_speTalentValue2Bonus: '@{Bagarrebonus}', repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Réduire les dégâts des armes contondantes. Niveau 1 : dégâts contondants annulés, perte du prochain point d'action. Niveau 2 : pas de perte du prochain point d'action. Niveau 3 : réduire de 2 points les dégâts tranchants et perforants des armes de contact, et l'adversaire perd ses deux prochaines actions."},
ParadeAMainsNues: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 1, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Constitution', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '0', repeating_talent_compTalent: 'Corps-à-corps',
repeating_talent_speTalent1: 'Art martial', repeating_talent_speTalent2: 'Bagarre', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Constitution}]]', repeating_talent_caracTalentValueBonus: '[[@{Constitutionbonus}]]', repeating_talent_compTalentValue: '@{CorpsACorps}', repeating_talent_compTalentValueBonus: '@{CorpsACorpsbonus}',
repeating_talent_speTalentValue1: '@{ArtMartial}', repeating_talent_speTalentValue2: '@{Bagarre}', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{ArtMartialbonus}', repeating_talent_speTalentValue2Bonus: '@{Bagarrebonus}', repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Parer des armes blanches. Niveau 1 : parer une arme blanche avec une arme corporelle. Niveau 2 : désarmer l'adversaire si MR au moins égale à 1 et si Force au moins égale à celle de l'adversaire (l'arme tombe au sol à moins d'un mètre). Niveau 3 : désarmer un adversaire et prendre son arme si MR au moins égale à 2 et si Force au moins égale à celle de l'adversaire."},
PluieDeLames: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Dextérité', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '1', repeating_talent_compTalent: 'Corps-à-corps',
repeating_talent_speTalent1: 'Mêlée', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Dexterite}]]', repeating_talent_caracTalentValueBonus: '[[@{Dexteritebonus}]]', repeating_talent_compTalentValue: '@{CorpsACorps}', repeating_talent_compTalentValueBonus: '@{CorpsACorpsbonus}',
repeating_talent_speTalentValue1: '@{Melee}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{Meleebonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Faire des mouvements rapides avec une arme de contact. Niveau 1 : + 1 réussite automatique, MR = 0 pour les dégâts. Niveau 2 : + 2 réussites automatiques, MR = 1 maximum pour les dégâts. Niveau 3 : + 3 réussites automatiques, MR = 2 maximum pour les dégâts."},
PrestanceGuerriere: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Charisme', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '1', repeating_talent_compTalent: 'Éloquence',
repeating_talent_speTalent1: 'Intimidation', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Charisme}]]', repeating_talent_caracTalentValueBonus: '[[@{Charismebonus}]]', repeating_talent_compTalentValue: '@{Eloquence}', repeating_talent_compTalentValueBonus: '@{Eloquencebonus}',
repeating_talent_speTalentValue1: '@{Intimidation}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{Intimidationbonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Intimider les adversaires. Niveau 1 : les adversaires ont [+1] pendant 1 round. Niveau 2 : les adversaires ont [+1] pendant MR + 1 rounds. Niveau 3 : les adversaires ont [+1] pendant la durée du combat."},
ProjectionDeKi: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 1, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Force', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '1 round', repeating_talent_compTalent: 'Corps-à-corps',
repeating_talent_speTalent1: 'Art martial', repeating_talent_speTalent2: 'Bagarre', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Force}]]', repeating_talent_caracTalentValueBonus: '[[@{Forcebonus}]]', repeating_talent_compTalentValue: '@{CorpsACorps}', repeating_talent_compTalentValueBonus: '@{CorpsACorpsbonus}',
repeating_talent_speTalentValue1: '@{ArtMartial}', repeating_talent_speTalentValue2: '@{Bagarre}', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{ArtMartialbonus}', repeating_talent_speTalentValue2Bonus: '@{Bagarrebonus}', repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Frapper fort les surfaces dures en perdant 1 PV à chaque coup. Niveau 1 : - 1 en Protection et Blindage, -10 points de Structure. Niveau 2 : - 3 en Protection et Blindage, -20 points de Structure. Niveau 3 : - 5 en Protection et Blindage, -30 points de Structure."},
RafaleDePieds: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Force', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '1 round', repeating_talent_compTalent: 'Corps-à-corps',
repeating_talent_speTalent1: 'Art martial', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Force}]]', repeating_talent_caracTalentValueBonus: '[[@{Forcebonus}]]', repeating_talent_compTalentValue: '@{CorpsACorps}', repeating_talent_compTalentValueBonus: '@{CorpsACorpsbonus}',
repeating_talent_speTalentValue1: '@{ArtMartial}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{ArtMartialbonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Faire tomber l'adversaire avec les pieds. Niveau 1 : si Force de l'adversaire < ou = MR. Niveau 2 : si Force de l'adversaire < ou = MR + 2. Niveau 3 : si Force de l'adversaire < ou = MR + 4."},
Renversement: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Force', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '1', repeating_talent_compTalent: 'Corps-à-corps',
repeating_talent_speTalent1: 'Bagarre', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Force}]]', repeating_talent_caracTalentValueBonus: '[[@{Forcebonus}]]', repeating_talent_compTalentValue: '@{CorpsACorps}', repeating_talent_compTalentValueBonus: '@{CorpsACorpsbonus}',
repeating_talent_speTalentValue1: '@{Bagarre}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{Bagarrebonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Repousser ou renverser des individus. Niveau 1 : renverser des individus dont Force = Force du Surdoué. Niveau 2 : renverser des individus dont Force = Force + 2 du Surdoué. Niveau 3 : renverser des individus dont Force = Force + 4 du Surdoué."},
Reseau: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Charisme', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '0', repeating_talent_compTalent: 'Enquête',
repeating_talent_speTalent1: 'Investigation', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Charisme}]]', repeating_talent_caracTalentValueBonus: '[[@{Charismebonus}]]', repeating_talent_compTalentValue: '@{Enquete}', repeating_talent_compTalentValueBonus: '@{Enquetebonus}',
repeating_talent_speTalentValue1: '@{Investigation}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{Investigationbonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Obtenir des biens ou des informations. Niveau 1 : coût réduit de 1. Niveau 2 : coût réduit de 2, disponibilité réduite d'un cran. Niveau 3 : coût réduit de 3, disponibilité réduite de deux crans."},
ScienceInfuse: {repeating_talent_spenumber1: 0, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Volonté', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '0', repeating_talent_compTalent: 'Connaissances',
repeating_talent_speTalent1: '', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Volonte}]]', repeating_talent_caracTalentValueBonus: '[[@{Volontebonus}]]', repeating_talent_compTalentValue: '@{Connaissances}', repeating_talent_compTalentValueBonus: '@{Connaissancesbonus}',
repeating_talent_speTalentValue1: '', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: 0, repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Connaître un peu de tout. Niveau 1 : seuil de Connaissance = 6. Niveau 2 : seuil de Connaissance = 5. Niveau 3 : seuil compétence Connaissance = 4."},
SensTactique: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 0, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Charisme', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '2', repeating_talent_compTalent: 'Éloquence',
repeating_talent_speTalent1: 'Persuasion', repeating_talent_speTalent2: '', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Charisme}]]', repeating_talent_caracTalentValueBonus: '[[@{Charismebonus}]]', repeating_talent_compTalentValue: '@{Eloquence}', repeating_talent_compTalentValueBonus: '@{Eloquencebonus}',
repeating_talent_speTalentValue1: '@{Persuasion}', repeating_talent_speTalentValue2: '', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{Persuasionbonus}', repeating_talent_speTalentValue2Bonus: 0, repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Commander des individus. Niveau 1 : octroyer 1 réussite automatique attaque et défense de tous les équipiers pendant 1 round. Niveau 2 : les effets durent MR + 2 rounds. Niveau 3 : les effets durent jusqu'à la fin du combat."},
SixiemeSens: {repeating_talent_spenumber1: 1, repeating_talent_spenumber2: 1, repeating_talent_spenumber3: 0, repeating_talent_spenumber4: 0, repeating_talent_spenumber5: 0, repeating_talent_spenumber6: 0, repeating_talent_spenumber7: 0,
repeating_talent_caracTalent: 'Perception', repeating_talent_niveauTalent: 1, repeating_talent_actionsTalent: '0', repeating_talent_compTalent: 'Vigilance',
repeating_talent_speTalent1: 'Écoute', repeating_talent_speTalent2: 'Observation', repeating_talent_speTalent3: '', repeating_talent_speTalent4: '', repeating_talent_speTalent5: '', repeating_talent_speTalent6: '', repeating_talent_speTalent7: '',
repeating_talent_caracTalentValue: '[[@{Perception}]]', repeating_talent_caracTalentValueBonus: '[[@{Perceptionbonus}]]', repeating_talent_compTalentValue: '@{Vigilance}', repeating_talent_compTalentValueBonus: '@{Vigilancebonus}',
repeating_talent_speTalentValue1: '@{Ecoute}', repeating_talent_speTalentValue2: '@{Observation}', repeating_talent_speTalentValue3: '', repeating_talent_speTalentValue4: '', repeating_talent_speTalentValue5: '', repeating_talent_speTalentValue6: '', repeating_talent_speTalentValue7: '',
repeating_talent_speTalentValue1Bonus: '@{Ecoutebonus}', repeating_talent_speTalentValue2Bonus: '@{Observationbonus}', repeating_talent_speTalentValue3Bonus: 0, repeating_talent_speTalentValue4Bonus: 0, repeating_talent_speTalentValue5Bonus: 0, repeating_talent_speTalentValue6Bonus: 0, repeating_talent_speTalentValue7Bonus: 0,
repeating_talent_talentmodalcontent: "Ne pas se faire surprendre et prévenir ses équipiers. Niveau 1 : prévenir 1 équipier. Niveau 2 : prévenir 1 + MR équipiers. Niveau 3 : prévenir 1 + MR * 2 équipiers, bénéficier de 1 action gratuite pour se préparer."},
};
let s = values.repeating_talent_nomTalent || Selection;
let stats = talentValues[s];
setAttrs(stats);
});
});
on('change:repeating_mutation:nomMutation', function() {
getAttrs(["repeating_mutation_nomMutation"], function(values) {
const mutationValues = {
Selection: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: '', repeating_mutation_dureeMutation: '', repeating_mutation_porteeMutation: '', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: ""},
Acrobatie: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: 'N/A', repeating_mutation_dureeMutation: 'N/A', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "+ 1 réussite automatique / niveau en Athlétisme (cascade) et en Athlétisme (escalade)."},
Ailes: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: 'N/A', repeating_mutation_dureeMutation: 'N/A', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Rang de vitesse de vol = 2 + 1 / niveau."},
Bioluminescence: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: '1 action', repeating_mutation_dureeMutation: 'variable', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Rang de distance de la lumière = niveau. Perdre 1 PV / round pour intensifier la lumière et éblouir les cibles qui ratent un jet d'Agilité [2]. Une cible éblouie a [+2] sur tous ses jets pendant 2 rounds."},
Bond: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: '1 action', repeating_mutation_dureeMutation: 'N/A', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Rang de distance de saut = + 1 / niveau."},
ChangementDApparence: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: '1 min', repeating_mutation_dureeMutation: 'variable', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Nombre d'apparences = niveau. Durée = 5 minutes / niveau."},
ConstitutionSolide: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: '1 round', repeating_mutation_dureeMutation: '3', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Encaissement = + 1 / niveau."},
CorpsElastique: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: '2 rounds', repeating_mutation_dureeMutation: 'N/A', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "+ 1 réussite automatique / niveau en Évasion."},
CriParalysant: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: '2 actions', repeating_mutation_dureeMutation: 'variable', repeating_mutation_porteeMutation: '5', repeating_mutation_niveaumaxMutation: '10', repeating_mutation_mutationmodalcontent: "Jet d'Agilité / Tir (cri) pour viser une cible qui peut se défendre avec un jet d'Agilité / Esquive (tir). Si échec, la cible est paralysée et doit réussir un jet étendu (niveau) de Force [1] pour pouvoir bouger à nouveau."},
Cuirasse: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: 'N/A', repeating_mutation_dureeMutation: 'combat', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Armure souple. Protection = niveau. Structure = Constitution + niveau."},
DardEmpoisonne: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: '1 action', repeating_mutation_dureeMutation: 'permanent', repeating_mutation_porteeMutation: '5', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Dégâts du dard = 3. Virulence du poison = niveau."},
DeplacementDefensif: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: '2 actions', repeating_mutation_dureeMutation: 'variable', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Tant que le Sans-ventre est en mouvement, il est en posture défensive et gagne 1 réussite automatique / niveau à ses jets d'Esquive."},
EmpathieAnimale: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: 'N/A', repeating_mutation_dureeMutation: 'variable', repeating_mutation_porteeMutation: '3', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "+ 1 réussite automatique / niveau en Charisme / Connaissances (animaux) et en Charisme / Pilotage (équitation)."},
ForceHerculeenne: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: '2 actions', repeating_mutation_dureeMutation: 'variable', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Rang de poids soulevé = Force + niveau. Rang de distance du poids lancé = Force."},
GlanceAcide: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: '2 actions', repeating_mutation_dureeMutation: 'variable', repeating_mutation_porteeMutation: '3', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Touche jusqu'à 3 cibles devant le Sans-ventre. Dégâts d'acide = 3 pendant round + 1 round / niveau. Jet d'Agilité / Évasion (se détacher) [1] pour réduire la durée d'exposition de 1 round + 1 round / MR."},
GriffesCrocs: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: 'N/A', repeating_mutation_dureeMutation: 'N/A', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Dégâts de contact = + 1 / niveau."},
Impulsion: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: '2 actions', repeating_mutation_dureeMutation: 'concentration', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Rang de vitesse = + 1 / niveau."},
InstinctDeSurvie: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: '2 actions', repeating_mutation_dureeMutation: 'permanent', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "+1 réussite automatique / niveau en Perception (pas aux compétences liées) pour repérer une menace."},
JetDeFlammes: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: '2 actions', repeating_mutation_dureeMutation: 'variable', repeating_mutation_porteeMutation: '2', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Dégâts enflammés = 6 pendant 1 round + 1 round / niveau. Jet d'Agilité / Évasion (se détacher) [2] pour réduire la durée d'exposition de 1 round + 1 round / MR."},
MarcheAuxMurs: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: 'N/A', repeating_mutation_dureeMutation: 'N/A', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "+ 1 réussite automatique en Athlétisme (escalade)."},
Mimetisme: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: '1 round', repeating_mutation_dureeMutation: 'concentration', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "+ 1 réussite automatique / niveau en Discrétion (filature) et en Discrétion (se cacher). Au moins la moitié du corps doit être à nu."},
Pheromones: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: '2 actions', repeating_mutation_dureeMutation: 'variable', repeating_mutation_porteeMutation: '3 (rayon)', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "+ 1 réussite automatique / niveau en Éloquence (séduction)."},
ProjectileVivant: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: 'variable', repeating_mutation_dureeMutation: 'N/A', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Rang de durée de fabrication du projectile = 6 - niveau. Le projectile est considéré comme un couteau."},
PuissantCoup: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: 'N/A', repeating_mutation_dureeMutation: 'N/A', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Dégâts = + 2 / niveau. Projection de la cible à 1m / MR."},
QueuePrehensile: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: 'N/A', repeating_mutation_dureeMutation: 'N/A', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Queue de 1m / niveau."},
Recuperation: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: 'N/A', repeating_mutation_dureeMutation: 'N/A', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "Récupération = 1 PV / niveau / round. Si blessure grave, récupération = 1 PV / niveau / 2 rounds. Si 0 PV, récupération = 1 PV / niveau / 10 rounds."},
SensAnimal: {repeating_mutation_niveauMutation: '1', repeating_mutation_actionMutation: 'N/A', repeating_mutation_dureeMutation: '3', repeating_mutation_porteeMutation: 'soi-même', repeating_mutation_niveaumaxMutation: '5', repeating_mutation_mutationmodalcontent: "+ 1 réussite automatique / niveau sur les jets liés à la Perception. S'applique uniquement sur un sens, les autres sens imposant un [+1] aux jets liés à la Perception."},
};
let s = values.repeating_mutation_nomMutation || 'Selection';
let stats = mutationValues[s];
setAttrs(stats);
});
});
on('change:repeating_rituel:nomRituel', function() {
getAttrs(["repeating_rituel_nomRituel"], function(values) {
const rituelValues = {
Selection: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '10', repeating_rituel_activationRituel: '', repeating_rituel_dureeRituel: '', repeating_rituel_porteeRituel: '', repeating_rituel_rayonRituel: '', repeating_rituel_niveaumaxRituel: '', repeating_rituel_ppRituel: '', repeating_rituel_rituelmodalcontent: ""},
AbsorptionDeLaChair: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '8', repeating_rituel_activationRituel: '1 round', repeating_rituel_dureeRituel: 'révocable', repeating_rituel_porteeRituel: 'toucher', repeating_rituel_rayonRituel: 'cible', repeating_rituel_niveaumaxRituel: '10', repeating_rituel_ppRituel: '1', repeating_rituel_rituelmodalcontent: "Arracher la peau d'une cible. Hémorragie : 1 PV / niveau / round. Jet d'Intelligence / Soins (premiers secours) [1] pour annuler 1 hémorragie + 1 / MR."},
AnimationDesMorts: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '9', repeating_rituel_activationRituel: '1 round / niveau', repeating_rituel_dureeRituel: 'révocable', repeating_rituel_porteeRituel: '6', repeating_rituel_rayonRituel: 'N/A', repeating_rituel_niveaumaxRituel: '10', repeating_rituel_ppRituel: '2', repeating_rituel_rituelmodalcontent: "Animer des cadavres. Nombres de cadavres = niveau. Apprenti : 0 PV. Compagnon : 1 PV. Maître : 3 PV."},
ArmeCorporelle: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '7', repeating_rituel_activationRituel: '1 action', repeating_rituel_dureeRituel: 'révocable', repeating_rituel_porteeRituel: 'soi-même', repeating_rituel_rayonRituel: 'N/A', repeating_rituel_niveaumaxRituel: '10', repeating_rituel_ppRituel: '1', repeating_rituel_rituelmodalcontent: "Créer une arme corporelle. Dégâts = 1 + niveau. Inflige 1 hémorragie par attaque occasionnant des dommages."},
ATraversLesObstacles: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '7', repeating_rituel_activationRituel: '1 round', repeating_rituel_dureeRituel: 'révocable', repeating_rituel_porteeRituel: '3 / niveau', repeating_rituel_rayonRituel: 'vue', repeating_rituel_niveaumaxRituel: '5', repeating_rituel_ppRituel: '1', repeating_rituel_rituelmodalcontent: "Rendre des surfaces transparents. Rang de distance = 4m / niveau."},
Doppelganger: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '8', repeating_rituel_activationRituel: '1 min / niveau', repeating_rituel_dureeRituel: 'permanente', repeating_rituel_porteeRituel: 'toucher', repeating_rituel_rayonRituel: 'cible', repeating_rituel_niveaumaxRituel: '5', repeating_rituel_ppRituel: '1', repeating_rituel_rituelmodalcontent: "Voler les traits d'une cible. Niveau 1 : apparence générale. Niveau 2 : pilosité, pigemntation, voix, couleur des yeux. Niveau 3 : taille, corpulence. Niveau 4 : sex. Niveau 5 : empreintes, ADN."},
EclairSombre: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '9', repeating_rituel_activationRituel: '2 actions', repeating_rituel_dureeRituel: 'instantané', repeating_rituel_porteeRituel: '5', repeating_rituel_rayonRituel: 'cible(s)', repeating_rituel_niveaumaxRituel: '10', repeating_rituel_ppRituel: '2', repeating_rituel_rituelmodalcontent: "Créer une chaîne d'éclairs. Dégâts = 4 + 2 / niveau. Chaque cible réduit de son Encaissement les dégâts pour la cible suivante."},
Erosion: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '7', repeating_rituel_activationRituel: '1 round', repeating_rituel_dureeRituel: '3', repeating_rituel_porteeRituel: 'toucher', repeating_rituel_rayonRituel: 'objet', repeating_rituel_niveaumaxRituel: '10', repeating_rituel_ppRituel: '1', repeating_rituel_rituelmodalcontent: "Détruire une surface en réduisant ses points de structure. Dégâts aux points de structure = niveau * 2 / round."},
ExplosionDePics: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '7', repeating_rituel_activationRituel: '1 action', repeating_rituel_dureeRituel: 'instantané', repeating_rituel_porteeRituel: 'soi-même', repeating_rituel_rayonRituel: '3', repeating_rituel_niveaumaxRituel: '10', repeating_rituel_ppRituel: '1', repeating_rituel_rituelmodalcontent: "Créer une zone de pics. Dégâts = 3 + 1 / niveau. Jet d'Agilité / Esquive (explosion) [1] pour éviter 1 point de dégâts + 1 / MR."},
FaillesChaotiques: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '8', repeating_rituel_activationRituel: '2 actions', repeating_rituel_dureeRituel: 'instantané', repeating_rituel_porteeRituel: '5', repeating_rituel_rayonRituel: 'N/A', repeating_rituel_niveaumaxRituel: '10', repeating_rituel_ppRituel: '1', repeating_rituel_rituelmodalcontent: "Faire apparaître des failles dans le sol. Nombre de cibles = niveau. Jet d'Agilité / Esquive (explosion) [2] pour éviter le gaz qui produit un effet aléatoire : 1 = 2 points de dégâts ; 2 = désavantages aléatoire 1D10 jours ; 3 = peau translucide 1D10 heures ; 4 = pilosité surdéveloppée 1D10 heures; 5 = imberbe 1D10 jours ; 6 = phobie aléatoire 1D10 jours ; 7 = mutisme 1D10 heures ; 8 = cécité 1D10 minutes ; 9 = surdité 1D10 minutes ; 10 = changement de sexe 1D10 jours."},
Invocation: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '8', repeating_rituel_activationRituel: '1 round / niveau du démon', repeating_rituel_dureeRituel: 'variable', repeating_rituel_porteeRituel: 'variable', repeating_rituel_rayonRituel: 'N/A', repeating_rituel_niveaumaxRituel: '10', repeating_rituel_ppRituel: '1', repeating_rituel_rituelmodalcontent: "Invoquer un démon. Niveau du démon = niveau. Jet de Charisme / Éloquence (négociation) opposé pour se faire obéir."},
MaitreDesPoupees: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '8', repeating_rituel_activationRituel: '2 rounds', repeating_rituel_dureeRituel: 'révocable', repeating_rituel_porteeRituel: 'N/A', repeating_rituel_rayonRituel: 'N/A', repeating_rituel_niveaumaxRituel: '5', repeating_rituel_ppRituel: '2', repeating_rituel_rituelmodalcontent: "Animer des poupées. Nombre de poupées = niveau. Possibilité de voir et de parler à travers une poupée."},
Malediction: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '7', repeating_rituel_activationRituel: '1 round', repeating_rituel_dureeRituel: 'révocable', repeating_rituel_porteeRituel: '6', repeating_rituel_rayonRituel: 'N/A', repeating_rituel_niveaumaxRituel: '10', repeating_rituel_ppRituel: '1', repeating_rituel_rituelmodalcontent: "Maudire des cibles. Nombre de cibles = niveau. Les cibles maudites doivent relancer les jets réussis. L'effet cesse si le second jet est une réussite. Tirer sur des cibles maudites octroie 1 réusite automatique en Tir."},
MutationFantasmagorique: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '7', repeating_rituel_activationRituel: '1 round', repeating_rituel_dureeRituel: '4 + 4 / rang', repeating_rituel_porteeRituel: 'soi-même', repeating_rituel_rayonRituel: 'N/A', repeating_rituel_niveaumaxRituel: '10', repeating_rituel_ppRituel: '2', repeating_rituel_rituelmodalcontent: "Se doter d'attributs animaliers, insectoïdes ou fantastiques. Nombre d'attributs = niveau."},
NoyadePurulente: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '8', repeating_rituel_activationRituel: '1 round', repeating_rituel_dureeRituel: 'révocable', repeating_rituel_porteeRituel: 'toucher', repeating_rituel_rayonRituel: 'cible', repeating_rituel_niveaumaxRituel: '10', repeating_rituel_ppRituel: '1', repeating_rituel_rituelmodalcontent: "Noyer une cible. Durée : 2 rounds + 1 round / niveau. Jet étendu de Constitution[niveau], chaque succès réduisant la durée de 1 round."},
PassagerDeLOmbre: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '8', repeating_rituel_activationRituel: '1 round', repeating_rituel_dureeRituel: 'révocable', repeating_rituel_porteeRituel: 'soi-même', repeating_rituel_rayonRituel: 'N/A', repeating_rituel_niveaumaxRituel: '10', repeating_rituel_ppRituel: '1', repeating_rituel_rituelmodalcontent: "Se cacher dans l'ombre et étouffer une cible. Réussites automatiques en Agilité / Discrétion (se cacher) et en Agilité / Évasion = 2. Dégâts = niveau / round. Jet d'Agilité ou Force / Évasion (contorsion) opposé pour se libérer."},
PorteDeChair: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '8', repeating_rituel_activationRituel: '2 rounds', repeating_rituel_dureeRituel: '3', repeating_rituel_porteeRituel: 'toucher', repeating_rituel_rayonRituel: 'N/A', repeating_rituel_niveaumaxRituel: '5', repeating_rituel_ppRituel: '2', repeating_rituel_rituelmodalcontent: "Se téléporter via une porte de chair. Rand de distance = niveau. Jet de Volonté [2] pour éviter un malaise à la sortie. Si échec, [+1] à tous les jets pendant 5 minutes."},
RoncesAnthrophages: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '8', repeating_rituel_activationRituel: '1 round', repeating_rituel_dureeRituel: 'révocable', repeating_rituel_porteeRituel: '5', repeating_rituel_rayonRituel: 'variable', repeating_rituel_niveaumaxRituel: '10', repeating_rituel_ppRituel: '1', repeating_rituel_rituelmodalcontent: "Faire apparaître un buisson de ronces. Rang de rayon = niveau / 2 (arrondi au supérieur). Jet étendu (niveau) dAgilité / Évasion (contorsion) [niveau] ou de Force [niveau] pour s'en échapper. Les cibles attrapées perdent 1 PV / round (pas d'Encaissement). Le buisson peut être détruit en lui infligeant 20 points de dégâts tranchants, enflammés ou acides."},
ToucherInfernal: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '8', repeating_rituel_activationRituel: '1 action', repeating_rituel_dureeRituel: 'révocable / instantané', repeating_rituel_porteeRituel: 'variable', repeating_rituel_rayonRituel: 'cible', repeating_rituel_niveaumaxRituel: '10', repeating_rituel_ppRituel: '1', repeating_rituel_rituelmodalcontent: "Créer une flamme. Dégâts = 2 + 2 / niveau. Le contact avec une armure annule la flamme."},
VisionDuChaos: {repeating_rituel_rangRituel: '0', repeating_rituel_seuilRituel: '7', repeating_rituel_activationRituel: '1 round', repeating_rituel_dureeRituel: 'révocable', repeating_rituel_porteeRituel: 'soi-même', repeating_rituel_rayonRituel: 'N/A', repeating_rituel_niveaumaxRituel: '5', repeating_rituel_ppRituel: '2', repeating_rituel_rituelmodalcontent: "Voir les points faibles de la matière. Encaissement ou Protection de la cible = -1 / niveau."},
};
let s = values.repeating_rituel_nomRituel || 'Selection';
let stats = rituelValues[s];
setAttrs(stats);
});
});
on('change:repeating_psy:nomPsy', function() {
getAttrs(["repeating_psy_nomPsy"], function(values) {
const psyValues = {
Selection: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '10', repeating_psy_activationPsy: '', repeating_psy_dureePsy: '', repeating_psy_porteePsy: '', repeating_psy_rayonPsy: '', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: ""},
BlessurePhysique: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '8', repeating_psy_activationPsy: '2 actions', repeating_psy_dureePsy: 'instantané', repeating_psy_porteePsy: '4', repeating_psy_rayonPsy: 'cible', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Infliger une blessure physique. Dégâts = 3 + 1 / niveau."},
BouclierPsychique: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '7', repeating_psy_activationPsy: 'gratuite', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: 'soi-même', repeating_psy_rayonPsy: 'N/A', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Augmenter l'Encaissement de + 1 / niveau."},
BouclierDeMatiere: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '7', repeating_psy_activationPsy: 'gratuite', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: 'soi-même', repeating_psy_rayonPsy: '5', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Créer un bouclier. Protection et Structure = 1 / niveau."},
ControleDeLEsprit: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '8', repeating_psy_activationPsy: '1 action', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: '5', repeating_psy_rayonPsy: 'cible(s)', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '2', repeating_psy_psymodalcontent: "Donner un ordre télépathique. Cibles = 1 / niveau. Jet de Volonté / Concentration (résolution) [1] par ordre différent du premier."},
ControleDeLaGravite: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '8', repeating_psy_activationPsy: '1 action', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: '6', repeating_psy_rayonPsy: 'variable', repeating_psy_niveaumaxPsy: '5', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Augmenter ou réduire la gravité dans une zone. Rang de distance du rayon = niveau. Augmentation : rang de vitesse réduit de 1 / rang de maîtrise et jet de Force [3] pour effectuer une action physique. Réduction : rang de poids réduit de 1 + 1 / rang de maîtrise."},
ControleDesMetaux: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '7', repeating_psy_activationPsy: '1 action', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: '5', repeating_psy_rayonPsy: '1', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Attirer ou repousser les métaux. Rang de poids des objets métalliques = niveau. Vitesse de déplacement = 1m / round. Réduction de 3 points des dégâts des projectiles métalliques."},
ConversationTelepathique: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '7', repeating_psy_activationPsy: 'variable', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: 'variable', repeating_psy_rayonPsy: 'cible(s)', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Communiquer par télépathie. Rang de distance = niveau * 2. Rang de durée d'activation = niveau / 2 (arrondi à l'inférieur)."},
Copie: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '8', repeating_psy_activationPsy: '2 actions', repeating_psy_dureePsy: '1 + 1 / niveau', repeating_psy_porteePsy: 'cible', repeating_psy_rayonPsy: 'N/A', repeating_psy_niveaumaxPsy: '5', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Dupliquer la compétence d'un individu. Rang de durée = 1 + niveau. Si la cible a une meilleure compétence, le Mental réduit le seuil de sa compétence de 2 points."},
Cryokinesie: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '8', repeating_psy_activationPsy: '2 actions', repeating_psy_dureePsy: '4', repeating_psy_porteePsy: 'soi-même', repeating_psy_rayonPsy: 'variable', repeating_psy_niveaumaxPsy: '5', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Réduire la température dans une zone. Rang de distance du rayon = niveau. Jet de Constitution [rang de maîtrise + 1] pour résister, sinon [+1] à tous les jets. Sol glissant : jet d'Agilité / Athlétisme [2] pour se déplacer sans tomber à un rang de vitesse supérieur à 1."},
DejaVu: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '9', repeating_psy_activationPsy: '1 round', repeating_psy_dureePsy: 'instantané', repeating_psy_porteePsy: 'N/A', repeating_psy_rayonPsy: 'N/A', repeating_psy_niveaumaxPsy: '5', repeating_psy_ppPsy: '2', repeating_psy_psymodalcontent: "Donner des réussites automatiques sur des jets de défense. Réussites automatiques = 1 / niveau."},
DechargeElectrique: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '8', repeating_psy_activationPsy: '1 action', repeating_psy_dureePsy: 'instantané', repeating_psy_porteePsy: 'variable', repeating_psy_rayonPsy: 'N/A', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Projeter l'électricité statique ambiante. Jet de Constitution [MR] pour résister à un assommement."},
EffacerLaMemoire: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '8', repeating_psy_activationPsy: '1 action', repeating_psy_dureePsy: 'instantané', repeating_psy_porteePsy: 'cible', repeating_psy_rayonPsy: 'N/A', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Faire oublier un souvenir précis. Rang de durée de l'événement = niveau."},
Illusion: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '7', repeating_psy_activationPsy: '2 actions', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: '5', repeating_psy_rayonPsy: 'cible(s)', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Créer une illusion dont la qualité dépend de la MR. Cibles = niveau. Les cibles doivent réussir un jet de Volonté [MR + 1] pour mettre fin à l'illusion."},
IntrusionPsychique: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '7', repeating_psy_activationPsy: '2 actions', repeating_psy_dureePsy: '4', repeating_psy_porteePsy: 'cible', repeating_psy_rayonPsy: 'N/A', repeating_psy_niveaumaxPsy: '5', repeating_psy_ppPsy: '2', repeating_psy_psymodalcontent: "Voler des informations dans l'esprit d'une cible. Niveau 1 : état d'esprit et état physique. Niveau 2 : avantages et désavantages. Niveau 3 : particularité. Niveau 4 : pouvoirs. Niveau 5 : se relier à un sens de la cible."},
LectureDesEsprits: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '7', repeating_psy_activationPsy: 'variable', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: '3', repeating_psy_rayonPsy: 'N/A', repeating_psy_niveaumaxPsy: '5', repeating_psy_ppPsy: '1',repeating_psy_psymodalcontent: "Chercher une information précise dans les souvenirs d'une cible. Rang de durée = 7 - niveau."},
Levitation: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '7', repeating_psy_activationPsy: '2 actions', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: 'soi-même', repeating_psy_rayonPsy: 'N/A', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '2', repeating_psy_psymodalcontent: "Voler et acquérir la compétence Athlétisme (vol). Rang de vitesse = niveau * 2. Niveau de compétence Athlétisme (vol) = 10 - rang de maîtrise."},
Medium: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '8', repeating_psy_activationPsy: '1 action', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: 'toucher', repeating_psy_rayonPsy: 'N/A', repeating_psy_niveaumaxPsy: '5', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Parler avec un cadavre. Rang de durée (date du décès) = 7 + niveau."},
Possession: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '8', repeating_psy_activationPsy: '1 round', repeating_psy_dureePsy: 'variable', repeating_psy_porteePsy: 'toucher', repeating_psy_rayonPsy: 'cible', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Prendre possession du corps d'une personne. Rang de durée = 4 + niveau."},
ProgrammerLesEsprits: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '8', repeating_psy_activationPsy: '1 h / niveau', repeating_psy_dureePsy: 'permanent', repeating_psy_porteePsy: '2', repeating_psy_rayonPsy: 'cible', repeating_psy_niveaumaxPsy: '5', repeating_psy_ppPsy: '2', repeating_psy_psymodalcontent: "Implanter des ordres subliminaux dans l'esprit de la cible. Nombre d'ordres = 5."},
ProjectionKinetique: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '8', repeating_psy_activationPsy: '1 action', repeating_psy_dureePsy: 'instantané', repeating_psy_porteePsy: '5', repeating_psy_rayonPsy: 'cible', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '2', repeating_psy_psymodalcontent: "Projeter un objet par télékinésie. Rang de poids de l'objet = rang de maîtrise. Rang de vitesse de l'objet = 2 + niveau. Dégâts de l'objet = rang de maîtrise + niveau + 1."},
ProtectionMentale: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '7', repeating_psy_activationPsy: '1 round', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: 'soi-même', repeating_psy_rayonPsy: 'N/A', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Se protéger contre les pouvoirs mentauxadverses. Fait perdre à l'adversaire autant de PP que le niveau."},
ProvoquerLExtase: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '7', repeating_psy_activationPsy: '2 actions', repeating_psy_dureePsy: 'variable', repeating_psy_porteePsy: '3', repeating_psy_rayonPsy: 'cible(s)', repeating_psy_niveaumaxPsy: '5', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Provoquer l'extase des cibles à partir d'images de ce qu'elles aiment. Cible = niveau. Jet étendu (5) de Volonté [7] pour sortir de l'extase. Une cible extasiée ne peut accomplir aucune action."},
ProvoquerLaFrayeur: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '7', repeating_psy_activationPsy: '2 actions', repeating_psy_dureePsy: 'variable', repeating_psy_porteePsy: '2', repeating_psy_rayonPsy: 'cible', repeating_psy_niveaumaxPsy: '5', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Provoquer la frayeur d'une cible à partir d'images de ce qui lui fait peur. Jet de Volonté de la cible = [niveau + MR]."},
Psycholocalisation: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '8', repeating_psy_activationPsy: '1 round', repeating_psy_dureePsy: 'instantané', repeating_psy_porteePsy: 'variable', repeating_psy_rayonPsy: 'cible', repeating_psy_niveaumaxPsy: '5', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Localiser un individu à partir d'un objet. Niveau 1 : distance. Niveau 2 : direction. Niveau 3 : zone très large (ville). Niveau 4 : zone large (rue). Niveau 5 : zone précise (appartement)."},
Psychometrie: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '7', repeating_psy_activationPsy: '1 round', repeating_psy_dureePsy: 'instantané', repeating_psy_porteePsy: 'toucher', repeating_psy_rayonPsy: 'N/A', repeating_psy_niveaumaxPsy: '5', repeating_psy_ppPsy: '1',repeating_psy_psymodalcontent: "Obtenir des informations sur un individu à partir d'un objet. Niveau 1 : description physique. Niveau 2 : attitude. Niveau 3 : nom. Niveau 4 : dernière scène. Niveau 5 : dernière heure."},
Pyrokinesie: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '8', repeating_psy_activationPsy: '2 actions', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: '5', repeating_psy_rayonPsy: 'cible', repeating_psy_niveaumaxPsy: '5', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Augmenter la température dans une zone. Dégâts = 3 / round + 1 / niveau. Réduction par l'Encaissement mais pas par la Protection. Jet d'Agilité / Évasion (se détacher) [rang de maîtrise + 1] pour éteindre les flammes."},
Radar: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '7', repeating_psy_activationPsy: '1 round', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: 'soi-même', repeating_psy_rayonPsy: 'variable', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Détecter la présence d'être vivants. Rang de distance = 2 + niveau. Rang de maîtrise 0 : détecter les formes de vie. Rang de maîtrise 1 : identifier les humains, les animaux et les insectes. Rang de maîtrise 2 : identifier le sexe des individus. Rang de maîtrise 3 : attitude des individus. Rang de maîtrise 4 : identifier les Mentaux. Rang de maîtrise 5 : identifier un individu précis."},
Telekinesie: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '7', repeating_psy_activationPsy: '2 actions', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: '5', repeating_psy_rayonPsy: 'cible(s)', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '2', repeating_psy_psymodalcontent: "Soulever et déplacer un objet par télékinésie. Rang de poids = niveau * 2. Rang de vitesse = 1m + 1m / rang de maîtrise. Objets supplémentaires = +1 PP / objet."},
Thaumaturgie: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '7', repeating_psy_activationPsy: '1 round', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: 'toucher', repeating_psy_rayonPsy: 'cible', repeating_psy_niveaumaxPsy: '5', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Accroître la vitesse de régénération de la cible. PV récupérés : 1 / niveau / round de concentration. Rang de maîtrise 1 : soigner 1 hémorragie + 1 / PP. Rang de maîtrise 2 : soigner 1 blesure grave + 1 / PP. Rang de maîtrise 3 : annuler les effets d'une drogue ou d'un poison. Rang de maîtrise 4 : annuler les effets d'une maladie. Rang de maîtrise 5 : soigner les afflictions permanentes."},
Verite: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '8', repeating_psy_activationPsy: '2 actions', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: 'cible', repeating_psy_rayonPsy: 'N/A', repeating_psy_niveaumaxPsy: '5', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Empêcher une cible de mentir. Jet de Volonté [niveau] pour mentir. Si échec, la cible ne peut plus mentir jusqu'à la fin de la concentration du Mental."},
VoyageDeLEsprit: {repeating_psy_rangPsy: '0', repeating_psy_seuilPsy: '7', repeating_psy_activationPsy: '1 round', repeating_psy_dureePsy: 'concentration', repeating_psy_porteePsy: 'soi-même', repeating_psy_rayonPsy: 'variable', repeating_psy_niveaumaxPsy: '10', repeating_psy_ppPsy: '1', repeating_psy_psymodalcontent: "Projeter son corps astral. Rang de distance = niveau * 2. Rang de vitesse = 1 + niveau."},
};
let s = values.repeating_psy_nomPsy || 'Selection';
let stats = psyValues[s];
setAttrs(stats);
});
});
<!------------------------------------------------------------------------------------>
<!------------------------------------ Avantages ------------------------------------->
<!------------------------------------------------------------------------------------>
on('change:repeating_avantages remove:repeating_avantages', function(eventInfo){
getSectionIDs('repeating_avantages', (idarray) =>{
let fieldNames = [];
idarray.forEach(function(id){
fieldNames.push('repeating_avantages_' + id + '_nomavantage');
});
getAttrs(fieldNames, function(values){
let languesbonus = 0;
let initiativebonus = 0;
let ppbonus = 0;
let recupviedureebonus = 0;
let recuppouvoirdureebonus = 0;
let forcebonus = 0;
let volontebonus = 0;
let intelligencebonus = 0;
let constitutionbonus = 0;
let monde = 0;
let sagacite = 0;
let sniper= 0;
idarray.forEach(id => {
let avantage = values['repeating_avantages_' + id + '_nomavantage'];
if(avantage === "Langue supplémentaire"){
languesbonus += 1;
};
if(avantage === "Réflexes éclair"){
initiativebonus = 1;
};
if(avantage === "Points de pouvoir"){
ppbonus += 5;
};
if(avantage === "Régénération"){
recupviedureebonus = 3;
};
if(avantage === "Méditation"){
recuppouvoirdureebonus = 4;
};
if(avantage === "Costaud" || avantage === "Costaude"){
forcebonus = 1;
};
if(avantage === "Cran"){
volontebonus = 1;
};
if(avantage === "Ordinateur cérébral"){
intelligencebonus = 1;
};
if(avantage === "Résistance physique"){
constitutionbonus = 1;
};
if(avantage === "Grand voyageur" || avantage === "Grande voyageuse"){
monde = 1;
};
if(avantage === "Raisonnement"){
sagacite = 1;
};
if(avantage === "Sniper"){
sniper = 1;
};
});
setAttrs({
'languesbonus':languesbonus,
'initiativebonus':initiativebonus,
'ppbonus':ppbonus,
'recupviedureebonus':recupviedureebonus,
'recuppouvoirdureebonus':recuppouvoirdureebonus,
'Forcebonus':forcebonus,
'Volontebonus':volontebonus,
'Intelligencebonus':intelligencebonus,
'Constitutionbonus':constitutionbonus,
'Mondebonus':monde,
'Sagacitebonus':sagacite, 'Manipulationbonus':sagacite, 'Psychologiebonus':sagacite,
'sniper':sniper,
});
});
});
});
<!------------------------------------------------------------------------------------>
<!------------------------------------ Mutations ------------------------------------->
<!------------------------------------------------------------------------------------>
on('change:repeating_mutation remove:repeating_mutation sheet:opened', function(eventInfo){
getSectionIDs('repeating_mutation', (idarray) =>{
let fieldNames = [];
idarray.forEach(function(id){
fieldNames.push('repeating_mutation_' + id + '_nomMutation', 'repeating_mutation_' + id + '_niveauMutation');
});
getAttrs(fieldNames, function(values){
let escalade = 0;
let cascade = 0;
let depdef = 0;
let discretion = 0;
let seduction = 0;
let saut = 0;
let poids = 0;
let vitesse = 0;
let griffescrocs = 0;
let puissantcoup = 0;
let cuirasse = 0;
let constitutionsolide = 0;
let marcheauxmurs = 0;
$20(`.queue-prehensile`).addClass('inactive');
$20(`.griffes`).addClass('inactive');
$20(`.crocs`).addClass('inactive');
$20(`.cuirasse`).addClass('inactive');
$20(`.constitution-solide`).addClass('inactive');
$20(`.dard`).addClass('inactive');
idarray.forEach(id => {
let mutation = values['repeating_mutation_' + id + '_nomMutation'];
let niveau = parseInt(values['repeating_mutation_' + id + '_niveauMutation']);
if(mutation === "Acrobatie"){
escalade = niveau;
cascade = niveau;
};
if(mutation === "DeplacementDefensif"){
depdef = niveau;
};
if(mutation === "DeplacementDefensif"){
depdef = niveau;
};
if(mutation === "Mimetisme"){
discretion = niveau;
};
if(mutation === "Pheromones"){
seduction = niveau;
};
if(mutation === "Bond"){
saut = niveau;
};
if(mutation === "ForceHerculeenne"){
poids = niveau;
};
if(mutation === "Impulsion"){
vitesse = niveau;
};
if(mutation === "PuissantCoup"){
puissantcoup = niveau * 2;
};
if(mutation === "QueuePrehensile"){
$20(`.queue-prehensile`).removeClass('inactive');
};
if(mutation === "GriffesCrocs"){
griffescrocs = niveau;
$20(`.griffes`).removeClass('inactive');
$20(`.crocs`).removeClass('inactive');
};
if(mutation === "Cuirasse"){
cuirasse = niveau;
$20(`.cuirasse`).removeClass('inactive');
};
if(mutation === "ConstitutionSolide"){
constitutionsolide = niveau;
$20(`.constitution-solide`).removeClass('inactive');
};
if(mutation === "DardEmpoisonne"){
$20(`.dard`).removeClass('inactive');
};
if(mutation === "MarcheAuxMurs"){
marcheauxmurs = niveau;
};
});
setAttrs({
'Cascadebonus':cascade, 'Escaladebonus':escalade,
'Esquivebonus':depdef, 'EsquiveCorpsACorpsbonus':depdef, 'EsquiveExplosionbonus':depdef, 'Esquivetirbonus':depdef,
'SeCacherbonus':discretion, 'Filaturebonus':discretion,
'Seductionbonus':seduction,
'sautbonus':saut,
'poidsbonus':poids,
'griffescrocs':griffescrocs,
'vitessecoursebonus':vitesse,
'puissantcoup':puissantcoup,
'cuirasse':cuirasse,
'constitutionsolide':constitutionsolide,
'Escaladebonus':marcheauxmurs,
});
});
});
});
on('change:menuPouvoirs change:repeating_avantages sheet:opened', function(){
getAttrs(['menuPouvoirs'], function(values){
let menu = parseInt(values.menuPouvoirs);
if(menu === 1){
$20('.classe-mental').removeClass('inactive');
$20(`.classe-sansventre`).addClass('inactive');
$20(`.classe-surdoue`).addClass('inactive');
$20(`.classe-tatoue`).addClass('inactive');
} else if(menu === 2){
$20('.classe-sansventre').removeClass('inactive');
$20(`.classe-mental`).addClass('inactive');
$20(`.classe-surdoue`).addClass('inactive');
$20(`.classe-tatoue`).addClass('inactive');
} else if(menu === 3){
$20('.classe-surdoue').removeClass('inactive');
$20(`.classe-mental`).addClass('inactive');
$20(`.classe-sansventre`).addClass('inactive');
$20(`.classe-tatoue`).addClass('inactive');
} else if(menu === 4){
$20('.classe-tatoue').removeClass('inactive');
$20(`.classe-mental`).addClass('inactive');
$20(`.classe-sansventre`).addClass('inactive');
$20(`.classe-surdoue`).addClass('inactive');
}
});
});
on('change:radiohemorragie sheet:opened', function(){
getAttrs(['radiohemorragie'], function(values){
let hemo = values.radiohemorragie;
setAttrs({'ptshemorragie':hemo});
});
});
on('change:radioblessure sheet:opened', function(){
getAttrs(['radioblessure'], function(values){
let bl = parseInt(values.radioblessure);
let result = "";
if(bl === 0){
result = 'Sain';
} else if(bl === 1){
result = '-1 action';
} else if(bl === 2){
result = '[+1]';
} else if(bl === 3){
result = '[+2]';
} else if(bl === 4){
result = '[+3]';
} else if(bl === 5){
result = '[+4]';
};
setAttrs({'ptsblessure':result});
});
});
<!------------------------------------------------------------------------------------>
<!------------------------------------ Véhicules ------------------------------------->
<!------------------------------------------------------------------------------------>
on('change:repeating_vehicule:vehiculeNom', function() {
getAttrs(["repeating_vehicule_vehiculeNom"], function(values) {
const vehiculeValues = {
Selection: {repeating_vehicule_vehiculeVIT: '', repeating_vehicule_vehiculePS: '', repeating_vehicule_vehiculeBL: '', repeating_vehicule_vehiculeMAN: '', repeating_vehicule_vehiculeEQU: '', repeating_vehicule_vehiculePAS: ''},
Aerodyne: {repeating_vehicule_vehiculeVIT: 8, repeating_vehicule_vehiculePS: 20, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+1]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 4},
AerodyneCougar: {repeating_vehicule_vehiculeVIT: 8, repeating_vehicule_vehiculePS: 30, repeating_vehicule_vehiculeBL: 8, repeating_vehicule_vehiculeMAN: '[+1]', repeating_vehicule_vehiculeEQU: 2, repeating_vehicule_vehiculePAS: 6},
AerodyneOrpheus: {repeating_vehicule_vehiculeVIT: '6/8', repeating_vehicule_vehiculePS: 21, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+1]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 3},
AerodyneRoiSoleil: {repeating_vehicule_vehiculeVIT: 8, repeating_vehicule_vehiculePS: 20, repeating_vehicule_vehiculeBL: 4, repeating_vehicule_vehiculeMAN: '[+1]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 5},
AutogireMilitaire: {repeating_vehicule_vehiculeVIT: 9, repeating_vehicule_vehiculePS: 24, repeating_vehicule_vehiculeBL: 4, repeating_vehicule_vehiculeMAN: '[+2]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 16},
AutogirePersonnel: {repeating_vehicule_vehiculeVIT: 9, repeating_vehicule_vehiculePS: 20, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '+1', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 4},
AutogireUtilitaire: {repeating_vehicule_vehiculeVIT: 8, repeating_vehicule_vehiculePS: 22, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+0]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 8},
AvionDeTourisme: {repeating_vehicule_vehiculeVIT: 9, repeating_vehicule_vehiculePS: 25, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+1]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 5},
AvionHoward3: {repeating_vehicule_vehiculeVIT: 11, repeating_vehicule_vehiculePS: 35, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '+2', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: '21 à 32'},
Cabriolet: {repeating_vehicule_vehiculeVIT: 4, repeating_vehicule_vehiculePS: 10, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+1]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 2},
Caleche: {repeating_vehicule_vehiculeVIT: 7, repeating_vehicule_vehiculePS: 20, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+1]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 4},
CalecheDelahaye: {repeating_vehicule_vehiculeVIT: 7, repeating_vehicule_vehiculePS: 20, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+1]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: '4 à 6'},
CalecheDynaste: {repeating_vehicule_vehiculeVIT: 7, repeating_vehicule_vehiculePS: 16, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+0]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 1},
CalecheSonate: {repeating_vehicule_vehiculeVIT: 6, repeating_vehicule_vehiculePS: 26, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+0]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 5},
CochePersonnel: {repeating_vehicule_vehiculeVIT: 4, repeating_vehicule_vehiculePS: 12, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+0]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 4},
CochePublic: {repeating_vehicule_vehiculeVIT: 4, repeating_vehicule_vehiculePS: 15, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+0]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 8},
CochePublicDameBlanche: {repeating_vehicule_vehiculeVIT: 4, repeating_vehicule_vehiculePS: 16, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+0]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 10},
CochePublicFavori: {repeating_vehicule_vehiculeVIT: 4, repeating_vehicule_vehiculePS: 18, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+0]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 14},
ExosqueletteDemolisseur: {repeating_vehicule_vehiculeVIT: 6, repeating_vehicule_vehiculePS: 25, repeating_vehicule_vehiculeBL: 12, repeating_vehicule_vehiculeMAN: '[+0]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 0},
ExosqueletteDevastateur: {repeating_vehicule_vehiculeVIT: 5, repeating_vehicule_vehiculePS: 35, repeating_vehicule_vehiculeBL: 10, repeating_vehicule_vehiculeMAN: '[+0]', repeating_vehicule_vehiculeEQU: 2, repeating_vehicule_vehiculePAS: 0},
ExosquelettePredateur: {repeating_vehicule_vehiculeVIT: 6, repeating_vehicule_vehiculePS: 30, repeating_vehicule_vehiculeBL: 10, repeating_vehicule_vehiculeMAN: '[+0]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 0},
HorsBord: {repeating_vehicule_vehiculeVIT: 5, repeating_vehicule_vehiculePS: 15, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+1]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 5},
H4Blinde: {repeating_vehicule_vehiculeVIT: 7, repeating_vehicule_vehiculePS: 25, repeating_vehicule_vehiculeBL: '0(3)', repeating_vehicule_vehiculeMAN: '[+0]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 4},
Kaupskip: {repeating_vehicule_vehiculeVIT: 5, repeating_vehicule_vehiculePS: 40, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+0]', repeating_vehicule_vehiculeEQU: '12 à 16', repeating_vehicule_vehiculePAS: 6},
Motocyclette: {repeating_vehicule_vehiculeVIT: 7, repeating_vehicule_vehiculePS: 10, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+1]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 1},
MotocycletteDogueNoir: {repeating_vehicule_vehiculeVIT: 10, repeating_vehicule_vehiculePS: 8, repeating_vehicule_vehiculeBL: 1, repeating_vehicule_vehiculeMAN: '[+1]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 0},
MotocycletteTaiyo: {repeating_vehicule_vehiculeVIT: 10, repeating_vehicule_vehiculePS: 8, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+1]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 0},
MotocycletteTroubadour: {repeating_vehicule_vehiculeVIT: 9, repeating_vehicule_vehiculePS: 10, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+0]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 1},
MotoAerodyne: {repeating_vehicule_vehiculeVIT: 9, repeating_vehicule_vehiculePS: 10, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+0]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 0},
MotoAerodyneBorzaya: {repeating_vehicule_vehiculeVIT: 7, repeating_vehicule_vehiculePS: 14, repeating_vehicule_vehiculeBL: 3, repeating_vehicule_vehiculeMAN: '[+0]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 1},
MotoAerodyneHalcion: {repeating_vehicule_vehiculeVIT: 9, repeating_vehicule_vehiculePS: 10, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+1]', repeating_vehicule_vehiculeEQU: 1, repeating_vehicule_vehiculePAS: 0},
VABNashorn: {repeating_vehicule_vehiculeVIT: 6, repeating_vehicule_vehiculePS: 33, repeating_vehicule_vehiculeBL: 10, repeating_vehicule_vehiculeMAN: '[+2]', repeating_vehicule_vehiculeEQU: 2, repeating_vehicule_vehiculePAS: 10},
Voilier: {repeating_vehicule_vehiculeVIT: 4, repeating_vehicule_vehiculePS: 20, repeating_vehicule_vehiculeBL: 0, repeating_vehicule_vehiculeMAN: '[+0]', repeating_vehicule_vehiculeEQU: 2, repeating_vehicule_vehiculePAS: 6}
};
let s = values.repeating_vehicule_vehiculeNom || 'Selection';
let stats = vehiculeValues[s];
setAttrs(stats);
});
});
<!------------------------------------------------------------------------------------>
<!--------------------------------------- PNJ ---------------------------------------->
<!------------------------------------------------------------------------------------>
on('change:pnjType', function(){
getAttrs(['pnjType'], function(values){
const pnjValues = {
Selection: {character_name:"", pnjPV:"", pnjPVmax:"", pnjPP:"", pnjPPmax: "", pnjBD:"", pnjEnc:"", pnjcorps:"", pnjcorpsseuil:"", pnjcombat:"", pnjcombatseuil:"", pnjesprit:"", pnjespritseuil:"", pnjsocial:"", pnjsocialseuil:"",
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"",
pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Apprenti": {character_name:"", pnjPV:7, pnjPVmax:7, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:2, pnjcorpsseuil:8, pnjcombat:2, pnjcombatseuil:8, pnjesprit:2, pnjespritseuil:8, pnjsocial:2, pnjsocialseuil:8,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Gendarme Royal": {character_name:"", pnjPV:7, pnjPVmax:7, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:2, pnjcorpsseuil:8, pnjcombat:2, pnjcombatseuil:8, pnjesprit:2, pnjespritseuil:8, pnjsocial:2, pnjsocialseuil:8,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"Arme d'épaule", pnjcombat1:3, pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"Mousquet d'assaut", pnjarmedegatsA:6, pnjarmemainsA:2, pnjarmeparadeA:"", pnjarmemodeA:"A", pnjarmeportee1A:8, pnjarmeportee2A:9, pnjarmeportee3A:10, pnjarmemunitions1A:30, pnjarmemunitions2A:30,
pnjarmeB:"Matraque", pnjarmedegatsB:2, pnjarmemainsB:1, pnjarmeparadeB:"B", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Soldat": {character_name:"", pnjPV:7, pnjPVmax:7, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:2, pnjcorpsseuil:8, pnjcombat:2, pnjcombatseuil:8, pnjesprit:2, pnjespritseuil:8, pnjsocial:2, pnjsocialseuil:8,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"Arme de poing", pnjcombat1:3, pnjcombatnom2:"Arme d'épaule", pnjcombat2:3, pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"Mousquet d'assaut", pnjarmedegatsA:6, pnjarmemainsA:2, pnjarmeparadeA:"", pnjarmemodeA:"A", pnjarmeportee1A:8, pnjarmeportee2A:9, pnjarmeportee3A:10, pnjarmemunitions1A:30, pnjarmemunitions2A:30,
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"Gilet à écailles", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Cocher": {character_name:"", pnjPV:7, pnjPVmax:7, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:2, pnjcorpsseuil:8, pnjcombat:2, pnjcombatseuil:8, pnjesprit:2, pnjespritseuil:8, pnjsocial:2, pnjsocialseuil:8,
pnjcorpsnom1:"Conduite de coche", pnjcorps1:3, pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Agent des Manufactures Graff": {character_name:"", pnjPV:7, pnjPVmax:7, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:2, pnjcorpsseuil:8, pnjcombat:3, pnjcombatseuil:8, pnjesprit:2, pnjespritseuil:8, pnjsocial:1, pnjsocialseuil:8,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"Arme de poing", pnjcombat1:3, pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"Vigilance", pnjesprit1:3, pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Agent du Cerveau": {character_name:"", pnjPV:7, pnjPVmax:7, pnjPP:5, pnjPPmax:5, pnjBD:0, pnjEnc:0, pnjcorps:2, pnjcorpsseuil:8, pnjcombat:2, pnjcombatseuil:8, pnjesprit:3, pnjespritseuil:8, pnjsocial:1, pnjsocialseuil:8,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"Psychologie", pnjesprit1:4, pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"Pouvoir psy offensif", pnjpouvoirrang1:2, pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Ouvrier Sans-ventre": {character_name:"", pnjPV:7, pnjPVmax:7, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:2, pnjcorpsseuil:8, pnjcombat:2, pnjcombatseuil:8, pnjesprit:2, pnjespritseuil:8, pnjsocial:2, pnjsocialseuil:8,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"Mutation", pnjpouvoirrang1:1, pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Agent Mental du Cerveau": {character_name:"", pnjPV:7, pnjPVmax:7, pnjPP:5, pnjPPmax:5, pnjBD:0, pnjEnc:0, pnjcorps:1, pnjcorpsseuil:8, pnjcombat:2, pnjcombatseuil:8, pnjesprit:3, pnjespritseuil:8, pnjsocial:2, pnjsocialseuil:8,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"Pouvoir psy non offensif", pnjpouvoirrang1:2, pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Médecin généraliste": {character_name:"", pnjPV:7, pnjPVmax:7, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:2, pnjcorpsseuil:8, pnjcombat:2, pnjcombatseuil:8, pnjesprit:2, pnjespritseuil:8, pnjsocial:2, pnjsocialseuil:8,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"Médecine", pnjesprit1:3, pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"Trousse de médecin", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Vaurien": {character_name:"", pnjPV:7, pnjPVmax:7, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:2, pnjcorpsseuil:8, pnjcombat:2, pnjcombatseuil:8, pnjesprit:2, pnjespritseuil:8, pnjsocial:2, pnjsocialseuil:8,
pnjcorpsnom1:"Crochetage", pnjcorps1:3, pnjcorpsnom2:"Discrétion", pnjcorps2:3, pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"Petit couteau, outils de crochetage", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Tatoué mineur": {character_name:"", pnjPV:7, pnjPVmax:7, pnjPP:5, pnjPPmax:5, pnjBD:0, pnjEnc:0, pnjcorps:2, pnjcorpsseuil:8, pnjcombat:2, pnjcombatseuil:8, pnjesprit:2, pnjespritseuil:8, pnjsocial:2, pnjsocialseuil:8,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"Rituel", pnjpouvoirrang1:2, pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Chat domestique": {character_name:"", pnjPV:4, pnjPVmax:4, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:2, pnjcorpsseuil:8, pnjcombat:2, pnjcombatseuil:8, pnjesprit:2, pnjespritseuil:8, pnjsocial:2, pnjsocialseuil:8,
pnjcorpsnom1:"Discrétion", pnjcorps1:4, pnjcorpsnom2:"Saut", pnjcorps2:4, pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Chien domestique": {character_name:"", pnjPV:7, pnjPVmax:7, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:2, pnjcorpsseuil:8, pnjcombat:2, pnjcombatseuil:8, pnjesprit:2, pnjespritseuil:8, pnjsocial:2, pnjsocialseuil:8,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"Morsure", pnjcombat1:3, pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"Vigilance", pnjesprit1:3, pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Faucon": {character_name:"", pnjPV:7, pnjPVmax:7, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:2, pnjcorpsseuil:8, pnjcombat:2, pnjcombatseuil:8, pnjesprit:2, pnjespritseuil:8, pnjsocial:1, pnjsocialseuil:8,
pnjcorpsnom1:"Vol", pnjcorps1:4, pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"Serres", pnjcombat1:4, pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"Observation", pnjesprit1:4, pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Mule": {character_name:"", pnjPV:12, pnjPVmax:12, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:5, pnjcorpsseuil:8, pnjcombat:1, pnjcombatseuil:8, pnjesprit:1, pnjespritseuil:8, pnjsocial:1, pnjsocialseuil:8,
pnjcorpsnom1:"Endurance", pnjcorps1:6, pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Gallu": {character_name:"", pnjPV:3, pnjPVmax:3, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:1, pnjcorpsseuil:8, pnjcombat:1, pnjcombatseuil:8, pnjesprit:4, pnjespritseuil:8, pnjsocial:2, pnjsocialseuil:8,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Berith": {character_name:"", pnjPV:5, pnjPVmax:5, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:1, pnjcorpsseuil:8, pnjcombat:1, pnjcombatseuil:8, pnjesprit:4, pnjespritseuil:8, pnjsocial:2, pnjsocialseuil:8,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"Oubli", pnjesprit1:6, pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Lamia": {character_name:"", pnjPV:7, pnjPVmax:7, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:2, pnjcorpsseuil:8, pnjcombat:2, pnjcombatseuil:8, pnjesprit:2, pnjespritseuil:8, pnjsocial:2, pnjsocialseuil:8,
pnjcorpsnom1:"Esquive", pnjcorps1:3, pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"Vigilance", pnjesprit1:3, pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Skylodémon": {character_name:"", pnjPV:7, pnjPVmax:7, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:2, pnjcorpsseuil:8, pnjcombat:2, pnjcombatseuil:8, pnjesprit:1, pnjespritseuil:8, pnjsocial:1, pnjsocialseuil:8,
pnjcorpsnom1:"Vol", pnjcorps1:8, pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"Morsure", pnjcombat1:3, pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"Morsure", pnjarmedegatsA:2, pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Adonis": {character_name:"", pnjPV:5, pnjPVmax:5, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:1, pnjcorpsseuil:8, pnjcombat:2, pnjcombatseuil:8, pnjesprit:3, pnjespritseuil:8, pnjsocial:2, pnjsocialseuil:8,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"Esquive", pnjcombat1:3, pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Compagnon": {character_name:"", pnjPV:15, pnjPVmax:15, pnjPP:0, pnjPPmax:0, pnjBD:1, pnjEnc:1, pnjcorps:3, pnjcorpsseuil:7, pnjcombat:3, pnjcombatseuil:7, pnjesprit:3, pnjespritseuil:7, pnjsocial:3, pnjsocialseuil:7,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Inspecteur de la Gendarmerie Royale": {character_name:"", pnjPV:15, pnjPVmax:15, pnjPP:0, pnjPPmax:0, pnjBD:1, pnjEnc:1, pnjcorps:3, pnjcorpsseuil:7, pnjcombat:3, pnjcombatseuil:7, pnjesprit:3, pnjespritseuil:7, pnjsocial:3, pnjsocialseuil:7,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"Arme de poing", pnjcombat1:4, pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"Pistolet", pnjarmedegatsA:6, pnjarmemainsA:1, pnjarmeparadeA:"", pnjarmemodeA:"C", pnjarmeportee1A:4, pnjarmeportee2A:5, pnjarmeportee3A:6, pnjarmemunitions1A:12, pnjarmemunitions2A:12,
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Sergent": {character_name:"", pnjPV:15, pnjPVmax:15, pnjPP:0, pnjPPmax:0, pnjBD:1, pnjEnc:1, pnjcorps:3, pnjcorpsseuil:7, pnjcombat:3, pnjcombatseuil:7, pnjesprit:3, pnjespritseuil:7, pnjsocial:3, pnjsocialseuil:7,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"Arme de poing", pnjcombat1:4, pnjcombatseuil1:7, pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"Pistolet", pnjarmedegatsA:6, pnjarmemainsA:1, pnjarmeparadeA:"", pnjarmemodeA:"C", pnjarmeportee1A:4, pnjarmeportee2A:5, pnjarmeportee3A:6, pnjarmemunitions1A:12, pnjarmemunitions2A:12,
pnjarmeB:"Mousquet d'assaut", pnjarmedegatsB:6, pnjarmemainsB:2, pnjarmeparadeB:"", pnjarmemodeB:"A", pnjarmeportee1B:8, pnjarmeportee2B:9, pnjarmeportee3B:10, pnjarmemunitions1B:30, pnjarmemunitions2B:30,
pnjequipement:"Gilet à écailles", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Chirurgien": {character_name:"", pnjPV:15, pnjPVmax:15, pnjPP:0, pnjPPmax:0, pnjBD:1, pnjEnc:1, pnjcorps:3, pnjcorpsseuil:7, pnjcombat:3, pnjcombatseuil:7, pnjesprit:3, pnjespritseuil:7, pnjsocial:3, pnjsocialseuil:7,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"Médecine", pnjesprit1:4, pnjespritnom2:"Biologie", pnjesprit2:4, pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"Trousse de médecin", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Dirigeant d'entreprise": {character_name:"", pnjPV:15, pnjPVmax:15, pnjPP:0, pnjPPmax:0, pnjBD:1, pnjEnc:1, pnjcorps:2, pnjcorpsseuil:7, pnjcombat:3, pnjcombatseuil:7, pnjesprit:3, pnjespritseuil:7, pnjsocial:4, pnjsocialseuil:7,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"Gestion", pnjesprit1:4, pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"Négociation", pnjsocial1:5, pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Cheval": {character_name:"", pnjPV:20, pnjPVmax:20, pnjPP:0, pnjPPmax:0, pnjBD:4, pnjEnc:2, pnjcorps:5, pnjcorpsseuil:7, pnjcombat:3, pnjcombatseuil:7, pnjesprit:2, pnjespritseuil:7, pnjsocial:2, pnjsocialseuil:7,
pnjcorpsnom1:"Endurance", pnjcorps1:6, pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Éléphant": {character_name:"", pnjPV:15, pnjPVmax:15, pnjPP:0, pnjPPmax:0, pnjBD:5, pnjEnc:5, pnjcorps:3, pnjcorpsseuil:7, pnjcombat:3, pnjcombatseuil:7, pnjesprit:3, pnjespritseuil:7, pnjsocial:3, pnjsocialseuil:7,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"Charge", pnjcombat1:4, pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"Charge", pnjarmedegatsA:7, pnjarmemainsA:0, pnjarmeparadeA:"B", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Fauve": {character_name:"", pnjPV:20, pnjPVmax:20, pnjPP:0, pnjPPmax:0, pnjBD:1, pnjEnc:2, pnjcorps:3, pnjcorpsseuil:7, pnjcombat:3, pnjcombatseuil:7, pnjesprit:3, pnjespritseuil:7, pnjsocial:3, pnjsocialseuil:7,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"Morsure /Griffes", pnjcombat1:4, pnjcombatnom2:"Esquive", pnjcombat2:4, pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"Vigilance", pnjesprit1:4, pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"Morsure / Griffes", pnjarmedegatsA:3, pnjarmemainsA:0, pnjarmeparadeA:"B", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Ours": {character_name:"", pnjPV:15, pnjPVmax:15, pnjPP:0, pnjPPmax:0, pnjBD:4, pnjEnc:3, pnjcorps:3, pnjcorpsseuil:7, pnjcombat:3, pnjcombatseuil:7, pnjesprit:3, pnjespritseuil:7, pnjsocial:3, pnjsocialseuil:7,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"Griffes", pnjcombat1:4, pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"Griffes", pnjarmedegatsA:6, pnjarmemainsA:0, pnjarmeparadeA:"B", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Strige gardienne": {character_name:"", pnjPV:15, pnjPVmax:15, pnjPP:0, pnjPPmax:0, pnjBD:1, pnjEnc:1, pnjcorps:3, pnjcorpsseuil:7, pnjcombat:3, pnjcombatseuil:7, pnjesprit:3, pnjespritseuil:7, pnjsocial:1, pnjsocialseuil:7,
pnjcorpsnom1:"Vol", pnjcorps1:4, pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"Griffes", pnjcombat1:4, pnjcombatnom2:"Esquive", pnjcombat2:4, pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"Vigilance", pnjesprit1:4, pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"Griffes", pnjarmedegatsA:3, pnjarmemainsA:0, pnjarmeparadeA:"B", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Eurynomos": {character_name:"", pnjPV:15, pnjPVmax:15, pnjPP:0, pnjPPmax:0, pnjBD:1, pnjEnc:1, pnjcorps:2, pnjcorpsseuil:7, pnjcombat:2, pnjcombatseuil:7, pnjesprit:4, pnjespritseuil:7, pnjsocial:3, pnjsocialseuil:7,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"Mensonge", pnjsocial1:4, pnjsocialnom2:"Intimidation", pnjsocial2:4, pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Ardatlil": {character_name:"", pnjPV:18, pnjPVmax:18, pnjPP:0, pnjPPmax:0, pnjBD:0, pnjEnc:0, pnjcorps:2, pnjcorpsseuil:7, pnjcombat:3, pnjcombatseuil:7, pnjesprit:3, pnjespritseuil:7, pnjsocial:4, pnjsocialseuil:7,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"Hypnotisme", pnjsocial1:5, pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Arimane": {character_name:"", pnjPV:15, pnjPVmax:15, pnjPP:0, pnjPPmax:0, pnjBD:1, pnjEnc:1, pnjcorps:3, pnjcorpsseuil:7, pnjcombat:3, pnjcombatseuil:7, pnjesprit:3, pnjespritseuil:7, pnjsocial:3, pnjsocialseuil:7,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Maître": {character_name:"", pnjPV:30, pnjPVmax:30, pnjPP:0, pnjPPmax:0, pnjBD:2, pnjEnc:2, pnjcorps:4, pnjcorpsseuil:6, pnjcombat:4, pnjcombatseuil:6, pnjesprit:4, pnjespritseuil:6, pnjsocial:4, pnjsocialseuil:6,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Succube / Incube": {character_name:"", pnjPV:30, pnjPVmax:30, pnjPP:0, pnjPPmax:0, pnjBD:2, pnjEnc:2, pnjcorps:4, pnjcorpsseuil:6, pnjcombat:3, pnjcombatseuil:6, pnjesprit:4, pnjespritseuil:6, pnjsocial:4, pnjsocialseuil:6,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"Séduction", pnjsocial1:5, pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Béhémoth": {character_name:"", pnjPV:30, pnjPVmax:30, pnjPP:0, pnjPPmax:0, pnjBD:2, pnjEnc:2, pnjcorps:3, pnjcorpsseuil:6, pnjcombat:5, pnjcombatseuil:6, pnjesprit:4, pnjespritseuil:6, pnjsocial:4, pnjsocialseuil:6,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"Nourriture", pnjesprit1:5, pnjespritnom2:"Connaissance du monde", pnjesprit2:5, pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Abaddon": {character_name:"", pnjPV:40, pnjPVmax:30, pnjPP:0, pnjPPmax:0, pnjBD:3, pnjEnc:3, pnjcorps:5, pnjcorpsseuil:6, pnjcombat:5, pnjcombatseuil:6, pnjesprit:5, pnjespritseuil:6, pnjsocial:4, pnjsocialseuil:6,
pnjcorpsnom1:"Évasion", pnjcorps1:6, pnjcorpsnom2:"Vol", pnjcorps2:6, pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"Pistage", pnjesprit1:6, pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Asakku": {character_name:"", pnjPV:30, pnjPVmax:30, pnjPP:0, pnjPPmax:0, pnjBD:1, pnjEnc:1, pnjcorps:4, pnjcorpsseuil:6, pnjcombat:4, pnjcombatseuil:6, pnjesprit:5, pnjespritseuil:6, pnjsocial:4, pnjsocialseuil:6,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"Souffle pestilentiel", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Asmadai": {character_name:"", pnjPV:30, pnjPVmax:30, pnjPP:0, pnjPPmax:0, pnjBD:1, pnjEnc:3, pnjcorps:5, pnjcorpsseuil:6, pnjcombat:4, pnjcombatseuil:6, pnjesprit:4, pnjespritseuil:6, pnjsocial:3, pnjsocialseuil:6,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"Souffle ardent", pnjcombat1:5, pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
"Astaroth": {character_name:"", pnjPV:30, pnjPVmax:30, pnjPP:0, pnjPPmax:0, pnjBD:2, pnjEnc:2, pnjcorps:3, pnjcorpsseuil:6, pnjcombat:5, pnjcombatseuil:6, pnjesprit:5, pnjespritseuil:6, pnjsocial:3, pnjsocialseuil:6,
pnjcorpsnom1:"", pnjcorps1:"", pnjcorpsnom2:"", pnjcorps2:"", pnjcorpsnom3:"", pnjcorps3:"",
pnjcombatnom1:"", pnjcombat1:"", pnjcombatnom2:"", pnjcombat2:"", pnjcombatnom3:"", pnjcombat3:"",
pnjespritnom1:"", pnjesprit1:"", pnjespritnom2:"", pnjesprit2:"", pnjespritnom3:"", pnjesprit3:"",
pnjsocialnom1:"", pnjsocial1:"", pnjsocialnom2:"", pnjsocial2:"", pnjsocialnom3:"", pnjsocial3:"",
pnjarmeA:"", pnjarmedegatsA:"", pnjarmemainsA:"", pnjarmeparadeA:"", pnjarmemodeA:"", pnjarmeportee1A:"", pnjarmeportee2A:"", pnjarmeportee3A:"", pnjarmemunitions1A:"", pnjarmemunitions2A:"",
pnjarmeB:"", pnjarmedegatsB:"", pnjarmemainsB:"", pnjarmeparadeB:"", pnjarmemodeB:"", pnjarmeportee1B:"", pnjarmeportee2B:"", pnjarmeportee3B:"", pnjarmemunitions1B:"", pnjarmemunitions2B:"",
pnjequipement:"", pnjpouvoir1:"", pnjpouvoirrang1:"", pnjpouvoirpp1:"", pnjpouvoir2:"", pnjpouvoirrang2:"", pnjpouvoirpp2:"", pnjpouvoir3:"", pnjpouvoirrang3:"", pnjpouvoirpp3:"", pnjpouvoir4:"", pnjpouvoirrang4:"", pnjpouvoirpp4:""
},
};
let s = values.pnjType;
let stats = pnjValues[s];
setAttrs(stats);
});
});
on('sheet:opened change:Constitution change:ppbonus change:sautbonus change:Force change:poidsbonus change:recupviedureebonus change:recuppouvoirdureebonus change:vitessecoursebonus', function(){
getAttrs(['Constitution', 'ppbonus', 'sautbonus', 'Force', 'poidsbonus', 'recupviedureebonus', 'recuppouvoirdureebonus', 'vitessecoursebonus'], function(values){
setAttrs({
'pvmax':parseInt(values.Constitution) * 5,
'ppmax':parseInt(values.ppbonus) + 15,
'recupvie':parseInt(values.Constitution),
'sautenhauteur':parseInt(values.sautbonus) + 1,
'sautenlongueur':parseInt(values.sautbonus) + parseInt(values.Force)/2,
'poidssouleve':parseInt(values.poidsbonus) + parseInt(values.Force),
'recupvieduree':6 - parseInt(values.recupviedureebonus),
'recuppouvoirduree':6 - parseInt(values.recuppouvoirdureebonus),
'vitessecourse':parseInt(values.vitessecoursebonus) + 3,
});
});
});
on('sheet:opened change:CorpsACorps change:ArtMartial change:Bagarre change:Boxe change:Melee', function(){
getAttrs(['CorpsACorps', 'ArtMartial', 'Bagarre', 'Boxe', 'Melee'], function(values){
setAttrs({
'CorpsACorps1':values.CorpsACorps,
'ArtMartial1':values.ArtMartial,
'Bagarre1':values.Bagarre,
'Boxe1':values.Boxe,
'Melee1':values.Melee,
});
});
});
on('sheet:opened change:Tir change:ArmeDEpaule change:ArmeDeJet change:ArmeDePoing change:ArmeLourde', function(){
getAttrs(['Tir', 'ArmeDEpaule', 'ArmeDeJet', 'ArmeDePoing', 'ArmeLourde'], function(values){
setAttrs({
'Tir1':values.Tir,
'ArmeDEpaule1':values.ArmeDEpaule,
'ArmeDeJet1':values.ArmeDeJet,
'ArmeDePoing1':values.ArmeDePoing,
'ArmeLourde1':values.ArmeLourde,
});
});
});
on('sheet:opened change:Esquive change:EsquiveCorpsACorps change:EsquiveExplosion change:EsquiveTir', function(){
getAttrs(['Esquive', 'EsquiveCorpsACorps', 'EsquiveExplosion', 'EsquiveTir'], function(values){
setAttrs({
'Esquive1':values.Esquive,
'EsquiveCorpsACorps1':values.EsquiveCorpsACorps,
'EsquiveExplosion1':values.EsquiveExplosion,
'EsquiveTir1':values.EsquiveTir,
});
});
});
on('sheet:opened change:Constitution change:Force', function(){
getAttrs(['Constitution', 'Force'], function(values){
let enc = 0;
let bd = 0;
if(parseInt(values.Constitution) > 1){
enc = parseInt(values.Constitution) - 2;
} else {
enc = 0;
};
if(parseInt(values.Force) > 1){
bd = parseInt(values.Force) - 2;
} else {
bd = 0;
};
setAttrs({
'Encaissement':enc,
'BD':bd,
});
});
});
on('sheet:opened change:Intelligence change:languesbonus', function(){
getAttrs(['Intelligence', 'languesbonus'], function(values){
let langues = 0;
if(parseInt(values.Intelligence) > 2){
langues = 2 + (parseInt(values.Intelligence) - 2) + parseInt(values.languesbonus);
} else {
langues = 2 + parseInt(values.languesbonus);
}
setAttrs({
'nblangues':langues,
});
});
});
</script>
</div>