mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
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339 lines
12 KiB
HTML
339 lines
12 KiB
HTML
<h1> Arask Character Sheet </h1>
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<h3> * For Handbook 2.0 * </h3>
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<text> Character Name: </text>
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<input type="text" name="attr_character_name" />
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<!-- Level Stuff
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TODO: Style lines to make them grid-aligned. Add box width min/max -->
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<strong> Level: </strong>
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<input type="number" value="1" name="attr_level"/>
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Race: <input type="text" name="attr_race" value=""/>
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<br>
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<!-- Player Character's Gameplay Stats
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TODO: Style Width -->
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<strong> Health: </strong>
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<input type="number" value="0" name="attr_hp"/>
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<text> / </text>
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<input type="number" value="10" name="attr_hp_max"/>
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<strong> Mana: </strong>
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<input type="number" value="0" name="attr_mp"/>
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<text> / </text>
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<input type="number" value="10" name="attr_mp_max"/>
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<strong> Power: </strong>
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<input type="number" value="0" name="attr_pp"/>
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<text> / </text>
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10
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<hr>
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<h2>Character Stats</h2>
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Move Speed: <input type="text" name="attr_speed" value="30 ft."/>
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Stat Points: <input type="number" value="3" name="attr_statPoints"/>
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<br>
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Favor: <input type="number" name=attr_favor value="0"/>
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Focus: <input type="number" name=attr_focus value="1"/> / <input type="number" name=attr_focus_max value="1"/>
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<!-- Update Button, updates stats! -->
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<br>
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<h3> Strength </h3>
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<text>Score</text>
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<input type="number" name="attr_strength" value="3" />
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<button type='roll' value="/em @{character_name} is rolling Strength...
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/roll 1d10 + @{strength_mod} + ?{Other Mod|0}" name="roll_strength"></button>
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<text>Stat Mod</text>
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<input type="text" name="attr_strength_mod" value="0" readonly/>
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<text>Preferred?</text>
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<input type="checkbox" name="attr_strength_pref" value="1d4" />
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<br>
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<h3> Intelligence </h3>
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<text>Score</text>
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<input type="number" name="attr_intelligence" value="3" />
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<button type='roll' value="/em @{character_name} is rolling Intelligence...
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/roll 1d10 + @{intelligence_mod} + ?{Other Mod|0}" name="roll_intelligence"></button>
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<text>Stat Mod</text>
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<input type="text" name="attr_intelligence_mod" value="0" readonly />
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<text>Preferred?</text>
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<input type="checkbox" name="attr_intelligence_pref" value="1d4" />
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<br>
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<h3> Dexterity </h3>
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<text>Score</text>
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<input type="number" name="attr_dexterity" value="3" />
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<button type='roll' value="/em @{character_name} is rolling Dexterity...
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/roll 1d10 + @{dexterity_mod} + ?{Other Mod|0}" name="roll_dexterity"></button>
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<text>Stat Mod</text>
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<input type="text" name="attr_dexterity_mod" value=0 readonly />
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<text>Preferred?</text>
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<input type="checkbox" name="attr_dexterity_pref" value="1d4" />
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<br>
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<h3> Charisma </h3>
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<text>Score</text>
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<input type="number" name="attr_charisma" value="3" />
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<button type='roll' value="/em @{character_name} is rolling Charisma...
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/roll 1d10 + @{charisma_mod} + ?{Other Mod|0}" name="roll_charisma"></button>
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<text>Stat Mod</text>
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<input type="text" name="attr_charisma_mod" value=0 readonly />
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<text>Preferred?</text>
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<input type="checkbox" name="attr_charisma_pref" value="1d4" />
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<br>
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<h3> Awareness </h3>
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<text>Score</text>
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<input type="number" name="attr_awareness" value="3" />
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<button type='roll' value="/em @{character_name} is rolling Awareness...
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/roll 1d10 + @{awareness_mod} + ?{Other Mod|0}" name="roll_awareness"></button>
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<text>Stat Mod</text>
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<input type="text" name="attr_awareness_mod" value=0 readonly />
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<text>Preferred?</text>
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<input type="checkbox" name="attr_awareness_pref" value="1d4" />
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<br>
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<h3> Resilience </h3>
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<text>Score</text>
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<input type="number" name="attr_resilience" value="3" />
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<button type='roll' value="/em @{character_name} is rolling Resilience...
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/roll 1d10 + @{resilience_mod} + ?{Other Mod|0}" name="roll_resilience"></button>
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<text>Stat Mod</text>
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<input type="text" name="attr_resilience_mod" value=0 readonly />
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<text>Preferred?</text>
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<input type="checkbox" name="attr_resilience_pref" value="1d4" />
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<br>
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<h3> Luck </h3>
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<text>Score</text>
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<input type="number" name="attr_luck" value="3" />
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<button type='roll' value="/em @{character_name} is rolling Luck...
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/roll 1d10 + @{luck_mod} + ?{Other Mod|0}" name="roll_luck"></button>
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<text>Stat Mod</text>
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<input type="text" name="attr_luck_mod" value=0 readonly />
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<text>Preferred?</text>
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<input type="checkbox" name="attr_luck_pref" value="1d4" />
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<hr>
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<h2>Skill Bonuses</h2>
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<fieldset class="repeating_skills">
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<Strong>Name:</Strong>
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<input type="text" name="attr_skillname" />
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Rank:
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<input type="number" name="attr_skillRank" />
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Rerolls:
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<input type="number" name="attr_rerolls"/>
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/
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<input type="number" name="attr_rerolls_max"/>
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Is Master?
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<input type="checkbox" name="attr_skillMaster" />
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</fieldset>
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<hr>
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<h2>Magical Affinities</h2>
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<text>Affinity Points:</text>
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<input type="number" name="attr_afpt" value="3"/>
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<text>Mana Spent</text>
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<input type="number" name="attr_manaSpent" value="0"/>
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<text>==> Dice Mod</text>
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<input type="text" name="attr_manaSpentMod" value="" readonly/>
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<button type='roll' value="/em @{character_name} casts a @{manaSpent}-Mana magic spell!
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/roll 1d10 + @{manaSpentMod} + ?{Other Mod|0}" name="roll_wizardPower"> Cast Spell</button>
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<hr>
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<!-- Affinity sections -->
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<fieldset class="repeating_affinity">
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<input type="text" value="default" style="display: none"/>
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<strong>Class:</strong>
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<select name="attr_class" class="class">
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<option selected>None</option>
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<option>D-Class (Cantrip)</option>
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<option>C-Class</option>
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<option>B-Class</option>
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<option>A-Class</option>
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<option>S-Class (Wizard Power)</option>
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</select>
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<strong>School:</strong>
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<input type="text" name="attr_school" class="school"/>
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<text>Rank:</text>
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<select name="attr_rank" class="rank">
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<option selected>Select A Rank</option>
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<option value="0">1). Benign Affinity</option>
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<option value="1">2). Lesser Affinity</option>
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<option value="2">3). Moderate Affinity</option>
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<option value="3">4). Greater Affinity</option>
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<option value="4">5). Spectacular Affinity</option>
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</select>
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<br>
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<text>Free Cast:</text>
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<input type="text" name="attr_free" class="free"/>
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<text>Range:</text>
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<input type="text" name="attr_range" class="range"/>
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<text>Mana Limit:</text>
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<input type="text" name="attr_limit" class="limit"/>
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<br>
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Parent Affinity 1:
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<input type="text" name="attr_par1" class="par1"/>
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Parent Affinity 2:
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<input type="text" name="attr_par2" class="par2"/>
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<br>
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<strong>Affinity Spellbook</strong>
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<textarea name="attr_descr" rows="1" cols="1" class="descr" ></textarea>
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<hr>
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</fieldset>
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<h2>Weapons and Armour</h2>
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<fieldset class="repeating_weapons">
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<Strong>Name:</Strong>
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<input type="text" name="attr_weaponName" />
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Stat:
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<select name="attr_weaponStat">
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<option selected disabled>None</option>
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<option>Strength</option>
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<option>Intelligence</option>
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<option>Dexterity</option>
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<option>Charisma</option>
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<option>Awareness</option>
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<option>Resilience</option>
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<option>Luck</option>
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</select>
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<!-- <input type="text" name="attr_weaponStat" /> -->
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Roll Bonus:
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<input type="text" name="attr_weaponDiceBonus" value="+0"/>
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<br>
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<Strong>Description</Strong>
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<textarea name="attr_weaponDescription" rows="10" cols="10">Enter a description for this item.</textarea>
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</fieldset>
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<hr>
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<h2>Possessions</h2>
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Copper: <input type="number" name="attr_copper" value="0"/>
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Silver: <input type="number" name="attr_silver" value="0"/>
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Gold: <input type="number" name="attr_gold" value="0"/>
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<br>
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<strong>Inventory</strong>
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<br>
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<textarea name="attr_inventory" rows="10" cols="10">Describe your belongings.</textarea>
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<!-- Start on other Section -->
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<hr>
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<h2>Character Description</h2>
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Age: <input type="text" name="attr_age" value="" />
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Weight: <input type="text" name="attr_weight" value="" />
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Gender: <input type="text" name="attr_gender" value="" />
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<br>
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Height: <input type="text" name="attr_height" value="" />
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Hair: <input type="text" name="attr_hair" value="" />
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Eyes: <input type="text" name="attr_eyes" value="" />
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<br>
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<strong>Power Burst</strong>
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<textarea name="attr_powerBurst" rows="8" cols="10">Describe your power burst.</textarea>
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<br>
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<strong>Racial Traits</strong>
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<br>
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<textarea name="attr_raceTraits" rows="8" cols="10">Describe your racial abilities.</textarea>
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<br>
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<strong>Notes and Backstory</strong> <br>
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<textarea name="attr_backstory" rows="10" cols="10">Enter a description about your character.</textarea>
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<br>
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<!-- TODO: Make the power point max modifiable?
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<input type="text" value="10" name="attr_ppMax"/> -->
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<br>
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<hr>
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<br><br>
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© 2019 Toxic Sasquatch Games
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<br>
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Arask System by Westley Hindley & Taliyah Larson
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<script type="text/worker">
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// .. Update button for STAT MODS
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/*
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on("change:repeating_affinity", function() {
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getAttrs(["repeating_affinity_type","repeating_affinity_effect"], function(values) {
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setAttrs({
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repeating_affinity_effect: values.repeating_affinity_type
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})
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});
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});
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*/
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on("sheet:opened change:strength change:intelligence change:dexterity change:charisma change:luck change:resilience change:awareness change:manaSpent change:manaSpentMod", function() {
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getAttrs(["strength","intelligence","dexterity","charisma","awareness","resilience","luck","manaSpent","focus","level"], function(values) {
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//Do something with values.Strength
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function getManaMod(mana)
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{ // .. Return the modifier for how much mana this costs.
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let returnVal = 0;
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if(mana <= 0)
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{
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returnVal = -3;
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}else{
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let dTens = Math.floor(mana/5);
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let secondDice = (mana %5 * 2);
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if(mana%5 != 0)
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{ // .. There's a second dice type
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if(mana > 5)
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{
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returnVal = dTens.toString() + "d10 + 1d" + secondDice.toString();
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}else{
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returnVal = "1d" + secondDice.toString();
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}
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}else{
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// .. No second dice type
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returnVal = dTens.toString() + "d10";
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}
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}
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return returnVal;
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}
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function getModifier(stat)
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{
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let statMod = 0;
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let statFlat = stat;
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if(statFlat <= 0){
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// .. Lowest Mod Possible
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statMod = "-1d4 -3";
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}else if(statFlat < 11 ){
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// .. No additives here
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statMod = (statFlat - 3).toString();
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}else{
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// .. Apply the function for all further values
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statMod = "7 + " + getManaMod(statFlat-10);
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}
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return statMod;
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}
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let strengthMod = getModifier(values.strength);
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let intelligenceMod = getModifier(values.intelligence);
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let dexterityMod = getModifier(values.dexterity);
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let awarenessMod = getModifier(values.awareness);
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let luckMod = getModifier(values.luck);
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let resilienceMod = getModifier(values.resilience);
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let charismaMod = getModifier(values.charisma);
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let manaMod = getManaMod(values.manaSpent);
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setAttrs({
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strength_mod: strengthMod,
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intelligence_mod: intelligenceMod,
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dexterity_mod: dexterityMod,
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awareness_mod: awarenessMod,
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luck_mod: luckMod,
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resilience_mod: resilienceMod,
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charisma_mod: charismaMod,
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manaSpentMod: manaMod,
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});
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});
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});
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</script>
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