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

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<div>
<div align="left">
<input type="radio" class="sheet-tab sheet-tab1" name="attr_core-tab" value="1" title="Main" checked="checked"/>
<span class="sheet-tab sheet-tab1" style='line-height: 25px;'>Main</span>
<input type="radio" class="sheet-tab sheet-tab4" name="attr_core-tab" value="4" title="Skills" />
<span class="sheet-tab sheet-tab4" style='line-height: 25px;'>Skills</span>
<input type="radio" class="sheet-tab sheet-tab5" name="attr_core-tab" value="5" title="Talents" />
<span class="sheet-tab sheet-tab5" style='line-height: 25px;'>Talents</span>
<input type="radio" class="sheet-tab sheet-tab6" name="attr_core-tab" value="6" title="Combat" />
<span class="sheet-tab sheet-tab6" style='line-height: 25px;'>Combat</span>
<input type="radio" class="sheet-tab sheet-tab7" name="attr_core-tab" value="7" title="Magic" />
<span class="sheet-tab sheet-tab7" style='line-height: 25px;'>Magic</span>
<input type="radio" class="sheet-tab sheet-tab8" name="attr_core-tab" value="8" title="Posessions" />
<span class="sheet-tab sheet-tab8" style='line-height: 25px;'>Posessions</span>
<input type="radio" class="sheet-tab sheet-tab9" name="attr_core-tab" value="9" title="Notes" />
<span class="sheet-tab sheet-tab9" style='line-height: 25px;'>Notes</span>
<input type="radio" class="sheet-tab sheet-tab2" name="attr_core-tab" value="2" title="Sheet Information" />
<span class="sheet-tab sheet-tab2" style='line-height: 25px;'>Sheet</span>
<input type="radio" class="sheet-tab sheet-tab10" name="attr_core-tab" value="10" title="Settings" />
<span class="sheet-tab sheet-tab10" style='line-height: 25px;'>Settings</span>
<!--
<input type="radio" class="sheet-tab sheet-tab3" name="attr_core-tab" value="3" title="Background" />
-->
<div class="sheet-section-basic white"><!-- Start of BASIC Tab -->
<p>&nbsp;</p>
<!-- the end of the character tab and the NPC portion -->
<div>
<span class="section-label">Character</span>&nbsp;
<input type="checkbox" class="sheet-character-switch-a check-tiny" name="attr_block_switch" value="1">
<span class="category-label">NPC</span>
<div class="sheet-character">
<div class="two-column ">
<div class="colleft section">
<span class="minor-label">Name:</span>&nbsp;
<input type="text" class="compact under text-200" name="attr_character_name">
&nbsp;&nbsp;
<span class="minor-label">Fate Points:</span><input type="number" class="compact-number under" name="attr_fatepoints" value="3"/>
<div class="two-column">
<div class="colleft">
<span class="minor-label">Height Ft:</span><input type="number" class="compact-number under" name="attr_heightfeet" value="0"/>
<span class="minor-label">In:</span> <input type="number" class="compact-number under" name="attr_heightinches" value="0"/>
</div>
<div class="colright">
<span class="minor-label"> Weight:</span> <input type="number" class="compact-number under" name="attr_weight" value="0"/>
</div>
</div>
&nbsp;
</div>
<div class="colright section">
<span class="subsection-label">Experience</span><br>
<span class="minor-label">Experience:</span> <input class="sheet-text-75 compact under" type="text" name="attr_experience_points" value="0"/>
<hidden name="attr_current_profession"/>
<span class="minor-label"> Level</span> <input class="sheet-text-75 compact under" type="text" name="attr_character_level" value="1"/>
</div>
</div>
<div class="two-column">
<div class="colleft section">
<span class="subsection-label">Endurance</span><br />
<span class="minor-label">Max: </span>
<input type="number" class="compact-number under" name="attr_hits_max" readonly />
<span class="minor-label">Current: </span>
<input type="number" class="compact-number under" name="attr_hits" />
</div>
<div class="colright section">
<span class="subsection-label">Power Points</span><br />
<span class="minor-label">Max: </span>
<input type="number" class="compact-number under" name="attr_power_points_max" readonly />
<span class="minor-label">Current: </span>
<input type="number" class="compact-number under" name="attr_power_points" />
</div>
</div>
<div class="three-column">
<div class="tcleft section">
<span class="subsection-label">Statistics</span>
<div class="six-column">
<div class="cone">
&nbsp;<br />
<span class="minor-label">St</span>
</div>
<div class="ctwo">
<span class="minor-label">Stat</span><br />
<input type="number" class="compact-number under" name="attr_strength" value="0"/>
</div>
<div class="cthree">
<span class="minor-label">Bonus</span><br />
<input type="number" class="compact-number under" name="attr_strength_bonus" value="0" readonly />
</div>
<div class="cfour">
<span class="minor-label">Race</span><br />
<input type="number" class="compact-number under" name="attr_strength_race" value="0"/>
</div>
<div class="cfive">
<span class="minor-label">Other</span><br />
<input type="number" class="compact-number under" name="attr_strength_other" value="0"/>
</div>
<div class="csix">
<span class="minor-label">Total</span><br />
<input type="number" class="compact-number under" name="attr_strength_total" value="0" readonly/>
</div>
</div>
<div class="six-column">
<div class="cone">
<span class="minor-label">Co</span>
</div>
<div class="ctwo">
<input type="number" class="compact-number under" name="attr_constitution" value="0"/>
</div>
<div class="cthree">
<input type="number" class="compact-number under" name="attr_constitution_bonus" value="0" readonly />
</div>
<div class="cfour">
<input type="number" class="compact-number under" name="attr_constitution_race" value="0"/>
</div>
<div class="cfive">
<input type="number" class="compact-number under" name="attr_constitution_other" value="0"/>
</div>
<div class="csix">
<input type="number" class="compact-number under" name="attr_constitution_total" value="0" readonly/>
</div>
</div>
<div class="six-column">
<div class="cone">
<span class="minor-label">Ag</span>
</div>
<div class="ctwo">
<input type="number" class="compact-number under" name="attr_agility" value="0"/>
</div>
<div class="cthree">
<input type="number" class="compact-number under" name="attr_agility_bonus" value="0" readonly />
</div>
<div class="cfour">
<input type="number" class="compact-number under" name="attr_agility_race" value="0"/>
</div>
<div class="cfive">
<input type="number" class="compact-number under" name="attr_agility_other" value="0"/>
</div>
<div class="csix">
<input type="number" class="compact-number under" name="attr_agility_total" value="0" readonly/>
</div>
</div>
<div class="six-column">
<div class="cone">
<span class="minor-label">Qu</span>
</div>
<div class="ctwo">
<input type="number" class="compact-number under" name="attr_quickness" value="0"/>
</div>
<div class="cthree">
<input type="number" class="compact-number under" name="attr_quickness_bonus" value="0" readonly />
</div>
<div class="cfour">
<input type="number" class="compact-number under" name="attr_quickness_race" value="0"/>
</div>
<div class="cfive">
<input type="number" class="compact-number under" name="attr_quickness_other" value="0"/>
</div>
<div class="csix">
<input type="number" class="compact-number under" name="attr_quickness_total" value="0" readonly/>
</div>
</div>
<div class="six-column">
<div class="cone">
<span class="minor-label">SD</span>
</div>
<div class="ctwo">
<input type="number" class="compact-number under" name="attr_self_discipline" value="0"/>
</div>
<div class="cthree">
<input type="number" class="compact-number under" name="attr_self_discipline_bonus" value="0" readonly />
</div>
<div class="cfour">
<input type="number" class="compact-number under" name="attr_self_discipline_race" value="0"/>
</div>
<div class="cfive">
<input type="number" class="compact-number under" name="attr_self_discipline_other" value="0"/>
</div>
<div class="csix">
<input type="number" class="compact-number under" name="attr_self_discipline_total" value="0" readonly/>
</div>
</div>
<div class="six-column">
<div class="cone">
<span class="minor-label">Re</span>
</div>
<div class="ctwo">
<input type="number" class="compact-number under" name="attr_reasoning" value="0"/>
</div>
<div class="cthree">
<input type="number" class="compact-number under" name="attr_reasoning_bonus" value="0" readonly />
</div>
<div class="cfour">
<input type="number" class="compact-number under" name="attr_reasoning_race" value="0"/>
</div>
<div class="cfive">
<input type="number" class="compact-number under" name="attr_reasoning_other" value="0"/>
</div>
<div class="csix">
<input type="number" class="compact-number under" name="attr_reasoning_total" value="0" readonly/>
</div>
</div>
<div class="six-column">
<div class="cone">
<span class="minor-label">In</span>
</div>
<div class="ctwo">
<input type="number" class="compact-number under" name="attr_insight" value="0"/>
</div>
<div class="cthree">
<input type="number" class="compact-number under" name="attr_insight_bonus" value="0" readonly />
</div>
<div class="cfour">
<input type="number" class="compact-number under" name="attr_insight_race" value="0"/>
</div>
<div class="cfive">
<input type="number" class="compact-number under" name="attr_insight_other" value="0"/>
</div>
<div class="csix">
<input type="number" class="compact-number under" name="attr_insight_total" value="0" readonly/>
</div>
</div>
<div class="six-column">
<div class="cone">
<span class="minor-label">Pr</span>
</div>
<div class="ctwo">
<input type="number" class="compact-number under" name="attr_presence" value="0"/>
</div>
<div class="cthree">
<input type="number" class="compact-number under" name="attr_presence_bonus" value="0" readonly />
</div>
<div class="cfour">
<input type="number" class="compact-number under" name="attr_presence_race" value="0"/>
</div>
<div class="cfive">
<input type="number" class="compact-number under" name="attr_presence_other" value="0"/>
</div>
<div class="csix">
<input type="number" class="compact-number under" name="attr_presence_total" value="0" readonly/>
</div>
</div>
<!--<div class="three-column">
<div class="tcleft">
</div>
<div class="tccenter">
<span class="minor-label">DP's</span>&nbsp;
<span class="minor-label" name="attr_development_points"></span>
<input type="hidden" name="attr_development_points" value="50" />
</div>
<div class="tcright">
<input type="checkbox" class="sheet-armor-switch" name="attr_use_stats" />
<span class="minor-label">Use Stats</span>
</div>
</div>-->
&nbsp;
</div>
<div class="tccenter section text-full">
<span class="subsection-label">Race</span><br/>
<input type="hidden" name="attr_race_invalid" value="" />
<input type="hidden" name="attr_race_count" value="0" />
<input type="hidden" name="attr_full_count" value="0" />
<input type="hidden" name="attr_greater_count" value="0" />
<input type="hidden" name="attr_lesser_count" value="0" />
<span class="category-label-r" name="attr_race_invalid"></span>
<fieldset class="repeating_race">
<div class="two-column">
<div class="colleft">
<span class="minor-label">Race</span><span class="minor-label" name="attr_race_name"></span>
<input type="hidden" name="attr_race_name" value="" />
</div>
<div class="colright">
<span class="minor-label">Blood</span>
</div>
</div>
<!--<div class="two-column">-->
<div>
<!--<div class="colleft">-->
<select class="compact-select-ci" name="attr_race">
<option value=""></option>
<option value="">---- HARP Fantasy ----</option>
<option value="Dwarf">Dwarf</option>
<option value="Elf">Elf</option>
<option value="Gnome">Gnome</option>
<option value="Goblin">Gryx</option>
<option value="Halfling">Halfling</option>
<option value="Human">Human</option>
<option value="">---- HARP Fantasy Monster ----</option>
<option value="Centaur">Centaur</option>
<option value="Goblin">Goblin</option>
<option value="Hobgoblin">Hobgoblin</option>
<option value="Kobold">Kobold</option>
<option value="Lizardmen">Lizardmen</option>
<option value="Orc">Orc</option>
<option value="">---- Folkways ----</option>
<option value="Amarvish">Amarvish</option>
<option value="Bentaxa">Bentaxa</option>
<option value="Faleeka">Faleeka</option>
<option value="Gordaz">Gordaz</option>
<option value="Hehn">Hehn</option>
<option value="Kenra">Kenra</option>
<option value="Menomonee">Menomonee</option>
<option value="Navrothor">Navrothor</option>
<option value="Queequayth">Queequayth</option>
<option value="Tomalak">Tomalak</option>
<option value="Vengha">Vengha</option>
<option value="">---- Home Brew ----</option>
<option value="Custom">Custom</option>
</select>
<!--</div>
<div class="colright">-->
<select class="compact-select-ci" name="attr_blood">
<option value=""></option>
<option value="full">Primary/Full Blood</option>
<option value="grea">Greater Blood</option>
<option value="less">Lesser Blood</option>
</select>
<!--</div>-->
<!--</div>
<div>-->
<input type="checkbox" class="sheet-toggle-show" name="attr_race_ability_switch" checked/>
<div class="sheet-body">
<span class="minor-label">Abilities</span><br/>
<input type="checkbox" class="sheet-check-tiny" name="attr_race_ability_one_select" value=1 />
<input type="text" class="compact under text-full" name="attr_race_ability_one" />
<input type="checkbox" class="sheet-check-tiny" name="attr_race_ability_two_select" value=1 />
<input type="text" class="compact under text-full" name="attr_race_ability_two" />
<input type="checkbox" class="sheet-check-tiny" name="attr_race_ability_three_select" value=1 />
<input type="text" class="compact under text-full" name="attr_race_ability_three" />
<input type="checkbox" class="sheet-check-tiny" name="attr_race_special_select" value=1 />
<input type="text" class="compact under text-full" name="attr_race_special" />
</div>
</div>
</fieldset>
</div>
<div class="tcright section">
<span class="subsection-label">Profession</span>
<fieldset class="repeating_profession">
<div>
<span class="minor-label" name="attr_profession_display"></span><br />
<input type="hidden" name="attr_profession_display" />
<select class="compact-select-cip" name="attr_profession_four">
<option value=""></option>
<option value="">-- HARP Fantasy --</option>
<option value="Cleric">Cleric</option>
<option value="Fighter">Fighter</option>
<option value="Harper">Harper</option>
<option value="Mage">Mage</option>
<option value="Monk">Monk</option>
<option value="Ranger">Ranger</option>
<option value="Rogue">Rogue</option>
<option value="Thief">Thief</option>
<option value="Warrior Mage">Warrior Mage</option>
<option value="">-- College of Magics --</option>
<option value="Elementalist">Elementalist</option>
<option value="Magician">Magician</option>
<option value="Necromancer">Necromancer</option>
<option value="Thaumaturge">Thaumaturge</option>
<option value="Vivamancer">Vivamancer</option>
<option value="">-- Folkways --</option>
<option value="Artisan">Artisan</option>
<option value="Athlete">Athlete</option>
<option value="Hunter">Hunter</option>
<option value="Intellectual">Intellectual</option>
<option value="Laborer">Laborer</option>
<option value="Sailor">Sailor</option>
<option value="Scoundrel">Scoundrel</option>
<option value="Seeker">Seeker</option>
<option value="Trader">Trader</option>
<option value="Valet">Valet</option>
<option value="">-- Beyond the Veil --</option>
<option value="Animist">Animist</option>
<option value="Balance Master">Balance Master</option>
<option value="Cardinal">Cardinal</option>
<option value="Crusader">Crusader</option>
<option value="Extirpationist">Extirpationist</option>
<option value="Ideologue">Ideologue</option>
<option value="Liturgist">Liturgist</option>
<option value="Master of Paths">Master of Paths</option>
<option value="Missionary">Missionary</option>
<option value="Oracle">Oracle</option>
<option value="Paladin">Paladin</option>
<option value="Polytheist">Polytheist</option>
<option value="Visionary">Visionary</option>
<option value="">-- Subterfuge --</option>
<option value="Beguiler">Beguiler</option>
<option value="Nightblade">Nightblade</option>
<option value="Ninja">Ninja</option>
<option value="">-- Custom --</option>
<option value="Custom">Custom</option>
</select>
<span class="minor-label">Level:</span>
<input type="number" class="sheet-compact-number under" name="attr_profession_level"/>
<input type="checkbox" class="sheet-toggle-show" name="attr_profession_checked" checked/>
<div class="sheet-body">
<span class="minor-label">Favored Skill Categories:</span><br/>
<input type="checkbox" class="sheet-check-tiny" name="attr_artistic_flag" value=1 /><span class="category-label">Artistic</span>
<input type="checkbox" class="sheet-check-tiny" name="attr_athletic_flag" value=1 /><span class="category-label">Athletic</span>
<input type="checkbox" class="sheet-check-tiny" name="attr_combat_flag" value=1 /><span class="category-label">Combat</span>
<input type="checkbox" class="sheet-check-tiny" name="attr_concentration_flag" value=1 /><span class="category-label">Concentration</span>
<input type="checkbox" class="sheet-check-tiny" name="attr_general_flag" value=1 /><span class="category-label">general</span>
<input type="checkbox" class="sheet-check-tiny" name="attr_influence_flag" value=1 /><span class="category-label">Influence</span>
<input type="checkbox" class="sheet-check-tiny" name="attr_mystical_arts_flag" value=1 /><span class="category-label">Mystical Arts</span>
<input type="checkbox" class="sheet-check-tiny" name="attr_outdoor_flag" value=1 /><span class="category-label">Outdoor</span>
<input type="checkbox" class="sheet-check-tiny" name="attr_physical_flag" value=1 /><span class="category-label">Physical</span>
<input type="checkbox" class="sheet-check-tiny" name="attr_subterfuge_flag" value=1 /><span class="category-label">Subterfuge</span>
<span name="attr_profession_four_favored_categories" class="minor_label"></span>
<input type="Hidden" name="attr_profession_four_favored_categories"/>
<div>
<textarea class="profession" name="attr_profession_description" readonly></textarea>
</div>
</div>
</div>
</fieldset>
</div>
</div>
<div class="two-column">
<div class="colleft section">
<span class="subsection-label">Move</span>
<div class="six-column">
<div class="cone">
&nbsp;<br /><span class="minor-label">BMR</span>
</div>
<div class="ctwo">
<span class="minor-label">Base</span><br />
<input type="number" class="compact-number under" name="attr_bmr_base" value="0" readonly/>
</div>
<div class="cthree">
<span class="minor-label">Qu </span><br />
<input type="number" class="compact-number under" name="attr_bmr_quickness_bonus" value="0" readonly/>
</div>
<div class="cfour">
<span class="minor-label">Other</span><br />
<input type="number" class="compact-number under" name="attr_bmr_other" value="0"/>
</div>
<div class="cfive">
<span class="minor-label">Total</span><br />
<input type="number" class="compact-number under" name="attr_bmr_total" value="0" readonly/>
</div>
<div class="csix">
</div>
</div>
<div class="six-column">
<div class="cone">
<span class="minor-label">x2</span>
</div>
<div class="ctwo">
<span class="minor-label">Run</span><br />
</div>
<div class="cthree">
<span class="minor-label"> </span><br />
</div>
<div class="cfour">
<span class="minor-label">(-20)</span><br />
</div>
<div class="cfive">
<input type="number" class="compact-number under" name="attr_bmr_run" value="0" readonly/>
</div>
<div class="csix">
</div>
</div>
<div class="six-column">
<div class="cone">
<span class="minor-label">x3</span>
</div>
<div class="ctwo">
<span class="minor-label">Fast Run</span><br />
</div>
<div class="cthree">
<span class="minor-label"> </span><br />
</div>
<div class="cfour">
<span class="minor-label">(-40)</span><br />
</div>
<div class="cfive">
<input type="number" class="compact-number under" name="attr_bmr_fastrun" value="0" readonly/>
</div>
<div class="csix">
</div>
</div>
<div class="six-column">
<div class="cone">
<span class="minor-label">x4</span>
</div>
<div class="ctwo">
<span class="minor-label">Sprint</span><br />
</div>
<div class="cthree">
<span class="minor-label"> </span><br />
</div>
<div class="cfour">
<span class="minor-label">(-60)</span><br />
</div>
<div class="cfive">
<input type="number" class="compact-number under" name="attr_bmr_sprint" value="0" readonly/>
</div>
<div class="csix">
</div>
</div>
<div class="six-column">
<div class="cone">
<span class="minor-label">x5</span>
</div>
<div class="ctwo">
<span class="minor-label">Dash</span><br />
</div>
<div class="cthree">
<span class="minor-label"> </span><br />
</div>
<div class="cfour">
<span class="minor-label">(-80)</span><br />
</div>
<div class="cfive">
<input type="number" class="compact-number under" name="attr_bmr_dash" value="0" readonly/>
</div>
<div class="csix">
</div>
</div>
&nbsp;
</div>
<div class="colright section">
<span class="subsection-label">Encumbrance</span><br />
<span class="minor-label">Current Load: </span><input type="number" class="compact-number under" name="attr_encumbrance_current" readonly/>
<span class="minor-label">Modifier: </span><input type="number" class="compact-number under" name="attr_encumbrance_modifier" readonly/>
<span class="minor-label">Max Pace: </span><input type="text" class="compact-encumbrance under" name="attr_encumbrance_pace" readonly/>
<div class="three-column">
<div class="tcleft">
<span class="minor-label">Encumbrance</span>
</div>
<div class="tccenter">
<span class="minor-label">Max Load</span>
</div>
<div class="tcright">
<span class="minor-label">Modifier</span>
</div>
</div>
<div class="three-column">
<div class="tcleft">
<span class="minor-label">Non</span>
</div>
<div class="tccenter">
<input type="number" class="compact-number under" name="attr_encumbrance_non" value="0" readonly />
</div>
<div class="tcright">
<span class="minor-label">0</span>
</div>
</div>
<div class="three-column">
<div class="tcleft">
<span class="minor-label">Light</span>
</div>
<div class="tccenter">
<input type="number" class="compact-number under" name="attr_encumbrance_light" value="0" readonly />
</div>
<div class="tcright">
<span class="minor-label">-10</span>
</div>
</div>
<div class="three-column">
<div class="tcleft">
<span class="minor-label">Medium</span>
</div>
<div class="tccenter">
<input type="number" class="compact-number under" name="attr_encumbrance_medium" value="0" readonly />
</div>
<div class="tcright">
<span class="minor-label">-20</span>
</div>
</div>
<div class="three-column">
<div class="tcleft">
<span class="minor-label">Heavy</span>
</div>
<div class="tccenter">
<input type="number" class="compact-number under" name="attr_encumbrance_heavy" value="0" readonly />
</div>
<div class="tcright">
<span class="minor-label">-30</span>
</div>
</div>
</div>
</div>
<div class="white section">
<span class="subsection-label">History & Notes</span>
<div class="two-column">
<div class="colleft">
<textarea class="history" name="attr_history"></textarea>
</div>
<div class="colright">
<span class="minor-label">Notes</span>
<fieldset class="repeating_note">
<input type="text" class="compact under text-full" name="attr_note" />
</fieldset>
</div>
</div>
</div>
</div>
<!-- this is the NPC section -->
<div class="sheet-npcsection section">
<span class="minor-label">NPC Name:</span>&nbsp;
<input type="text" class="compact under text-200" name="attr_character_name">
<div class="npc">
<div class="cone">
<span class="minor-label">Lvl</span>
</div>
<div class="ctwo">
<span class="minor-label">Size</span>
</div>
<div class="cthree">
<span class="minor-label">BMR Type</span>
</div>
<div class="cfour">
<span class="minor-label">BMR</span>
</div>
<div class="cfive">
<span class="minor-label">Init</span>
</div>
<div class="csix">
<span class="minor-label">DB</span>
</div>
<div class="cseven">
<span class="minor-label">Hits</span>
</div>
<div class="ceight">
<span class="minor-label">#Enc</span>
</div>
<div class="cnine">
<span class="minor-label">Outlook</span>
</div>
<div class="cten">
<span class="minor-label">Treasure</span>
</div>
<div class="celeven">
<button type="roll" class="txt-btn" name="attr_stamina_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=General}} {{action=Stamina Resistance}} {{roll=[[1d100!>96cs>96cf<5+@{stamina_total}+?{Modifiers?|0}]]}} {{fumble=[[6]]}} {{spc=[[1]]}} {{hidden=[[1d100]]}} {{color=general}}" >
<span name="attr_stamina_label" class="npc-button"></span><span class="minor-button"> (</span><span name="attr_stamina_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
</div>
<div class="ctwelve">
<button type="roll" class="txt-btn" name="attr_will_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=General}} {{action=Will Resistance}} {{roll=[[1d100!>96cs>96cf<5+@{will_total}+?{Modifiers?|0}]]}} {{fumble=[[6]]}} {{spc=[[1]]}} {{hidden=[[1d100]]}} {{color=general}}" >
<span name="attr_will_label" class="npc-button"></span><span class="minor-button"> (</span><span name="attr_will_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
</div>
<div class="cthirteen">
<!--<span class="minor-label">Magic</span>-->
<button type="roll" class="txt-btn" name="attr_magic_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=General}} {{action=Magic Resistance}} {{roll=[[1d100!>96cs>96cf<5+@{magic_total}+?{Modifiers?|0}]]}} {{fumble=[[6]]}} {{spc=[[1]]}} {{hidden=[[1d100]]}} {{color=general}}" >
<span name="attr_magic_label" class="npc-button"></span><span class="minor-button"> (</span><span name="attr_magic_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
</div>
</div>
<div class="npc">
<div class="cone">
<input type="number" class="npc-number under" name="attr_npc_level" />
</div>
<div class="ctwo">
<select class="compact-select-cires" name="attr_npc_size">
<option value="S">S-Small</option>
<option value="M">M-Medium</option>
<option value="L">L-Large</option>
<option value="H">H-Huge</option>
<option value="(L)">(L)-Medium, resolves as Large</option>
<option value="(H)">(H)-Medium, resolves as Huge</option>
</select>
</div>
<div class="cthree">
<input type="number" class="compact-npc under" name="attr_npc_bmr_type" />
</div>
<div class="cfour">
<input type="number" class="npc-number under" name="attr_npc_bmr" />
</div>
<div class="cfive">
<input type="number" class="npc-number under" name="attr_npc_init" />
</div>
<div class="csix">
<input type="number" class="npc-number under" name="attr_db_total" />
</div>
<div class="cseven">
<input type="number" class="npc-number under" name="attr_hits_max" />
</div>
<div class="ceight">
<input type="number" class="npc-number under" name="attr_npc_encountered" />
</div>
<div class="cnine">
<input type="number" class="compact-npc under" name="attr_npc_outlook" />
</div>
<div class="cten">
<input type="number" class="compact-npc under" name="attr_npc_treasure" />
</div>
<div class="celeven">
<input type="number" class="npc-number under" name="attr_stamina_total" />
</div>
<div class="ctwelve">
<input type="number" class="npc-number under" name="attr_will_total" />
</div>
<div class="cthirteen">
<input type="number" class="npc-number under" name="attr_magic_total" />
</div>
</div>
<div class="two-column">
<div class="colleft section">
<div class="two-column">
<div class="colleft">
<span class="minor-label">
Attacks
</span>
</div>
<div class="colright">
<select class="compact-select-range" name="attr_range_select">
<option value="&{template:info} {{name=Weapon Range}} {{color=mystical}} {{title=No weapon selected}} {{info=Please select a weapon to view range increments.}}"></option>
<option value="&{template:range} {{color=longbow}} {{weapon=Blowgun}} {{pbrange=5}} {{pbmod=0}} {{ri0range=10}} {{ri0mod=0}} {{ri1range=20}} {{ri1mod=-10}} {{ri2range=30}} {{ri2mod=-20}} {{ri3range=40}} {{ri3mod=-30}} {{ri4range=50}} {{ri4mod=-40}} {{ri5range=60}} {{ri5mod=-50}} {{ri6range=70}} {{ri6mod=-100}} {{ri7range=80}} {{ri7mod=-200}}">Blowgun</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Bola}} {{pbrange=20}} {{pbmod=10}} {{ri0range=40}} {{ri0mod=0}} {{ri1range=80}} {{ri1mod=-10}} {{ri2range=120}} {{ri2mod=-20}} {{ri3range=160}} {{ri3mod=-30}} {{ri4range=200}} {{ri4mod=-40}} {{ri5range=240}} {{ri5mod=-50}} {{ri6range=280}} {{ri6mod=-100}} {{ri7range=320}} {{ri7mod=-200}}">Bola</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Boomerang}} {{pbrange=13}} {{pbmod=5}} {{ri0range=25}} {{ri0mod=0}} {{ri1range=50}} {{ri1mod=-10}} {{ri2range=75}} {{ri2mod=-20}} {{ri3range=100}} {{ri3mod=-30}} {{ri4range=125}} {{ri4mod=-40}} {{ri5range=150}} {{ri5mod=-50}} {{ri6range=175}} {{ri6mod=-100}} {{ri7range=200}} {{ri7mod=-200}}">Boomerang</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Composite Bow}} {{pbrange=25}} {{pbmod=25}} {{ri0range=50}} {{ri0mod=0}} {{ri1range=100}} {{ri1mod=-10}} {{ri2range=150}} {{ri2mod=-20}} {{ri3range=200}} {{ri3mod=-30}} {{ri4range=250}} {{ri4mod=-40}} {{ri5range=300}} {{ri5mod=-50}} {{ri6range=350}} {{ri6mod=-100}} {{ri7range=400}} {{ri7mod=-200}}">Composite Bow</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Dart}} {{pbrange=--}} {{pbmod=--}} {{ri0range=10}} {{ri0mod=0}} {{ri1range=20}} {{ri1mod=-10}} {{ri2range=30}} {{ri2mod=-20}} {{ri3range=40}} {{ri3mod=-30}} {{ri4range=50}} {{ri4mod=-40}} {{ri5range=60}} {{ri5mod=-50}} {{ri6range=70}} {{ri6mod=-100}} {{ri7range=80}} {{ri7mod=-200}}">Dart</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Heavy Crossbow}} {{pbrange=35}} {{pbmod=35}} {{ri0range=70}} {{ri0mod=0}} {{ri1range=140}} {{ri1mod=-10}} {{ri2range=210}} {{ri2mod=-20}} {{ri3range=280}} {{ri3mod=-30}} {{ri4range=350}} {{ri4mod=-40}} {{ri5range=420}} {{ri5mod=-50}} {{ri6range=490}} {{ri6mod=-100}} {{ri7range=560}} {{ri7mod=-200}}">Heavy Crossbow</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Javelin}} {{pbrange=13}} {{pbmod=10}} {{ri0range=25}} {{ri0mod=0}} {{ri1range=50}} {{ri1mod=-10}} {{ri2range=75}} {{ri2mod=-20}} {{ri3range=100}} {{ri3mod=-30}} {{ri4range=125}} {{ri4mod=-40}} {{ri5range=150}} {{ri5mod=-50}} {{ri6range=175}} {{ri6mod=-100}} {{ri7range=200}} {{ri7mod=-200}}">Javelin</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Light Crossbow}} {{pbrange=25}} {{pbmod=25}} {{ri0range=50}} {{ri0mod=0}} {{ri1range=100}} {{ri1mod=-10}} {{ri2range=150}} {{ri2mod=-20}} {{ri3range=200}} {{ri3mod=-30}} {{ri4range=250}} {{ri4mod=-40}} {{ri5range=300}} {{ri5mod=-50}} {{ri6range=350}} {{ri6mod=-100}} {{ri7range=400}} {{ri7mod=-200}}">Light Crossbow</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Long Bow}} {{pbrange=40}} {{pbmod=20}} {{ri0range=80}} {{ri0mod=0}} {{ri1range=160}} {{ri1mod=-10}} {{ri2range=240}} {{ri2mod=-20}} {{ri3range=320}} {{ri3mod=-30}} {{ri4range=400}} {{ri4mod=-40}} {{ri5range=480}} {{ri5mod=-50}} {{ri6range=560}} {{ri6mod=-100}} {{ri7range=640}} {{ri7mod=-200}}">Long Bow</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Short Bow}} {{pbrange=15}} {{pbmod=10}} {{ri0range=30}} {{ri0mod=0}} {{ri1range=60}} {{ri1mod=-10}} {{ri2range=90}} {{ri2mod=-20}} {{ri3range=120}} {{ri3mod=-30}} {{ri4range=150}} {{ri4mod=-40}} {{ri5range=180}} {{ri5mod=-50}} {{ri6range=210}} {{ri6mod=-100}} {{ri7range=240}} {{ri7mod=-200}}">Short Bow</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Shuriken}} {{pbrange=--}} {{pbmod=--}} {{ri0range=5}} {{ri0mod=0}} {{ri1range=10}} {{ri1mod=-10}} {{ri2range=15}} {{ri2mod=-20}} {{ri3range=20}} {{ri3mod=-30}} {{ri4range=25}} {{ri4mod=-40}} {{ri5range=30}} {{ri5mod=-50}} {{ri6range=35}} {{ri6mod=-100}} {{ri7range=40}} {{ri7mod=-200}}">Shuriken</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Sling}} {{pbrange=15}} {{pbmod=15}} {{ri0range=30}} {{ri0mod=0}} {{ri1range=60}} {{ri1mod=-10}} {{ri2range=90}} {{ri2mod=-20}} {{ri3range=120}} {{ri3mod=-30}} {{ri4range=150}} {{ri4mod=-40}} {{ri5range=180}} {{ri5mod=-50}} {{ri6range=210}} {{ri6mod=-100}} {{ri7range=240}} {{ri7mod=-200}}">Sling</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Spear}} {{pbrange=10}} {{pbmod=15}} {{ri0range=20}} {{ri0mod=0}} {{ri1range=40}} {{ri1mod=-10}} {{ri2range=60}} {{ri2mod=-20}} {{ri3range=80}} {{ri3mod=-30}} {{ri4range=100}} {{ri4mod=-40}} {{ri5range=120}} {{ri5mod=-50}} {{ri6range=140}} {{ri6mod=-100}} {{ri7range=160}} {{ri7mod=-200}}">Spear</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Thrown Pole Arms}} {{pbrange=5}} {{pbmod=5}} {{ri0range=10}} {{ri0mod=0}} {{ri1range=20}} {{ri1mod=-10}} {{ri2range=30}} {{ri2mod=-20}} {{ri3range=40}} {{ri3mod=-30}} {{ri4range=50}} {{ri4mod=-40}} {{ri5range=60}} {{ri5mod=-50}} {{ri6range=70}} {{ri6mod=-100}} {{ri7range=80}} {{ri7mod=-200}}">Thrown Pole Arms</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Thrown Weapons}} {{pbrange=--}} {{pbmod=--}} {{ri0range=5}} {{ri0mod=0}} {{ri1range=10}} {{ri1mod=-10}} {{ri2range=15}} {{ri2mod=-20}} {{ri3range=20}} {{ri3mod=-30}} {{ri4range=25}} {{ri4mod=-40}} {{ri5range=30}} {{ri5mod=-50}} {{ri6range=35}} {{ri6mod=-100}} {{ri7range=40}} {{ri7mod=-200}}">Thrown Weapons</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Tomahawk}} {{pbrange=5}} {{pbmod=5}} {{ri0range=10}} {{ri0mod=0}} {{ri1range=20}} {{ri1mod=-10}} {{ri2range=30}} {{ri2mod=-20}} {{ri3range=40}} {{ri3mod=-30}} {{ri4range=50}} {{ri4mod=-40}} {{ri5range=60}} {{ri5mod=-50}} {{ri6range=70}} {{ri6mod=-100}} {{ri7range=80}} {{ri7mod=-200}}">Tomahawk</option>
</select>
<button type="roll" class="txt-btn" name="attr_rangeroll_roll" value="@{attr_range_select}">
<span class="minor-label">
View ranges
</span>
</button>
</div>
</div>
<div class="weapon-grid">
<div class="wpbutt">
</div>
<div class="wpname">
<span class="minor-label">Name</span>
</div>
<div class="wpcat">
<span class="minor-label">Cat</span>
</div>
<div class="wptype">
<span class="minor-label">Type</span>
</div>
<div class="wpsize">
<span class="minor-label">Size</span>
</div>
<div class="wprank">
<span class="minor-label">Ranks</span>
</div>
<div class="wprbns">
<span class="minor-label">Bns</span>
</div>
<div class="wpstat">
<span class="minor-label">Stats</span>
</div>
<div class="wpother">
<span class="minor-label">Other</span>
</div>
<div class="wptotal">
<span class="minor-label">Total</span>
</div>
</div>
<fieldset class="repeating_weapon">
<div class="weapon-grid">
<div class="wpbutt">
<button type="roll" class="button-skill nod20" name="attr_weapon_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=Combat}} {{cbt=[[1]]}} {{action=@{weapon_name}}} {{roll=[[1d100!>96cs>96cf<@{weapon_fumble}+@{weapon_total}+?{Modifier?|0}+@{weapon_damage_size}-@{target|Enemy|db_total}]]}} {{fumble=[[@{weapon_fumble}]]}} {{Damage Type=@{weapon_damage_type}}} {{Applied Size Modifier=[[@{weapon_damage_size}]]}} {{hidden=[[1d100]]}} {{color=combat}}" />
</div>
<div class="wpname">
<input type="text" class="compact under text-full" name="attr_weapon_name" value="" />
<input type="hidden" name="attr_weapon_fumble"/>
</div>
<div class="wpcat">
<select class="compact-select-cires" name="attr_weapon_category" >
<option value=""></option>
<option value="">----- Unarmed -----</option>
<option value="Brawl">Brawl</option>
<option value="MartialArtsStrikes">M-A Strikes</option>
<option value="MartialArtsSweeps">M-A Sweeps</option>
<option value="">----- 1 Hand Edged -----</option>
<option value="Axes">Axes</option>
<option value="LongBlades">Long Blades</option>
<option value="ShortBlades">Short Blades</option>
<option value="ThrustingBlades">Thrusting Blades</option>
<option value="">----- 1 Hand Concussion -----</option>
<option value="ChainsPlus">Chains Plus</option>
<option value="Clubs">Clubs</option>
<option value="">----- Thrown -----</option>
<option value="PoleArmsThrown">Pole Arms</option>
<option value="BladesThrown">Blades</option>
<option value="ProjectileThrown">Projectiles</option>
<option value="">----- Missile -----</option>
<option value="Bows">Bows</option>
<option value="Crossbows">Crossbows</option>
<option value="Slings">Slings</option>
<option value="">----- Polearms -----</option>
<option value="Polearms">Polearms</option>
<option value="">----- 2 Handed -----</option>
<option value="GreatBlades">Great Blades</option>
<option value="GreatChains">Great Chains</option>
<option value="LongSpikes">Long Spikes</option>
<option value="Staves">Staves</option>
<option value="">----- Other -----</option>
<option value="npcattack">NPC Attack (Natural/Other)</option>
</select>
</div>
<div class="wptype">
<select class="compact-select-cires" name="attr_weapon_damage_type" >
<option value=""></option>
<option value="Crush">Crush</option>
<option value="Puncture">Puncture</option>
<option value="Slash">Slash</option>
<option value="Grapple">Grapple</option>
<option value="Martial Arts Strikes">M-A Strikes</option>
<option value="Martial Arts Sweeps">M-A Sweeps</option>
<option value="Large">Large</option>
<option value="Huge">Huge</option>
<option value="Heat">Heat</option>
<option value="Cold">Cold</option>
<option value="Electrical">Electrical</option>
<option value="Impact">Impact</option>
<option value="Acid">Acid</option>
<option value="External Poison">External Poison</option>
<option value="Internal Poison">Internal Poison</option>
</select>
</div>
<div class="wpsize">
<select class="compact-select-cires" name="attr_weapon_damage_size" >
<option value=""></option>
<option value="-30">Miniscule</option>
<option value="-20">Tiny</option>
<option value="-10">Small</option>
<option value="0">Medium</option>
<option value="10">Large</option>
<option value="20">Huge</option>
<option value="30">Gigantic</option>
</select>
</div>
<div class="wprank">
<input type="number" class="compact-number-skill under" name="attr_weapon_rank" value="0" />
</div>
<div class="wprbns">
<input type="number" class="compact-number-skill under" name="attr_weapon_rank_bonus" value="0" readonly/>
</div>
<div class="wpstat">
<input type="number" class="compact-number-skill under" name="attr_weapon_stat_bonus" value="0" readonly/>
</div>
<div class="wpother">
<input type="number" class="compact-number-skill under" name="attr_weapon_other_bonus" value="0" />
</div>
<div class="wptotal">
<input type="number" class="compact-number-skill under" name="attr_weapon_total" value="0" readonly/>
</div>
</div>
</fieldset>
</div>
<div class="colright section">
<div class="two-column">
<div class="colleft">
<span class="minor-label">
Skills
</span>
</div>
<div class="colright">
<button type="roll" class="txt-btn" name="attr_unskilled_roll" value="&{template:skill} {{name=@{character_name}}} {{action=?{Enter the name of the skill you are testing}}} {{color=subterfuge}} {{roll=[[1d100!>96cs>96cf<5-25+?{Select skill's first mod stat|ST,@{strength_total}|CO,@{constitution_total}|AG,@{agility_total}|QU,@{quickness_total}|SD,@{self_discipline_total}|RE,@{reasoning_total}|IN,@{insight_total}|PR,@{presence_total}}+?{Select skill's second mod stat|ST,@{strength_total}|CO,@{constitution_total}|AG,@{agility_total}|QU,@{quickness_total}|SD,@{self_discipline_total}|RE,@{reasoning_total}|IN,@{insight_total}|PR,@{presence_total}}+?{Situaltional Modifiers?|0}+?{Armor penalty applies for skills using Ag or Qu. Apply maneuver penalty?|no,0|Yes,@{armor_maneuver_penalty}}]]}} {{?{Select skill's resolution method|All-or-Nothing,all=[[1]]|Bonus,bns=[[1]]|Percentage,per=[[1]]|Resistance,res=[[1]]|Special,spc=[[1]]|Varies,var=[[1]]}}} {{Armor Penalty=?{Armor penalty applies for skills using Ag or Qu. Apply maneuver penalty?|no,0|Yes,@{armor_maneuver_penalty}}}} {{hidden=[[1d100]]}} {{unskilled=[[1]]}}">
<span class="minor-label">
Test a zero rank skill
</span>
</button>
</div>
</div>
<fieldset class="repeating_general">
<div>
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_general_checked" checked/>
<button type="roll" class="txt-btn" name="attr_general_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=General}} {{action=@{general_name}}} {{roll=[[1d100!>96cs>96cf<5+@{general_total}+?{Modifiers?|0}]]}} {{fumble=[[6]]}} {{@{general_resolution}=[[1]]}} {{hidden=[[1d100]]}} {{color=general}}" >
<span name="attr_general_name" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_general_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_general_name" value="" />
</div>
</div>
<!--<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_general_rank" value="0" />
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_general_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_general_stat_one" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_general_stat_two" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_general_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_general_other_bonus" value="0" />
</div>
</div> -->
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_general_total" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_general_resolution" >
<option value=""></option>
<option value="all">All-or-Nothing</option>
<option value="bns">Bonus</option>
<option value="cbt">Combat</option>
<option value="per">Percentage</option>
<option value="res">Resistance</option>
<option value="spc">Special</option>
<option value="var">Varies</option>
</select>
</div>
</div>
<!--<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">-->
<input type="number" class="compact-number-skill under" name="attr_general_armor_penalty" value="0" readonly hidden /><br/>
<!-- &nbsp;
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Encumbrance Penalty:
</div>
<div class="colrightn">-->
<input type="number" class="compact-number-skill under" name="attr_general_encumbrance_penalty" value="0" readonly hidden/><br/>
<!--&nbsp;
</div>
</div> -->
</div>
</div>
</div>
</div>
</fieldset>
</div>
</div>
</div>
</div>
<!-- the end of the character tab and the NPC portion -->
</div>
<div class="sheet-section-stats white"><!-- Start of stats Tab -->
<!-- Stuff on the stats tab -->
<!--<img src="https://s3.amazonaws.com/files.d20.io/images/66341119/IPTiQuSrhKX4XV2VNIV8zA/max.png?1541393491" height="35" width="35"/>-->
<p>&nbsp;</p>
<span class="section-label">Character Sheet Information </span>&nbsp;
<br />
<span class="subsection-label">General Character Sheet information</span>
<br />
<div class="instruction">
<ul>
<li>
Version: 1.7 <small>(Oct 27, 2022)</small>
</li>
<li>
Designed to support online games of High Adventure Role Playing Fantasy &copy; Iron Crown/Guild Companion Publications Ltd. This is an unofficial sheet and the author is not affiliated with ICE/Guild Companion in any way.
</li>
</ul>
</div>
<p>&nbsp;</p>
<span class="subsection-label">Roll Buttons & Output</span>
<br />
<div class="instruction">
Each skill included in this sheet has a button that will execute a virtual dice roll. The displayed result of the roll, is the final roll. All modifiers that are relevant have been included in the calculation. The messages displayed along with the result tell you which chart or column of the maneuver table to use to find the result.
</div>
<p>&nbsp;</p>
<span class="subsection-label">Main Tab</span>
<br />
<div class="instruction">
The basic information for the character can be entered and edited on this page. The name, race, profession, stats, endurance, power points, experience & level, movement and encumbrance are included on this tab. There is also an area for character background and notes.
<ul>
<li>
When stats are entered, the bonus and totals are automatically calculated. The sheet will also recalculate the stat bonuses for skills when the relevant stat bonus is updated.
</li>
<li>
When race is selected, the racial stat bonus is updated and the stat total bonus recalculated. Use the 'Blood' selection to keep track of hybrid characters.
</li>
<li>
When height is entered the characters movement rate is automatically calculated.
</li>
<li>
Encumbrance loads are automaticaly calculated along with the strength total. The current load is calculated as gear is added on the equipment table. Encumbrance penalties are automatically included in the modifiers to skills using Ag or Qu.
</li>
<li>
Total experience level is calculated when the level for a profession is modified. There is no <em>leveling</em> notification at this time.
</li>
<li>
Use the 'Other' field to account for talents, magic or other unknowns that could have a long-term impact on bonuses, movement, etc.
</li>
<li>
Check the NPC checkbox to enter and interact with NPC information in a consolidated format.
</li>
</ul>
</div>
<p>&nbsp;</p>
<span class="subsection-label">Skills Tab</span>
<br />
<div class="instruction">
Click the '+' button underneath the category header to add a skill to that category. Be sure to enter the Stats that effect the skill as well as the resolution method.
The title button showing the skill name can be used to execute the roll when it is time to test a skill. The properties of the skill can be edited by clicking the gear button next to the title. It is suggested to only add skills that the character has ranks
in. This will keep the listing more manageable and make finding a particular skill easier. There is an unranked skill test button at the top of the skill listings. Use this for tests against unranked skills.
<ul>
<li>
Rank bonus, stat bonus and total are calculated automatically.
</li>
<li>
The combat skills category list should only be used for combat styles or martial arts styles. Enter all weapons and actual fighting skills on the combat tab!
</li>
<li>
Use the 'Other' field to account for talents, magic or other unknowns that could have long-term impact on the skill.
</li>
<li>
The crossed hammers button also allows you to delete items from a category list. Click the trash can to delete. Click the crossed hammers to end edit mode.
</li>
<li>
When skills are tested by clicking on the title button listing the name of the skill, there will be a pop-up box that ask for the situational modifier. Your GM should let you know if there are any adjustments. Any modifier entered will become a part of the calculation for the skill roll. This should not be used for armor or encumbrance penalties. These are already calculated and are part of the roll formula.
</li>
</ul>
</div>
<p>&nbsp;</p>
<span class="subsection-label">Talents Tab</span>
<br />
<div class="instruction">
Click the '+' button underneath the list to add a new talent. Enter notes on the talent if you wish. The effect of the talent is not enforced by the sheet, so you will need to
update any skills or other scores that the talent may effect manually. As always, use the 'Other' field for the entity being modified..
</div>
<p>&nbsp;</p>
<span class="subsection-label">Combat Tab</span>
<br />
<div class="instruction">
The characters weapon skills, armor, initiative, defensive bonus and armor penatlies are this tab. The weapons list functions identically to the skill list on the skill tab. It does contain a few additional fields
for weapon type, attack type and attack size. Armor can be full suit or piecemeal.
<ul><li>
Click the '+' button to enter a new weapon or piece of armor. Be sure to fill out the record completely or the attack rolls attached to the button on the left, may not calculate correctly
</li>
<li>
To include a secondary weapon from a weapon group, enter the weapon in it's own weapon record. Use the 'other' field to account for the penalty.
</li>
<li>
To use full suit armor, enter the information about the armor in the bottom left-most section.
</li>
<li>
To use by the piece armor, click the 'Use Piecemeal' checkbox to switch to the armor by the piece list. Click the '+' to add a piece and fill out the type location, etc. information.
</li>
<li>
Enter shield information in the bottom right-most section. Click the 'in Use' checkbox to include the shield in the characters defensive bonus.
</li>
<li>
Defensive bonus updates automatically.
</li>
<li>
Armor penalties update automatically.
</li>
<li>
Initiative updates automatically.
</li>
</ul>
</div>
<p>&nbsp;</p>
<span class="subsection-label">Magic Tab</span>
<br />
<div class="instruction">
The characters spell lists and other arcane objects are recorded on this tab. Use the spell list like the weapons list, being sure to enter all fields. If fields are left out the roll for the spell may not calculate correctly.
<ul>
<li>
When adding a new spell, be sure to select the type, resistance and enter the base power points for the spell. These are used in the roll formula for each spell.
</li>
<li>
When the button for the spell is clicked, pop-up boxes will ask for any scaling PP and the number of rounds used to cast the spell. This will calculate the time and power modifiers for the specific casting and apply them to the roll.
</li>
<li>
Use the items panel to record information about spell books, enchanted items, etc.
</li>
</ul>
</div>
<p>&nbsp;</p>
<span class="subsection-label">Posessions Tab</span>
<br />
<div class="instruction">
This where the characters gear and wealth are recorded.
<ul><li>
Use the equipment and other valuables lists in the same way the skills or weapons lists are used.
</li>
<li>
If the 'Carry' check box is checked, that piece of equipment will be added to the current load field on the main tab. Weight is calculated by multiplying the qty by the weight. Use the single item weight when adding multiples of the same item.
If encumbrance is not used in your game, do not check the 'Carry' check box, otherwise the encumbrance penalty will be added to the roll formula for skill checks.
</li>
</ul>
</div>
<p>&nbsp;</p>
<span class="subsection-label">Notes Tab</span>
<br />
<div class="instruction">
Just a nice place to keep notes.
</div>
<p>&nbsp;</p>
<span class="subsection-label">Settings Tab</span>
<br />
<div class="instruction">
This tab is used for customizing your game.
<ul><li>
The general pane is to show the supplements supported by the current version of the sheet. C = HARP Fantasy, COM = College of Magics, FW = Folkways, BTV = Beyond the Veil, S = Subterfuge. Altering this value will not impact the functioning of the sheet.
</li>
<li>
The Custom Race pane is used to build a custom race for use in the sheet. To use any race entered into the custom pane, select 'Custom' in the race dropdown.
</li>
<li>
The Custom Profession pane is used to build a custom profession for use in the sheet. To use any profession entered into the custom pane, select 'Custom' in the profession dropdown.
</li>
</ul>
</div>
<p>&nbsp;</p>
</div>
<div class="sheet-section-skills white"><!-- Start of skills Tab -->
<p>&nbsp;</p>
<div class="two-column">
<div class="colleft">
<span class="section-label">Skills</span>&nbsp;&nbsp;<span class="minor-label" >Max Skill Ranks</span>&nbsp;<span class="minor-label" name="attr_max_skill_level"></span>
<input type="hidden" name="attr_max_skill_level" value="0" />
</div>
<div class="colright">
<button type="roll" class="txt-btn" name="attr_unskilled_roll" value="&{template:skill} {{name=@{character_name}}} {{action=?{Enter the name of the skill you are testing}}} {{color=subterfuge}} {{roll=[[1d100!>96cs>96cf<5-25+?{Select skill's first mod stat|ST,@{strength_total}|CO,@{constitution_total}|AG,@{agility_total}|QU,@{quickness_total}|SD,@{self_discipline_total}|RE,@{reasoning_total}|IN,@{insight_total}|PR,@{presence_total}}+?{Select skill's second mod stat|ST,@{strength_total}|CO,@{constitution_total}|AG,@{agility_total}|QU,@{quickness_total}|SD,@{self_discipline_total}|RE,@{reasoning_total}|IN,@{insight_total}|PR,@{presence_total}}+?{Situaltional Modifiers?|0}+?{Armor penalty applies for skills using Ag or Qu. Apply maneuver penalty?|no,0|Yes,@{armor_maneuver_penalty}}]]}} {{?{Select skill's resolution method|All-or-Nothing,all=[[1]]|Bonus,bns=[[1]]|Percentage,per=[[1]]|Resistance,res=[[1]]|Special,spc=[[1]]|Varies,var=[[1]]}}} {{Armor Penalty=?{Armor penalty applies for skills using Ag or Qu. Apply maneuver penalty?|no,0|Yes,@{armor_maneuver_penalty}}}} {{hidden=[[1d100]]}} {{unskilled=[[1]]}}">
<span class="minor-label">
Test a zero rank skill
</span>
</button>
</div>
</div>
<div class="two-column">
<div class="colleft section">
<div class="white">
<span class="subsection-label">Artistic</span><br />
<fieldset class="repeating_artistic">
<div>
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_artistic_checked" checked/>
<button type="roll" class="txt-btn" name="attr_artistic_roll" value="&{template:skill} {{name=@{character_name}}} {{category=Artistic}} {{action=@{artistic_name}}} {{roll=[[1d100!>96cs>96cf<5+@{artistic_total}+?{Modifiers?|0}+@{artistic_armor_penalty}+@{artistic_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{artistic_resolution}=[[1]]}} {{Armor Penalty=@{artistic_armor_penalty}}} {{Encumbrance Penalty=@{artistic_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=artistic}}" >
<span name="attr_artistic_name" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_artistic_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_artistic_name" value="" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_artistic_rank" value="0" />
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_artistic_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_artistic_stat_one" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_artistic_stat_two" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_artistic_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_artistic_other_bonus" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_artistic_total" value="0" readonly/>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_artistic_resolution" >
<option value=""></option>
<option value="all">All-or-Nothing</option>
<option value="bns">Bonus</option>
<option value="cbt">Combat</option>
<option value="per">Percentage</option>
<option value="res">Resistance</option>
<option value="spc">Special</option>
<option value="var">Varies</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_artistic_armor_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Encumbrance Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_artistic_encumbrance_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
</div>
</div>
</div>
</div>
</fieldset>
</div>
<div class="white">
<span class="subsection-label">Athletic</span><br />
<fieldset class="repeating_athletic">
<div>
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_athletic_checked" checked/>
<button type="roll" class="txt-btn" name="attr_athletic_roll" value="&{template:skill} {{name=@{character_name}}} {{category=Athletic}} {{action=@{athletic_name}}} {{roll=[[1d100!>96cs>96cf<5+@{athletic_total}+?{Modifiers?|0}+@{athletic_armor_penalty}+@{athletic_encumbrance_penalty}]]}} {{@{athletic_resolution}=[[1]]}} {{Armor Penalty=@{athletic_armor_penalty}}} {{Encumbrance Penalty=@{athletic_encumbrance_penalty}}} {{fumble=[[6]]}} {{hidden=[[1d100]]}} {{color=athletic}}" />
<span name="attr_athletic_name" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_athletic_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_athletic_name" value="" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_athletic_rank" value="0" />
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_athletic_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_athletic_stat_one" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_athletic_stat_two" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_athletic_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_athletic_other_bonus" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_athletic_total" value="0" readonly/>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_athletic_resolution" >
<option value=""></option>
<option value="all">All-or-Nothing</option>
<option value="bns">Bonus</option>
<option value="cbt">Combat</option>
<option value="per">Percentage</option>
<option value="res">Resistance</option>
<option value="spc">Special</option>
<option value="var">Varies</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_athletic_armor_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Encumbrance Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_athletic_encumbrance_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
</div>
</div>
</div>
</div>
</fieldset>
</div>
<div class="white">
<span class="subsection-label">Combat</span>&nbsp;<span class="minor-label">Combat & M-A Styles Only</span><br />
<fieldset class="repeating_combat">
<div>
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_combat_checked" checked/>
<button type="roll" class="txt-btn" name="attr_combat_roll" value="&{template:skill} {{name=@{character_name}}} {{category=Combat}} {{action=@{combat_name}}} {{roll=[[1d100!>96cs>96cf<5+@{combat_total}+?{Modifier?|0}+?{Weapon Size?|Tiny,-20|Small,-10|Medium,0|Large,10|Huge,20}-@{target|Enemy|db_total}+@{armor_maneuver_penalty}+@{encumbrance_modifier}]]}} {{fumble=[[?{Max of the fumble range + 1|5}]]}} {{Damage Type=?{Damage Type?|Slash}}} {{Attack Size Modifier=[[?{Weapon Size?|Tiny,-20|Small,-10|Medium,0|Large,10|Huge,20}]]}} {{Armor Penalty=@{armor_maneuver_penalty}}} {{Encumbrance Penalty=@{encumbrance_modifier}}} {{hidden=[[1d100]]}} {{color=combat}}" >
<span name="attr_combat_name" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_combat_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_combat_name" value="" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_combat_rank" value="0" />
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_combat_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_combat_stat_one" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_combat_stat_two" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_combat_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_combat_other_bonus" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_combat_total" value="0" readonly/>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_combat_resolution" >
<option value=""></option>
<option value="all">All-or-Nothing</option>
<option value="bns">Bonus</option>
<option value="cbt">Combat</option>
<option value="per">Percentage</option>
<option value="res">Resistance</option>
<option value="spc">Special</option>
<option value="var">Varies</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_combat_armor_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Encumbrance Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_combat_encumbrance_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
</div>
</div>
</div>
</div>
</fieldset>
</div>
<div class="white">
<span class="subsection-label">Concentration</span>
<br />
<fieldset class="repeating_concentration">
<div>
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_concentration_checked" checked/>
<button type="roll" class="txt-btn" name="attr_concentration_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=Concentration}} {{action=@{concentration_name}}} {{roll=[[1d100!>96cs>96cf<5+@{concentration_total}+?{Modifiers?|0}+@{concentration_armor_penalty}+@{concentration_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{concentration_resolution}=[[1]]}} {{Armor Penalty=@{concentration_armor_penalty}}} {{Encumbrance Penalty=@{concentration_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=concentration}}" >
<span name="attr_concentration_name" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_concentration_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_concentration_name" value="" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_concentration_rank" value="0" />
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_concentration_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_concentration_stat_one" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_concentration_stat_two" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_concentration_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_concentration_other_bonus" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_concentration_total" value="0" readonly/>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_concentration_resolution" >
<option value=""></option>
<option value="all">All-or-Nothing</option>
<option value="bns">Bonus</option>
<option value="cbt">Combat</option>
<option value="per">Percentage</option>
<option value="res">Resistance</option>
<option value="spc">Special</option>
<option value="var">Varies</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_concentration_armor_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Encumbrance Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_concentration_encumbrance_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
</div>
</div>
</div>
</div>
</fieldset>
</div>
<div class="white">
<span class="subsection-label">General</span>
<br />
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_magicres_checked" checked/>
<button type="roll" class="txt-btn" name="attr_magic_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=General}} {{action=Magic Resistance}} {{roll=[[1d100!>96cs>96cf<5+@{magic_total}+?{Modifiers?|0}]]}} {{fumble=[[6]]}} {{spc=[[1]]}} {{hidden=[[1d100]]}} {{color=general}}" >
<span name="attr_magic_label" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_magic_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_magic_label" value="Magic" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_magic_rank" value="0" />
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_magic_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<input type="text" class="compact under text-25" name="attr_magic_stat_one" value="In" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<input type="text" class="compact under text-25" name="attr_magic_stat_two" value="In" readonly />
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_magic_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_magic_other_bonus" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_magic_total" value="0" readonly/>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<span >Spcl</span>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_magic_armor_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
<!-- !!!!!!!!!!!!!!!!! This part commented out in case a rollback is needed.
<div class="skill-grid">
<div class="skbutt">
</div>
<div class="skname">
<input type="text" class="compact under text-full" name="attr_magic_label" value="Res: Magic" readonly />
</div>
<div class="skstat">
<input type="text" class="compact under text-25" name="attr_magic_stat_one" value="In" readonly />/
<input type="text" class="compact under text-25" name="attr_magic_stat_two" value="In" readonly />
</div>
<div class="skranks">
<input type="number" class="compact-number-skill under" name="attr_magic_rank" value="0" />
</div>
<div class="skrbns">
<input type="number" class="compact-number-skill under" name="attr_magic_rank_bonus" value="0" readonly />
</div>
<div class="sksbns">
<input type="number" class="compact-number-skill under" name="attr_magic_stat_bonus" value="0" readonly />
</div>
<div class="skobns">
<input type="number" class="compact-number-skill under" name="attr_magic_other_bonus" value="0" />
</div>
<div class="skttl">
<input type="number" class="compact-number-skill under" name="attr_magic_total" value="0" readonly />
</div>
<div class="skres">
<span class="minor-label">Spcl</span>
</div>
</div>
-->
</div>
</div>
</div>
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_staminares_checked" checked/>
<button type="roll" class="txt-btn" name="attr_stamina_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=General}} {{action=Stamina Resistance}} {{roll=[[1d100!>96cs>96cf<5+@{stamina_total}+?{Modifiers?|0}]]}} {{fumble=[[6]]}} {{spc=[[1]]}} {{hidden=[[1d100]]}} {{color=general}}" >
<span name="attr_stamina_label" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_stamina_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_stamina_label" value="Stamina" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_stamina_rank" value="0" />
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_stamina_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<input type="text" class="compact under text-25" name="attr_stamina_stat_one" value="Co" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<input type="text" class="compact under text-25" name="attr_stamina_stat_two" value="Co" readonly />
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_stamina_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_stamina_other_bonus" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_stamina_total" value="0" readonly/>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<span >Spcl</span>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_stamina_armor_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
<!-- !!!!!!!!!!!!!!!!! This part commented out in case a rollback is needed.
<div class="skill-grid">
<div class="skbutt">
</div>
<div class="skname">
<input type="text" class="compact under text-full" name="attr_stamina_label" value="Res: Stamina" readonly />
</div>
<div class="skstat">
<input type="text" class="compact under text-25" name="attr_stamina_stat_one" value="Co" readonly />/
<input type="text" class="compact under text-25" name="attr_stamina_stat_two" value="Co" readonly />
</div>
<div class="skranks">
<input type="number" class="compact-number-skill under" name="attr_stamina_rank" value="0" />
</div>
<div class="skrbns">
<input type="number" class="compact-number-skill under" name="attr_stamina_rank_bonus" value="0" readonly />
</div>
<div class="sksbns">
<input type="number" class="compact-number-skill under" name="attr_stamina_stat_bonus" value="0" readonly />
</div>
<div class="skobns">
<input type="number" class="compact-number-skill under" name="attr_stamina_other_bonus" value="0" />
</div>
<div class="skttl">
<input type="number" class="compact-number-skill under" name="attr_stamina_total" value="0" readonly />
</div>
<div class="skres">
<span class="minor-label">Spcl</span>
</div>
</div>
-->
</div>
</div>
</div>
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_willres_checked" checked/>
<button type="roll" class="txt-btn" name="attr_will_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=General}} {{action=Will Resistance}} {{roll=[[1d100!>96cs>96cf<5+@{will_total}+?{Modifiers?|0}]]}} {{fumble=[[6]]}} {{spc=[[1]]}} {{hidden=[[1d100]]}} {{color=general}}" >
<span name="attr_will_label" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_will_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_will_label" value="Will" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_will_rank" value="0" />
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_will_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<input type="text" class="compact under text-25" name="attr_will_stat_one" value="SD" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<input type="text" class="compact under text-25" name="attr_will_stat_two" value="SD" readonly />
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_will_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_will_other_bonus" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_will_total" value="0" readonly/>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<span >Spcl</span>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_will_armor_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
<!-- !!!!!!!! this part commented out in case a rollback in needed.
<div class="skill-grid">
<div class="skbutt">
</div>
<div class="skname">
<input type="text" class="compact under text-full" name="attr_will_label" value="Res: Will" readonly />
</div>
<div class="skstat">
<input type="text" class="compact under text-25" name="attr_will_stat_one" value="SD" readonly />/
<input type="text" class="compact under text-25" name="attr_will_stat_two" value="SD" readonly />
</div>
<div class="skranks">
<input type="number" class="compact-number-skill under" name="attr_will_rank" value="0" />
</div>
<div class="skrbns">
<input type="number" class="compact-number-skill under" name="attr_will_rank_bonus" value="0" readonly />
</div>
<div class="sksbns">
<input type="number" class="compact-number-skill under" name="attr_will_stat_bonus" value="0" readonly />
</div>
<div class="skobns">
<input type="number" class="compact-number-skill under" name="attr_will_other_bonus" value="0" />
</div>
<div class="skttl">
<input type="number" class="compact-number-skill under" name="attr_will_total" value="0" readonly />
</div>
<div class="skres">
<span class="minor-label">Spcl</span>
</div>
</div>
-->
</div>
</div>
</div>
<fieldset class="repeating_general">
<div>
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_general_checked" checked/>
<button type="roll" class="txt-btn" name="attr_general_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=General}} {{action=@{general_name}}} {{roll=[[1d100!>96cs>96cf<5+@{general_total}+?{Modifiers?|0}+@{general_armor_penalty}+@{general_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{general_resolution}=[[1]]}} {{Armor Penalty=@{general_armor_penalty}}} {{Encumbrance Penalty=@{general_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=general}}" >
<span name="attr_general_name" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_general_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_general_name" value="" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_general_rank" value="0" />
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_general_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_general_stat_one" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_general_stat_two" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_general_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_general_other_bonus" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_general_total" value="0" readonly/>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_general_resolution" >
<option value=""></option>
<option value="all">All-or-Nothing</option>
<option value="bns">Bonus</option>
<option value="cbt">Combat</option>
<option value="per">Percentage</option>
<option value="res">Resistance</option>
<option value="spc">Special</option>
<option value="var">Varies</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_general_armor_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Encumbrance Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_general_encumbrance_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
</div>
</div>
</div>
</div>
</fieldset>
</div>
</div>
<div class="colright section">
<div class="white">
<span class="subsection-label">Influence</span>
<br />
<fieldset class="repeating_influence">
<div>
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_influence_checked" checked/>
<button type="roll" class="txt-btn" name="attr_influence_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=Influence}} {{action=@{influence_name}}} {{roll=[[1d100!>96cs>96cf<5+@{influence_total}+?{Modifiers?|0}+@{influence_armor_penalty}]]}} {{Armor Penalty=@{influence_armor_penalty}}} {{fumble=[[6]]}} {{@{influence_resolution}=[[1]]}} {{hidden=[[1d100]]}} {{color=influence}}" >
<span name="attr_influence_name" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_influence_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_influence_name" value="" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_influence_rank" value="0" />
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_influence_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_influence_stat_one" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_influence_stat_two" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_influence_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_influence_other_bonus" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_influence_total" value="0" readonly/>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_influence_resolution" >
<option value=""></option>
<option value="all">All-or-Nothing</option>
<option value="bns">Bonus</option>
<option value="cbt">Combat</option>
<option value="per">Percentage</option>
<option value="res">Resistance</option>
<option value="spc">Special</option>
<option value="var">Varies</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_influence_armor_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Encumbrance Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_influence_encumbrance_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
</div>
</div>
</div>
</div>
</fieldset>
</div>
<div class="white">
<span class="subsection-label">Mystical Arts</span> <br />
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_powerpoints_checked" checked/>
<button type="roll" class="txt-btn" name="attr_ppd_roll" value="&{template:info} {{name=@{character_name}}} {{Category=Mystical Arts}} {{title=Power Point Development}} {{info=Power Points are the representation of your characters connection to the essential powers of the universe. The more Power Points, the better the connection. @{character_name} currently has a maximum total of @{power_point_development_total} power points.}} {{hidden=[[1d100]]}} {{color=mystical}} " >
<span name="attr_power_point_development_label" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_power_point_development_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_power_point_development_label" value="Power Point Dev." readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_power_point_development_rank" value="0" />
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_power_point_development_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<input type="text" class="compact under text-25" name="attr_power_point_development_stat_one" value="In" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<input type="text" class="compact under text-25" name="attr_power_point_development_stat_two" value="SD" readonly />
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_power_point_development_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_power_point_development_other_bonus" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_power_point_development_total" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<span >Spcl</span>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_PP_armor_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
</div>
</div>
</div>
<fieldset class="repeating_mysticalarts">
<div>
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_mysticalarts_checked" checked/>
<button type="roll" class="txt-btn" name="attr_mystical_arts_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=Mystical Arts}} {{action=@{mystical_arts_name}}} {{roll=[[1d100!>96cs>96cf<5+@{mystical_arts_total}+?{Modifiers?|0}+@{mystical_arts_armor_penalty}]]}} {{Armor Penalty=@{mystical_arts_armor_penalty}}} {{fumble=[[6]]}} {{@{mystical_arts_resolution}=[[1]]}} {{hidden=[[1d100]]}} {{color=mystical}}" >
<span name="attr_mystical_arts_name" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_mystical_arts_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_mystical_arts_name" value="" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_mystical_arts_rank" value="0" />
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_mystical_arts_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_mystical_arts_stat_one" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_mystical_arts_stat_two" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_mystical_arts_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_mystical_arts_other_bonus" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_mystical_arts_total" value="0" readonly/>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_mystical_arts_resolution" >
<option value=""></option>
<option value="all">All-or-Nothing</option>
<option value="bns">Bonus</option>
<option value="cbt">Combat</option>
<option value="per">Percentage</option>
<option value="res">Resistance</option>
<option value="spc">Special</option>
<option value="var">Varies</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_mystical_arts_armor_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Encumbrance Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_mystical_arts_encumbrance_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
</div>
</div>
</div>
</div>
</fieldset>
</div>
<div class="white">
<span class="subsection-label">Outdoor</span>
<br />
<fieldset class="repeating_outdoor">
<div>
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_outdoor_checked" checked/>
<button type="roll" class="txt-btn" name="attr_outdoor_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=Outdoor}} {{action=@{outdoor_name}}} {{roll=[[1d100!>96cs>96cf<5+@{outdoor_total}+?{Modifiers?|0}+@{outdoor_armor_penalty}+@{outdoor_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{outdoor_resolution}=[[1]]}} {{Armor Penalty=@{outdoor_armor_penalty}}} {{Encumbrance Penalty=@{outdoor_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=outdoor}}" >
<span name="attr_outdoor_name" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_outdoor_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_outdoor_name" value="" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_outdoor_rank" value="0" />
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_outdoor_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_outdoor_stat_one" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_outdoor_stat_two" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_outdoor_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_outdoor_other_bonus" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_outdoor_total" value="0" readonly/>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_outdoor_resolution" >
<option value=""></option>
<option value="all">All-or-Nothing</option>
<option value="bns">Bonus</option>
<option value="cbt">Combat</option>
<option value="per">Percentage</option>
<option value="res">Resistance</option>
<option value="spc">Special</option>
<option value="var">Varies</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_outdoor_armor_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Encumbrance Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_outdoor_encumbrance_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
</div>
</div>
</div>
</div>
</fieldset>
</div>
<div class="white">
<span class="subsection-label">Physical</span>
<br />
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_armorskill_checked" checked/>
<button type="roll" class="txt-btn" name="attr_armorroll" value="&{template:info} {{name=@{character_name}}} {{Category=Physical}} {{title=Armor}} {{info=Armor is heavy, and fighting with it on, no matter how light, is tricky. So you need to practice. Hence this skill. This skill is used to offset the penalties accrued from the wearing of armor.}} {{hidden=[[1d100]]}} {{color=physical}} " >
<span name="attr_armor_label" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_armor_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_armor_label" value="Armor" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_armor_rank" value="0" />
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_armor_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<input type="text" class="compact under text-25" name="attr_armor_stat_one" value="St" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<input type="text" class="compact under text-25" name="attr_armor_stat_two" value="Ag" readonly />
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_armor_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_armor_other_bonus" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_armor_total" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<span >Spcl</span>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_armor_armor_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
<!-- ########### this section commented out in case a rollback is required
<div class="skill-grid">
<div class="skbutt">
<button type="roll" class="button-skill nod20" name="attr_armor_roll" value="1d100!>96cs>96" />
</div>
<div class="skname">
<input type="text" class="compact under text-full" name="attr_armor_label" value="Armor" readonly />
</div>
<div class="skstat">
<input type="text" class="compact under text-25" name="attr_armor_stat_one" value="St" readonly />/
<input type="text" class="compact under text-25" name="attr_armor_stat_two" value="Ag" readonly />
</div>
<div class="skranks">
<input type="number" class="compact-number-skill under" name="attr_armor_rank" value="0" />
</div>
<div class="skrbns">
<input type="number" class="compact-number-skill under" name="attr_armor_rank_bonus" value="0" readonly />
</div>
<div class="sksbns">
<input type="number" class="compact-number-skill under" name="attr_armor_stat_bonus" value="0" readonly />
</div>
<div class="skobns">
<input type="number" class="compact-number-skill under" name="attr_armor_other_bonus" value="0" />
</div>
<div class="skttl">
<input type="number" class="compact-number-skill under" name="attr_armor_total" value="0" readonly />
</div>
<div class="skres">
<span class="minor-label">Spcl</span>
</div>
</div>
-->
</div>
</div>
</div>
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_enduranceskill_checked" checked/>
<button type="roll" class="txt-btn" name="attr_enduranceroll" value="&{template:info} {{name=@{character_name}}} {{Category=Physical}} {{title=Endurance}} {{info=A characters Endurance skill bonus is, simply put, their Concussion Hits, a measure of how much damage they can take before passing out. @{character_name} currently has a maximum endurance of @{endurance_total}.}} {{hidden=[[1d100]]}} {{color=physical}} " >
<span name="attr_endurance_label" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_endurance_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_endurance_label" value="Endurance" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:<input type="number" class="compact-number-skill under" name="attr_endurance_rank" value="0" />
</div>
<div class="colrightn">
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_endurance_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<input type="text" class="compact under text-25" name="attr_endurance_stat_one" value="Co" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<input type="text" class="compact under text-25" name="attr_endurance_stat_two" value="SD" readonly />
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_endurance_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_endurance_other_bonus" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_endurance_total" value="0" readonly/>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<span >Spcl</span>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_endurance_armor_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
<!-- this commented in case a rollback is required
#########################################################################
<div class="skill-grid">
<div class="skbutt">
<!--<button type="roll" class="button-skill nod20" name="attr_endurance_roll" value="1d100!>96cs>96" />
</div>
<div class="skname">
# <input type="text" class="compact under text-full" name="attr_endurance_label" value="Endurance" readonly />
</div>
<div class="skstat">
# <input type="text" class="compact under text-25" name="attr_endurance_stat_one" value="Co" readonly />/
<input type="text" class="compact under text-25" name="attr_endurance_stat_two" value="SD" readonly />
</div>
<div class="skranks">
<input type="number" class="compact-number-skill under" name="attr_endurance_rank" value="0" />
</div>
<div class="skrbns">
<input type="number" class="compact-number-skill under" name="attr_endurance_rank_bonus" value="0" readonly />
</div>
<div class="sksbns">
<input type="number" class="compact-number-skill under" name="attr_endurance_stat_bonus" value="0" readonly />
</div>
<div class="skobns">
<input type="number" class="compact-number-skill under" name="attr_endurance_other_bonus" value="0" />
</div>
<div class="skttl">
<input type="number" class="compact-number-skill under" name="attr_endurance_total" value="0" readonly />
</div>
<div class="skres">
<span class="minor-label">Spcl</span>
</div>
</div>
-->
</div>
</div>
</div>
<fieldset class="repeating_physical">
<div>
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_physical_checked" checked/>
<button type="roll" class="txt-btn" name="attr_physical_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=Physical}} {{action=@{physical_name}}} {{roll=[[1d100!>96cs>96cf<5+@{physical_total}+?{Modifiers?|0}+@{physical_armor_penalty}+@{physical_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{physical_resolution}=[[1]]}} {{@{physical_armor_penalty}}} {{Encumbrance Penalty=@{physical_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=physical}}" >
<span name="attr_physical_name" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_physical_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_physical_name" value="" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_physical_rank" value="0" />
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_physical_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_physical_stat_one" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_physical_stat_two" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_physical_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_physical_other_bonus" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_physical_total" value="0" readonly/>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_physical_resolution" >
<option value=""></option>
<option value="all">All-or-Nothing</option>
<option value="bns">Bonus</option>
<option value="cbt">Combat</option>
<option value="per">Percentage</option>
<option value="res">Resistance</option>
<option value="spc">Special</option>
<option value="var">Varies</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_physical_armor_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Encumbrance Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_physical_encumbrance_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
</div>
</div>
</div>
</div>
</fieldset>
</div>
<div class="white">
<span class="subsection-label">Subterfuge</span><br />
<fieldset class="repeating_subterfuge">
<div>
<div class="sheet-columns">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_subterfuge_checked" checked/>
<button type="roll" class="txt-btn" name="attr_subterfuge_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=Subterfuge}} {{action=@{subterfuge_name}}} {{roll=[[1d100!>96cs>96cf<5+@{subterfuge_total}+?{Modifiers?|0}+@{subterfuge_armor_penalty}+@{subterfuge_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{subterfuge_resolution}=[[1]]}} {{Armor Penalty=@{subterfuge_armor_penalty}}} {{Encumbrance Penalty=@{subterfuge_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=subterfuge}}" >
<span name="attr_subterfuge_name" class="minor-button"></span><span class="minor-button"> (</span><span name="attr_subterfuge_total" class="minor-button"></span><span class="minor-button">)</span>
</button>
<div class="sheet-body">
<div class="two-column-left-narrow">
<div class="colleftn">
Skill Name:
</div>
<div class="colrightn">
<input type="text" class="compact under text-full" name="attr_subterfuge_name" value="" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Ranks:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_subterfuge_rank" value="0" />
Rank Bonus:<input type="number" class="compact-number-skill under" name="attr_subterfuge_rank_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat One:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_subterfuge_stat_one" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Stat Two:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_subterfuge_stat_two" >
<option value=""></option>
<option value="St">Strength</option>
<option value="Co">Constitution</option>
<option value="Ag">Agility</option>
<option value="Qu">Quickness</option>
<option value="SD">Self Discipline</option>
<option value="Re">Reasoning</option>
<option value="In">Insight</option>
<option value="Pr">Presence</option>
</select>
Stat Bonus:<input type="number" class="compact-number-skill under" name="attr_subterfuge_stat_bonus" value="0" readonly />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Other Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_subterfuge_other_bonus" value="0" />
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Total Modifier:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_subterfuge_total" value="0" readonly/>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Resolution:
</div>
<div class="colrightn">
<select class="compact-select-cistat" name="attr_subterfuge_resolution" >
<option value=""></option>
<option value="all">All-or-Nothing</option>
<option value="bns">Bonus</option>
<option value="cbt">Combat</option>
<option value="per">Percentage</option>
<option value="res">Resistance</option>
<option value="spc">Special</option>
<option value="var">Varies</option>
</select>
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Armor Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_subterfuge_armor_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
<div class="two-column-left-narrow">
<div class="colleftn">
Encumbrance Penalty:
</div>
<div class="colrightn">
<input type="number" class="compact-number-skill under" name="attr_subterfuge_encumbrance_penalty" value="0" readonly /><br/>
&nbsp;
</div>
</div>
</div>
</div>
</div>
</div>
</fieldset>
</div>
</div>
</div>
</div>
<div class="sheet-section-talents white"><!-- Start of talents Tab -->
<p>&nbsp;</p>
<span class="section-label">Talents & Abilities</span>
<div class="row section">
<div class="three-column">
<div class="tcleft">
<span class="minor-label">Talent/Ability</span>
</div>
<div class="tccenter">
<span class="minor-label">Description</span>
</div>
<div class="tcright">
<span class="minor-label">Skills Affected</span>
</div>
</div>
<fieldset class="repeating_talent">
<div class="three-column">
<div class="tcleft">
<input type="text" class="compact under text-full" name="attr_talent_name" />
</div>
<div class="tccenter">
<textarea class="talent" name="attr_talent_description"></textarea>
</div>
<div class="tcright">
<input type="text" class="compact under text-full" name="attr_talent_skills" />
</div>
</div>
</fieldset>
</div>
</div>
<div class="sheet-section-combat white"><!-- Start of combat Tab -->
<!-- Stuff on the tab -->
<!--<img src="https://s3.amazonaws.com/files.d20.io/images/66341119/IPTiQuSrhKX4XV2VNIV8zA/max.png?1541393491" height="35" width="35"/>-->
<p>&nbsp;</p>
<span class="section-label">Combat</span>
<div class="row section">
<div class="two-column">
<div class="colleft">
<span class="subsection-label">Weapons</span>
</div>
<div class="colright">
<select class="compact-select-range" name="attr_range_select">
<option value="&{template:info} {{name=Weapon Range}} {{color=mystical}} {{title=No weapon selected}} {{info=Please select a weapon to view range increments.}}"></option>
<option value="&{template:range} {{color=longbow}} {{weapon=Blowgun}} {{pbrange=5}} {{pbmod=0}} {{ri0range=10}} {{ri0mod=0}} {{ri1range=20}} {{ri1mod=-10}} {{ri2range=30}} {{ri2mod=-20}} {{ri3range=40}} {{ri3mod=-30}} {{ri4range=50}} {{ri4mod=-40}} {{ri5range=60}} {{ri5mod=-50}} {{ri6range=70}} {{ri6mod=-100}} {{ri7range=80}} {{ri7mod=-200}}">Blowgun</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Bola}} {{pbrange=20}} {{pbmod=10}} {{ri0range=40}} {{ri0mod=0}} {{ri1range=80}} {{ri1mod=-10}} {{ri2range=120}} {{ri2mod=-20}} {{ri3range=160}} {{ri3mod=-30}} {{ri4range=200}} {{ri4mod=-40}} {{ri5range=240}} {{ri5mod=-50}} {{ri6range=280}} {{ri6mod=-100}} {{ri7range=320}} {{ri7mod=-200}}">Bola</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Boomerang}} {{pbrange=13}} {{pbmod=5}} {{ri0range=25}} {{ri0mod=0}} {{ri1range=50}} {{ri1mod=-10}} {{ri2range=75}} {{ri2mod=-20}} {{ri3range=100}} {{ri3mod=-30}} {{ri4range=125}} {{ri4mod=-40}} {{ri5range=150}} {{ri5mod=-50}} {{ri6range=175}} {{ri6mod=-100}} {{ri7range=200}} {{ri7mod=-200}}">Boomerang</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Composite Bow}} {{pbrange=25}} {{pbmod=25}} {{ri0range=50}} {{ri0mod=0}} {{ri1range=100}} {{ri1mod=-10}} {{ri2range=150}} {{ri2mod=-20}} {{ri3range=200}} {{ri3mod=-30}} {{ri4range=250}} {{ri4mod=-40}} {{ri5range=300}} {{ri5mod=-50}} {{ri6range=350}} {{ri6mod=-100}} {{ri7range=400}} {{ri7mod=-200}}">Composite Bow</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Dart}} {{pbrange=--}} {{pbmod=--}} {{ri0range=10}} {{ri0mod=0}} {{ri1range=20}} {{ri1mod=-10}} {{ri2range=30}} {{ri2mod=-20}} {{ri3range=40}} {{ri3mod=-30}} {{ri4range=50}} {{ri4mod=-40}} {{ri5range=60}} {{ri5mod=-50}} {{ri6range=70}} {{ri6mod=-100}} {{ri7range=80}} {{ri7mod=-200}}">Dart</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Heavy Crossbow}} {{pbrange=35}} {{pbmod=35}} {{ri0range=70}} {{ri0mod=0}} {{ri1range=140}} {{ri1mod=-10}} {{ri2range=210}} {{ri2mod=-20}} {{ri3range=280}} {{ri3mod=-30}} {{ri4range=350}} {{ri4mod=-40}} {{ri5range=420}} {{ri5mod=-50}} {{ri6range=490}} {{ri6mod=-100}} {{ri7range=560}} {{ri7mod=-200}}">Heavy Crossbow</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Javelin}} {{pbrange=13}} {{pbmod=10}} {{ri0range=25}} {{ri0mod=0}} {{ri1range=50}} {{ri1mod=-10}} {{ri2range=75}} {{ri2mod=-20}} {{ri3range=100}} {{ri3mod=-30}} {{ri4range=125}} {{ri4mod=-40}} {{ri5range=150}} {{ri5mod=-50}} {{ri6range=175}} {{ri6mod=-100}} {{ri7range=200}} {{ri7mod=-200}}">Javelin</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Light Crossbow}} {{pbrange=25}} {{pbmod=25}} {{ri0range=50}} {{ri0mod=0}} {{ri1range=100}} {{ri1mod=-10}} {{ri2range=150}} {{ri2mod=-20}} {{ri3range=200}} {{ri3mod=-30}} {{ri4range=250}} {{ri4mod=-40}} {{ri5range=300}} {{ri5mod=-50}} {{ri6range=350}} {{ri6mod=-100}} {{ri7range=400}} {{ri7mod=-200}}">Light Crossbow</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Long Bow}} {{pbrange=40}} {{pbmod=20}} {{ri0range=80}} {{ri0mod=0}} {{ri1range=160}} {{ri1mod=-10}} {{ri2range=240}} {{ri2mod=-20}} {{ri3range=320}} {{ri3mod=-30}} {{ri4range=400}} {{ri4mod=-40}} {{ri5range=480}} {{ri5mod=-50}} {{ri6range=560}} {{ri6mod=-100}} {{ri7range=640}} {{ri7mod=-200}}">Long Bow</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Short Bow}} {{pbrange=15}} {{pbmod=10}} {{ri0range=30}} {{ri0mod=0}} {{ri1range=60}} {{ri1mod=-10}} {{ri2range=90}} {{ri2mod=-20}} {{ri3range=120}} {{ri3mod=-30}} {{ri4range=150}} {{ri4mod=-40}} {{ri5range=180}} {{ri5mod=-50}} {{ri6range=210}} {{ri6mod=-100}} {{ri7range=240}} {{ri7mod=-200}}">Short Bow</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Shuriken}} {{pbrange=--}} {{pbmod=--}} {{ri0range=5}} {{ri0mod=0}} {{ri1range=10}} {{ri1mod=-10}} {{ri2range=15}} {{ri2mod=-20}} {{ri3range=20}} {{ri3mod=-30}} {{ri4range=25}} {{ri4mod=-40}} {{ri5range=30}} {{ri5mod=-50}} {{ri6range=35}} {{ri6mod=-100}} {{ri7range=40}} {{ri7mod=-200}}">Shuriken</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Sling}} {{pbrange=15}} {{pbmod=15}} {{ri0range=30}} {{ri0mod=0}} {{ri1range=60}} {{ri1mod=-10}} {{ri2range=90}} {{ri2mod=-20}} {{ri3range=120}} {{ri3mod=-30}} {{ri4range=150}} {{ri4mod=-40}} {{ri5range=180}} {{ri5mod=-50}} {{ri6range=210}} {{ri6mod=-100}} {{ri7range=240}} {{ri7mod=-200}}">Sling</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Spear}} {{pbrange=10}} {{pbmod=15}} {{ri0range=20}} {{ri0mod=0}} {{ri1range=40}} {{ri1mod=-10}} {{ri2range=60}} {{ri2mod=-20}} {{ri3range=80}} {{ri3mod=-30}} {{ri4range=100}} {{ri4mod=-40}} {{ri5range=120}} {{ri5mod=-50}} {{ri6range=140}} {{ri6mod=-100}} {{ri7range=160}} {{ri7mod=-200}}">Spear</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Thrown Pole Arms}} {{pbrange=5}} {{pbmod=5}} {{ri0range=10}} {{ri0mod=0}} {{ri1range=20}} {{ri1mod=-10}} {{ri2range=30}} {{ri2mod=-20}} {{ri3range=40}} {{ri3mod=-30}} {{ri4range=50}} {{ri4mod=-40}} {{ri5range=60}} {{ri5mod=-50}} {{ri6range=70}} {{ri6mod=-100}} {{ri7range=80}} {{ri7mod=-200}}">Thrown Pole Arms</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Thrown Weapons}} {{pbrange=--}} {{pbmod=--}} {{ri0range=5}} {{ri0mod=0}} {{ri1range=10}} {{ri1mod=-10}} {{ri2range=15}} {{ri2mod=-20}} {{ri3range=20}} {{ri3mod=-30}} {{ri4range=25}} {{ri4mod=-40}} {{ri5range=30}} {{ri5mod=-50}} {{ri6range=35}} {{ri6mod=-100}} {{ri7range=40}} {{ri7mod=-200}}">Thrown Weapons</option>
<option value="&{template:range} {{color=longbow}} {{weapon=Tomahawk}} {{pbrange=5}} {{pbmod=5}} {{ri0range=10}} {{ri0mod=0}} {{ri1range=20}} {{ri1mod=-10}} {{ri2range=30}} {{ri2mod=-20}} {{ri3range=40}} {{ri3mod=-30}} {{ri4range=50}} {{ri4mod=-40}} {{ri5range=60}} {{ri5mod=-50}} {{ri6range=70}} {{ri6mod=-100}} {{ri7range=80}} {{ri7mod=-200}}">Tomahawk</option>
</select>
<button type="roll" class="txt-btn" name="attr_rangeroll_roll" value="@{attr_range_select}">
<span class="minor-label">
View ranges for selected weapon
</span>
</button>
</div>
</div>
<div class="weapon-grid">
<div class="wpbutt">
</div>
<div class="wpname">
<span class="minor-label">Weapon Name</span>
</div>
<div class="wpcat">
<span class="minor-label">Category</span>
</div>
<div class="wptype">
<span class="minor-label">Dmg Type</span>
</div>
<div class="wpsize">
<span class="minor-label">Attk Size</span>
</div>
<div class="wprank">
<span class="minor-label">Ranks</span>
</div>
<div class="wprbns">
<span class="minor-label">Bns</span>
</div>
<div class="wpstat">
<span class="minor-label">Stats</span>
</div>
<div class="wpother">
<span class="minor-label">Other</span>
</div>
<div class="wptotal">
<span class="minor-label">Total</span>
</div>
</div>
<fieldset class="repeating_weapon">
<div class="weapon-grid">
<div class="wpbutt">
<button type="roll" class="button-skill nod20" name="attr_weapon_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=Combat}} {{cbt=[[1]]}} {{action=@{weapon_name}}} {{roll=[[1d100!>96cs>96cf<@{weapon_fumble}+@{weapon_total}+?{Modifier?|0}+@{weapon_damage_size}-@{target|Enemy|db_total}]]}} {{fumble=[[@{weapon_fumble}]]}} {{Damage Type=@{weapon_damage_type}}} {{Applied Size Modifier=[[@{weapon_damage_size}]]}} {{hidden=[[1d100]]}} {{color=combat}}" />
</div>
<div class="wpname">
<input type="text" class="compact under text-full" name="attr_weapon_name" value="" />
<input type="hidden" name="attr_weapon_fumble"/>
</div>
<div class="wpcat">
<select class="compact-select-cires" name="attr_weapon_category" >
<option value=""></option>
<option value="">----- Unarmed -----</option>
<option value="Brawl">Brawl</option>
<option value="MartialArtsStrikes">M-A Strikes</option>
<option value="MartialArtsSweeps">M-A Sweeps</option>
<option value="">----- 1 Hand Edged -----</option>
<option value="Axes">Axes</option>
<option value="LongBlades">Long Blades</option>
<option value="ShortBlades">Short Blades</option>
<option value="ThrustingBlades">Thrusting Blades</option>
<option value="">----- 1 Hand Concussion -----</option>
<option value="ChainsPlus">Chains Plus</option>
<option value="Clubs">Clubs</option>
<option value="">----- Thrown -----</option>
<option value="PoleArmsThrown">Pole Arms</option>
<option value="BladesThrown">Blades</option>
<option value="ProjectileThrown">Projectiles</option>
<option value="">----- Missile -----</option>
<option value="Bows">Bows</option>
<option value="Crossbows">Crossbows</option>
<option value="Slings">Slings</option>
<option value="">----- Polearms -----</option>
<option value="Polearms">Polearms</option>
<option value="">----- 2 Handed -----</option>
<option value="GreatBlades">Great Blades</option>
<option value="GreatChains">Great Chains</option>
<option value="LongSpikes">Long Spikes</option>
<option value="Staves">Staves</option>
<option value="">----- Other -----</option>
<option value="npcattack">NPC Attack (Natural/Other)</option>
</select>
</div>
<div class="wptype">
<select class="compact-select-cires" name="attr_weapon_damage_type" >
<option value=""></option>
<option value="Crush">Crush</option>
<option value="Puncture">Puncture</option>
<option value="Slash">Slash</option>
<option value="Grapple">Grapple</option>
<option value="Martial Arts Strikes">M-A Strikes</option>
<option value="Martial Arts Sweeps">M-A Sweeps</option>
<option value="Large">Large</option>
<option value="Huge">Huge</option>
<option value="Heat">Heat</option>
<option value="Cold">Cold</option>
<option value="Electrical">Electrical</option>
<option value="Impact">Impact</option>
<option value="Acid">Acid</option>
<option value="External Poison">External Poison</option>
<option value="Internal Poison">Internal Poison</option>
</select>
</div>
<div class="wpsize">
<select class="compact-select-cires" name="attr_weapon_damage_size" >
<option value=""></option>
<option value="-30">Miniscule</option>
<option value="-20">Tiny</option>
<option value="-10">Small</option>
<option value="0">Medium</option>
<option value="10">Large</option>
<option value="20">Huge</option>
<option value="30">Gigantic</option>
</select>
</div>
<div class="wprank">
<input type="number" class="compact-number-skill under" name="attr_weapon_rank" value="0" />
</div>
<div class="wprbns">
<input type="number" class="compact-number-skill under" name="attr_weapon_rank_bonus" value="0" readonly/>
</div>
<div class="wpstat">
<input type="number" class="compact-number-skill under" name="attr_weapon_stat_bonus" value="0" readonly/>
</div>
<div class="wpother">
<input type="number" class="compact-number-skill under" name="attr_weapon_other_bonus" value="0" />
</div>
<div class="wptotal">
<input type="number" class="compact-number-skill under" name="attr_weapon_total" value="0" readonly/>
</div>
</div>
</fieldset>
</div>
<div class="three-column">
<div class="tcleft section">
<span class="subsection-label">Defensive Bonus</span><br />
<div class="six-column">
<div class="cone">
<span class="minor-label">Armor</span>
</div>
<div class="ctwo">
<span class="minor-label">Stats</span>
</div>
<div class="cthree">
<span class="minor-label">Magic</span>
</div>
<div class="cfour">
<span class="minor-label">Other</span>
</div>
<div class="cfive">
<span class="minor-label">Total</span>
</div>
<div class="csix">
</div>
</div>
<div class="six-column">
<div class="cone">
<input type="number" class="compact-number-skill under" name="attr_db_armor_shield" value="0" readonly/>
</div>
<div class="ctwo">
<input type="number" class="compact-number-skill under" name="attr_db_stats" value="0" readonly/>
</div>
<div class="cthree">
<input type="number" class="compact-number-skill under" name="attr_db_magic" value="0" />
</div>
<div class="cfour">
<input type="number" class="compact-number-skill under" name="attr_db_other" value="0" />
</div>
<div class="cfive">
<input type="number" class="compact-number-skill under" name="attr_db_total" value="0" readonly/>
</div>
<div class="csix">
</div>
</div>
</div>
<div class="tccenter section">
<span class="subsection-label">Armor Penalties</span><br />
<div class="two-column">
<div class="colleft">
<span class="minor-label">Maneuver</span>
</div>
<div class="colright">
<span class="minor-label">Casting</span>
</div>
</div>
<div class="two-column">
<div class="colleft">
<input type="number" class="compact-number under" name="attr_armor_maneuver_penalty" value="0" readonly />
</div>
<div class="colright">
<input type="number" class="compact-number under" name="attr_armor_casting_penalty" value="0" readonly />
</div>
</div>
</div>
<div class="tcright section">
<span class="subsection-label">Initiative</span><br />
<div class="six-column">
<div class="cone">
<span class="minor-label">Stats</span>
</div>
<div class="ctwo">
<span class="minor-label">Magic</span>
</div>
<div class="cthree">
<span class="minor-label">Other</span>
</div>
<div class="cfour">
<span class="minor-label">Total</span>
</div>
<div class="cfive">
</div>
<div class="csix">
</div>
</div>
<div class="six-column">
<div class="cone">
<input type="number" class="compact-number-skill under" name="attr_initiative_stats" value="0" readonly/>
</div>
<div class="ctwo">
<input type="number" class="compact-number-skill under" name="attr_initiative_magic" value="0" />
</div>
<div class="cthree">
<input type="number" class="compact-number-skill under" name="attr_initiative_other" value="0" />
</div>
<div class="cfour">
<input type="number" class="compact-number-skill under" name="attr_initiative_total" value="0" readonly/>
</div>
<div class="cfive">
</div>
<div class="csix">
</div>
</div>
&nbsp;
</div>
</div>
<div class="two-column-left-wide">
<div class="colleftw section">
<span class="subsection-label">Armor</span>&nbsp;&nbsp;
<input type="checkbox" class="sheet-armor-switch-s" name="attr_armor_switch" value="1" />
<span class="minor-label">Use Piecemeal</span>
<div class="full-suit">
<div class="full-armor-grid">
<div class="ardesc">
<span class="minor-label">Description</span>
</div>
<div class="arfit">
<input type="hidden" name="attr_full_suit_db_total"/>
</div>
<div class="artype">
<span class="minor-label">Type</span>
</div>
<div class="ardb">
<span class="minor-label">DB</span>
</div>
<div class="arbns">
<span class="minor-label">Other</span>
</div>
<div class="armin">
<span class="minor-label">Min</span>
</div>
<div class="armax">
<span class="minor-label">Max</span>
</div>
<div class="arcast">
<span class="minor-label">Cast</span>
</div>
</div>
<div class="full-armor-grid">
<div class="ardesc">
<input type="text" class="compact under text-full" name="attr_full_suit_description" value="" />
</div>
<div class="arfit">
<input type="checkbox" class="sheet-armor-switch" name="attr_full_suit_fitted" value="1" />
<span class="minor-label">fit</span>
</div>
<div class="artype">
<select class="compact-select-cires" name="attr_full_suit_type" >
<option value=""></option>
<option value="softleather">Soft Leather</option>
<option value="rigidleather">Rigid Leather</option>
<option value="chain">Chain Mail</option>
<option value="platechain">Plate & Chain</option>
<option value="plate">Plate</option>
</select>
</div>
<div class="ardb">
<input type="number" class="compact-number-skill under" name="attr_full_suit_db" value="0" readonly/>
</div>
<div class="arbns">
<input type="number" class="compact-number-skill under" name="attr_full_suit_bonus" value="0"/>
</div>
<div class="armin">
<input type="number" class="compact-number-skill under" name="attr_full_suit_min_penalty" value="0" readonly/>
</div>
<div class="armax">
<input type="number" class="compact-number-skill under" name="attr_full_suit_max_penalty" value="0" readonly/>
</div>
<div class="arcast">
<input type="number" class="compact-number-skill under" name="attr_full_suit_cast_penalty" value="0" readonly/>
</div>
</div>
</div>
<div class="piecemeal">
<div class="piece-armor-grid">
<div class="pardesc">
<span class="minor-label">Description</span>
</div>
<div class="parfit">
<input type="hidden" name="attr_piecemeal_db_total"/>
<input type="hidden" name="attr_piecemeal_min_total" />
<input type="hidden" name="attr_piecemeal_max_total"/>
<input type="hidden" name="attr_piecemeal_cast_total"/>
</div>
<div class="parloc">
<span class="minor-label">Area</span>
</div>
<div class="partype">
<span class="minor-label">Type</span>
</div>
<div class="pardb">
<span class="minor-label">DB</span>
</div>
<div class="parbns">
<span class="minor-label">Other</span>
</div>
<div class="parmin">
<span class="minor-label">Min</span>
</div>
<div class="parmax">
<span class="minor-label">Max</span>
</div>
<div class="parcast">
<span class="minor-label">Cast</span>
</div>
</div>
<fieldset class="repeating_piecearmor">
<div class="piece-armor-grid">
<div class="pardesc">
<input type="text" class="compact under text-full" name="attr_piece_suit_description" value="" />
</div>
<div class="parfit">
<input type="checkbox" class="sheet-armor-switch" name="attr_piece_suit_fitted" value="1" />
<span class="minor-label">fit</span>
</div>
<div class="parloc">
<select class="compact-select-cires" name="attr_piece_suit_location" >
<option value=""></option>
<option value="head">Head</option>
<option value="neck">Neck</option>
<option value="shoulders">Shoulders</option>
<option value="arms">Arms</option>
<option value="hands">Hands</option>
<option value="torso">Torso</option>
<option value="legs">Legs</option>
<option value="feet">Feet</option>
</select>
</div>
<div class="partype">
<select class="compact-select-cires" name="attr_piece_suit_type" >
<option value=""></option>
<option value="softleather">Soft Leather</option>
<option value="rigidleather">Rigid Leather</option>
<option value="chain">Chain Mail</option>
<option value="platechain">Plate & Chain</option>
<option value="plate">Plate</option>
</select>
</div>
<div class="pardb">
<input type="number" class="compact-number-skill under" name="attr_piece_suit_db" value="0" readonly/>
</div>
<div class="parbns">
<input type="number" class="compact-number-skill under" name="attr_piece_suit_bonus" value="0"/>
</div>
<div class="parmin">
<input type="number" class="compact-number-skill under" name="attr_piece_suit_min_penalty" value="0" readonly/>
</div>
<div class="parmax">
<input type="number" class="compact-number-skill under" name="attr_piece_suit_max_penalty" value="0" readonly/>
</div>
<div class="parcast">
<input type="number" class="compact-number-skill under" name="attr_piece_suit_cast_penalty" value="0" readonly/>
</div>
</div>
</fieldset>
</div>
</div>
<div class="colrightw section">
<span class="subsection-label">Shield</span>&nbsp;&nbsp;
<input type="checkbox" class="sheet-armor-switch" name="attr_shield_in_use" value="1" />
<input type="hidden" name="attr_shield_total_DB"/>
<span class="minor-label">In Use</span><br />
<div class="two-column">
<div class="colleft">
<span class="minor-label">Type</span>
</div>
<div class="colright">
<div class="three-column">
<div class="tcleft">
<span class="minor-label">Trained</span>
</div>
<div class="tccenter">
<span class="minor-label">DB</span>
</div>
<div class="tcright">
<span class="minor-label">Other</span>
</div>
</div>
</div>
</div>
<div class="two-column">
<div class="colleft">
<select class="compact-select-cires" name="attr_shield_type" >
<option value=""></option>
<option value="wall">Wall</option>
<option value="full">Full</option>
<option value="normal">Normal</option>
<option value="target">Target</option>
<option value="buckler">Buckler</option>
<option value="maingauche">Main Gauche</option>
<option value="sai">Sai</option>
</select>
</div>
<div class="colright">
<div class="three-column">
<div class="tcleft">
<input type="checkbox" class="sheet-armor-switch" name="attr_shield_trained" value="1" />
</div>
<div class="tccenter">
<input type="number" class="compact-number-skill under" name="attr_shield_defensive_bonus" value="0" readonly/>
</div>
<div class="tcright">
<input type="number" class="compact-number-skill under" name="attr_shield_other_bonus" value="0" />
</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="sheet-section-grimoire white"><!-- Start of grimoire Tab -->
<!-- Stuff on the tab -->
<p>&nbsp;</p>
<span class="section-label">Magic</span>
<div class="row section">
<span class="subsection-label">Spells</span>
<div class="spell-grid">
<div class="spbutt">
</div>
<div class="spsphere">
<span class="minor-label">Sphere</span>
</div>
<div class="spname">
<span class="minor-label">Name</span>
</div>
<div class="sppp">
<span class="minor-label">Base PP</span>
</div>
<div class="sptype">
<span class="minor-label">Type</span>
</div>
<div class="sprr">
<span class="minor-label">RR</span>
</div>
<div class="sprnk">
<span class="minor-label">Ranks</span>
</div>
<div class="sprnkbns">
<span class="minor-label">Rnk Bns</span>
</div>
<div class="spstat">
<span class="minor-label">Stats</span>
</div>
<div class="spother">
<span class="minor-label">Other</span>
</div>
<div class="sptotal">
<span class="minor-label">Total</span>
</div>
</div>
<fieldset class="repeating_spell">
<div class="spell-grid">
<div class="spbutt">
<button type="roll" class="button-skill nod20" name="attr_spell_roll" value="&{template:skill} {{name=@{character_name}}} {{Category=Mystical Arts}} {{action=@{spell_name}}} {{fumble=[6]}} {{roll=[[1d100!>96cs>96+@{spell_total}+(0*?{Base Power Points}) + ((?{Scaling Power Points|0} * (-5)) + ((ceil(((?{Base Power Points} + ?{Scaling Power Points})/5)) - ?{Rounds to Cast|1})* (-10)))]]}} {{Spell Type=@{spell_type}}} {{Resistance=@{spell_resistance}}} {{hidden=[[1d100]]}} {{color=mystical}}" />
</div>
<div class="spsphere">
<select class="compact-select-cires" name="attr_spell_sphere" >
<option value=""></option>
<option value="universal">Universal</option>
<option value="cleric">Cleric</option>
<option value="harper">Harper</option>
<option value="mage">Mage</option>
<option value="ranger">Ranger</option>
<option value="warriorage">Warrior Mage</option>
</select>
</div>
<div class="spname">
<input type="text" class="compact-spell under text-full" name="attr_spell_name" />
</div>
<div class="sppp">
<input type="number" class="compact-number under" name="attr_spell_base_pp" />
</div>
<div class="sptype">
<select class="compact-select-cires" name="attr_spell_type" >
<option value=""></option>
<option value="Utility">Utility</option>
<option value="Attack">Attack</option>
<option value="Electrical">Air (Elemental)</option>
<option value="Impact">Earth (Elemental)</option>
<option value="Heat">Fire (Elemental)</option>
<option value="Cold">Water (Elemental)</option>
<option value="Acid">Acid (Elemental)</option>
</select>
</div>
<div class="sprr">
<select class="compact-select-cires" name="attr_spell_resistance" >
<option value="None"></option>
<option value="Magic">Magic</option>
<option value="Stamina">Stamina</option>
<option value="Will">Will</option>
</select>
</div>
<div class="sprnk">
<input type="number" class="compact-number under" name="attr_spell_rank" />
</div>
<div class="sprnkbns">
<input type="number" class="compact-number under" name="attr_spell_rank_bonus" readonly/>
</div>
<div class="spstat">
<input type="number" class="compact-number under" name="attr_spell_stat_bonus" readonly/>
</div>
<div class="spother">
<input type="number" class="compact-number under" name="attr_spell_other_bonus" />
</div>
<div class="sptotal">
<input type="number" class="compact-number under" name="attr_spell_total" readonly />
</div>
</div>
</fieldset>
</div>
<div class="row section">
<span class="subsection-label">Items</span>
<div class="two-column-right-wide">
<div class="colleftrw">
<span class="minor-label">Description</span>
</div>
<div class="colrightrw">
<span class="minor-label">Properties</span>
</div>
</div>
<fieldset class="repeating_magicitem">
<div class="two-column-right-wide">
<div class="colleftrw">
<input type="text" class="compact under text-full" name="attr_magic_item" />
</div>
<div class="colrightrw">
<input type="text" class="compact under text-full" name="attr_magic_item_properties" />
</div>
</div>
</fieldset>
</div>
</div>
<div class="sheet-section-posessions white"><!-- Start of posessions Tab -->
<!-- Stuff on the tab -->
<p>&nbsp;</p>
<span class="section-label">Posessions</span>
<div class="two-column">
<div class="colleft section">
<span class="subsection-label">Equipment</span>
<div class="two-column-left-wide">
<div class="colleftw">
<span class="minor-label">Description</span>
</div>
<div class="colrightw">
<div class="three-column">
<div class="tcleft">
<span class="minor-label">Carry</span>
</div>
<div class="tccenter">
<span class="minor-label">Qty</span>
</div>
<div class="tcright">
<span class="minor-label">Weight</span>
</div>
</div>
</div>
</div>
<fieldset class="repeating_equipment">
<div class="two-column-left-wide">
<div class="colleftw">
<input type="text" class="compact under text-full" name="attr_othertreasure_item" />
</div>
<div class="colrightw">
<div class="three-column">
<div class="tcleft">
<input type="checkbox" class="sheet-armor-switch" name="attr_equipment_equipped" value="1" />
</div>
<div class="tccenter">
<input type="number" class="compact-number under" name="attr_equipment_qty" value="1" />
</div>
<div class="tcright">
<input type="number" class="compact-number under" name="attr_equipment_weight" value="0" />
</div>
</div>
</div>
</div>
</fieldset>
</div>
<div class="colright section">
<span class="subsection-label">Treasure</span>
<div class="two-column">
<div class="colleft">
<div class="two-column">
<div class="colleft">
<span class="minor-label">PP</span>
<input type="number" class="compact-number under" name="attr_treasure_pp" />
</div>
<div class="colright">
<span class="minor-label">GP</span>
<input type="number" class="compact-number under" name="attr_treasure_gp" />
</div>
</div>
</div>
<div class="colright">
<div class="two-column">
<div class="colleft">
<span class="minor-label">SP</span>
<input type="number" class="compact-number under" name="attr_treasure_sp" />
</div>
<div class="colright">
<span class="minor-label">CP</span>
<input type="number" class="compact-number under" name="attr_treasure_cp" />
</div>
</div>
</div>
</div>
&nbsp;<br />
<span class="subsection-label">Other Valuables</span>
<div class="two-column-left-wide">
<div class="colleftw">
<span class="minor-label">Description</span>
</div>
<div class="colrightw">
<span class="minor-label">Value</span>
</div>
</div>
<fieldset class="repeating_othertreasure">
<div class="two-column-left-wide">
<div class="colleftw">
<input type="text" class="compact under text-full" name="attr_othertreasure_item" />
</div>
<div class="colrightw">
<input type="text" class="compact under text-full" name="attr_othertreasure_value" />
</div>
</div>
</fieldset>
</div>
</div>
</div>
<div class="sheet-section-notes white"><!-- Start of notes Tab -->
<p>&nbsp;</p>
<span class="section-label">Notes</span>
<div class="row section">
<fieldset class="repeating_adventurenotes">
<input type="text" class="compact under text-full" name="attr_adventure_note" />
</fieldset>
</div>
</div>
<div class="sheet-section-settings white">
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_mod_checked"/><span class="section-label">General Settings</span>
<div class="sheet-body">
This section is used to set options for your game.<br/>
<div>
<span class="minor-label">Version Support</span>
<input type="text" class="compact" name="attr_default_roll_template" value="C-COM-FW-BTV-S">
</div>
<div>&nbsp;</div>
<!--<div>
Alter the damage caps for your game. Lowering the damage caps makes the game less lethal.<br/>
<span class="minor-label">Miniscule Damage Cap</span>
<input type="number" class="compact-number underline" name="attr_miniscule_damage_cap" value="70"/>&nbsp;&nbsp;
<span class="minor-label">Tiny Damage Cap</span>
<input type="number" class="compact-number underline" name="attr_tiny_damage_cap" value="80"/>&nbsp;&nbsp;
<span class="minor-label">Small Damage Cap</span>
<input type="number" class="compact-number underline" name="attr_small_damage_cap" value="90"/>&nbsp;&nbsp;
<span class="minor-label">Medium Damage Cap</span>
<input type="number" class="compact-number underline" name="attr_medium_damage_cap" value="100"/>&nbsp;&nbsp;<br />
<span class="minor-label">Large Damage Cap</span>
<input type="number" class="compact-number underline" name="attr_large_damage_cap" value="110"/>&nbsp;&nbsp;
<span class="minor-label">Huge Damage Cap</span>
<input type="number" class="compact-number underline" name="attr_huge_damage_cap" value="120"/>&nbsp;&nbsp;
<span class="minor-label">Gigantic Damage Cap</span>
<input type="number" class="compact-number underline" name="attr_gigantic_damage_cap" value="130"/>&nbsp;&nbsp;
</div>-->
</div>
</div><br />
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_custom_race_checked"/><span class="section-label">Custom Race</span>
<div class="sheet-body">
<div>
Use this section to define a custom race that will be used when the race selected in the dropdown is 'custom'
<div>
<span class="minor-label">Race Name: </span>
<input type="text" class="compact" name="attr_custom_race_name"><br/>
<span class="minor-label">Demeanor: </span><br/>
<textarea class="profession" name="attr_custom_race_demeanor" ></textarea><br/>
<span class="minor-label">Appearance: </span><br/>
<textarea class="profession" name="attr_custom_race_appearance" ></textarea><br/>
<span class="minor-label">Lifespan: </span><br/>
<textarea class="lifespan" name="attr_custom_race_lifespan" ></textarea><br/>
<span class="minor-label">Culture: </span><br/>
<textarea class="lifespan" name="attr_custom_race_culture" ></textarea><br/>
<span class="minor-label">Special Abilities: </span><br/>
<span class="minor-label">Ability One Name: </span>
<input type="text" class="compact" name="attr_custom_race_ability_one_name"><br/>
<span class="minor-label">Ability One Description: </span><br/>
<textarea class="lifespan" name="attr_custom_race_ability_one_description"></textarea><br/>
<span class="minor-label">Ability Two Name: </span>
<input type="text" class="compact" name="attr_custom_race_ability_two_name"><br/>
<span class="minor-label">Ability Two Description: </span><br/>
<textarea class="lifespan" name="attr_custom_race_ability_two_description"></textarea><br/>
<span class="minor-label">Ability three Name: </span>
<input type="text" class="compact" name="attr_custom_race_ability_three_name"><br/>
<span class="minor-label">Ability Three Description: </span><br/>
<textarea class="lifespan" name="attr_custom_race_ability_three_description"></textarea><br/>
<span class="minor-label">Special: </span>
<input type="text" class="compact" name="attr_custom_race_special_name"><br/>
<span class="minor-label">Special Description: </span><br/>
<textarea class="lifespan" name="attr_custom_race_ability_special_description"></textarea><br/>
<span class="minor-label">Racial Stat Modifiers</span><br/>
<div class="three-column">
<div class="tcleft">
<div class="eight-column">
<div class="cone">
<span class="minor-label">St</span>
</div>
<div class="ctwo">
<span class="minor-label">Co</span>
</div>
<div class="cthree">
<span class="minor-label">Ag</span>
</div>
<div class="cfour">
<span class="minor-label">Qu</span>
</div>
<div class="cfive">
<span class="minor-label">SD</span>
</div>
<div class="csix">
<span class="minor-label">Re</span>
</div>
<div class="cseven">
<span class="minor-label">In</span>
</div>
<div class="ceight">
<span class="minor-label">Pr</span>
</div>
</div>
<div class="eight-column">
<div class="cone">
<input type="number" class="compact-number-skill under" name="attr_custom_race_st" />
</div>
<div class="ctwo">
<input type="number" class="compact-number-skill under" name="attr_custom_race_co" />
</div>
<div class="cthree">
<input type="number" class="compact-number-skill under" name="attr_custom_race_ag" />
</div>
<div class="cfour">
<input type="number" class="compact-number-skill under" name="attr_custom_race_qu" />
</div>
<div class="cfive">
<input type="number" class="compact-number-skill under" name="attr_custom_race_sd" />
</div>
<div class="csix">
<input type="number" class="compact-number-skill under" name="attr_custom_race_re" />
</div>
<div class="cseven">
<input type="number" class="compact-number-skill under" name="attr_custom_race_in" />
</div>
<div class="ceight">
<input type="number" class="compact-number-skill under" name="attr_custom_race_pr" />
</div>
</div>
</div>
<div class="tccenter">
<div class="two-column">
<div class="colleft">
<span class="minor-label">Endurance</span>
</div>
<div class="colright">
<span class="minor-label">PowerPoints</span>
</div>
</div>
<div class="two-column">
<div class="colleft">
<input type="number" class="compact-number-skill under" name="attr_custom_race_endurance" />
</div>
<div class="colright">
<input type="number" class="compact-number-skill under" name="attr_custom_race_power_points" />
</div>
</div>
</div>
<div class="tcright">
<div class="three-column">
<div class="tcleft">
<span class="minor-label">Stamina</span>
</div>
<div class="tccenter">
<span class="minor-label">Will</span>
</div>
<div class="tcright">
<span class="minor-label">Magic</span>
</div>
</div>
<div class="three-column">
<div class="tcleft">
<input type="number" class="compact-number-skill under" name="attr_custom_race_stamina" />
</div>
<div class="tccenter">
<input type="number" class="compact-number-skill under" name="attr_custom_race_will" />
</div>
<div class="tcright">
<input type="number" class="compact-number-skill under" name="attr_custom_race_magic" />
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div><br/>
<div>
<input type="checkbox" class="sheet-toggle-show" name="attr_custom_profession_checked"/><span class="section-label">Custom Profession</span>
<div class="sheet-body">
<div>
Use this section to define a custom profession that will be used when the profession selected in the dropdown is 'custom'
<div>
<span class="minor-label">Profession Name: </span>
<input type="text" class="compact" name="attr_custom_profession_name"><br/>
<span class="minor-label">Description: </span><br/>
<textarea class="profession" name="attr_custom_profession_description" ></textarea><br/>
<span class="minor-label">Favored Categories: </span><br/>
<span class="minor-label">Artistic: </span>
<input type="number" class="compact-number-skill under" name="attr_custom_profession_artistic_bonus" value="0" />
<span class="minor-label">Athletic: </span>
<input type="number" class="compact-number-skill under" name="attr_custom_profession_athletic_bonus" value="0" />
<span class="minor-label">Concentration: </span>
<input type="number" class="compact-number-skill under" name="attr_custom_profession_concentration_bonus" value="0" />
<span class="minor-label">Combat: </span>
<input type="number" class="compact-number-skill under" name="attr_custom_profession_combat_bonus" value="0" />
<span class="minor-label">General: </span>
<input type="number" class="compact-number-skill under" name="attr_custom_profession_general_bonus" value="0" />
<span class="minor-label">Influence: </span>
<input type="number" class="compact-number-skill under" name="attr_custom_profession_influence_bonus" value="0" />
<span class="minor-label">Mystical Arts: </span>
<input type="number" class="compact-number-skill under" name="attr_custom_profession_mystical_arts_bonus" value="0" />
<span class="minor-label">Outdoor: </span>
<input type="number" class="compact-number-skill under" name="attr_custom_profession_outdoor_bonus" value="0" />
<span class="minor-label">Physical: </span>
<input type="number" class="compact-number-skill under" name="attr_custom_profession_physical_bonus" value="0" />
<span class="minor-label">Subterfuge: </span>
<input type="number" class="compact-number-skill under" name="attr_custom_profession_subterfuge_bonus" value="0" /><br/>
<span class="minor-label">Key Stats: </span><input type="text" class="compact under text-full" name="attr_custom_profession_key_stats" /><br/>
<span class="minor-label">Professional Abilities: </span>
<textarea class="profession" name="attr_custom_profession_abilites" ></textarea><br/>
</div>
</div>
</div>
</div><br />
</div>
</div>
<rolltemplate class="sheet-rolltemplate-skill">
<div class="sheet-container sheet-{{color}}">
<div class="skill-title">{{name}}</div>
<div class="skill-header sheet-subtitle">
{{action}}
</div>
<div class="content">
{{#roll}}
<div class="display">
<em>Roll:</em> {{roll}}
</div>
{{/roll}}
{{#rollWasCrit() roll}}
<div class="display-minor">
<img src="https://raw.githubusercontent.com/imaginosmusic/Assets/AssetsMain/Images/crit.png" height="15" width="15"/>
Exploding Roll!
</div>
{{#rollTotal() all 1}}
<div class="display-minor">
All or Nothing Roll!
</div>
{{/rollTotal() all 1}}
{{#rollTotal() bns 1}}
<div class="display-minor">
Bonus Roll!
</div>
{{/rollTotal() bns 1}}
{{#rollTotal() cbt 1}}
<div class="display-minor">
Combat Roll!
</div>
{{/rollTotal() cbt 1}}
{{#rollTotal() per 1}}
<div class="display-minor">
Percent Roll!
</div>
{{/rollTotal() per 1}}
{{#rollTotal() res 1}}
<div class="display-minor">
RR Roll!
</div>
{{/rollTotal() res 1}}
{{#rollTotal() spc 1}}
<div class="display-minor">
Special Roll!
</div>
{{/rollTotal() spc 1}}
{{#rollTotal() var 1}}
<div class="display-minor">
Varies Roll!
</div>
{{/rollTotal() var 1}}
{{/rollWasCrit() roll}}
{{#^rollWasCrit() roll}}
{{#rollWasFumble() roll}}
<div class="fumble">
<img src="https://raw.githubusercontent.com/imaginosmusic/Assets/AssetsMain/Images/fumble1.png" height="15" width="15"/>
Fumble!
</div>
{{/rollWasFumble() roll}}
{{#^rollWasFumble() roll}}
{{#rollWasCrit() roll}}
<div class="display-minor">
Exploding Roll!
</div>
{{/rollWasCrit() roll}}
{{#rollTotal() all 1}}
<div class="display-minor">
All or Nothing Roll!
</div>
{{/rollTotal() all 1}}
{{#rollTotal() bns 1}}
<div class="display-minor">
Bonus Roll!
</div>
{{/rollTotal() bns 1}}
{{#rollTotal() cbt 1}}
<div class="display-minor">
Combat Roll!
</div>
{{/rollTotal() cbt 1}}
{{#rollTotal() per 1}}
<div class="display-minor">
Percent Roll!
</div>
{{/rollTotal() per 1}}
{{#rollTotal() res 1}}
<div class="display-minor">
RR Roll!
</div>
{{/rollTotal() res 1}}
{{#rollTotal() spc 1}}
<div class="display-minor">
Special Roll!
</div>
{{/rollTotal() spc 1}}
{{#rollTotal() var 1}}
<div class="display-minor">
Varies Roll!
</div>
{{/rollTotal() var 1}}
{{/^rollWasFumble() roll}}
{{/^rollWasCrit() roll}}
{{#description}}
<div class="display-minor">
<em>{{description}}</em>
</div>
{{/description}}
{{#unskilled}}
<div class="info-tag">
<em>{{name}} is unskilled at {{action}}</em>
</div>
{{/unskilled}}
{{#allprops() name action roll fumble all bns cbt per res spc var color description unskilled damagetype hitlocation hidden}}
<div class="info-tag">
{{key}}: {{value}}
</div>
{{/allprops() name action roll fumble all bns cbt per res spc var color description unskilled damagetype hitlocation hidden}}
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-mod">
<div class="sheet-container sheet-{{color}}">
<div class="mod-title">{{name}}</div>
<div class="mod-header sheet-subtitle">
{{#targetname}}Attacks {{targetname}} with {{/targetname}}{{action}}
</div>
<div class="content">
{{#roll}}
<div class="display">
<em>Roll:</em> {{roll}}
</div>
{{/roll}}
{{#rollWasCrit() roll}}
<div class="display-minor">
<img src="https://raw.githubusercontent.com/imaginosmusic/Assets/AssetsMain/Images/crit.png" height="15" width="15"/>
Exploding Roll!
</div>
{{#rollTotal() all 1}}
<div class="display-minor">
[All or Nothing Roll!](!&#13;!HARPSkill roll={{roll}} resolution=all)
</div>
{{/rollTotal() all 1}}
{{#rollTotal() bns 1}}
<div class="display-minor">
[Bonus Roll!](!&#13;!HARPSkill roll={{roll}} resolution=bns)
</div>
{{/rollTotal() bns 1}}
{{#rollTotal() cbt 1}}
<div class="display-minor">
[{{damagetype}}!](!&#13;!HARPSkill roll={{roll}} resolution=cbt damage={{damagetype}} location={{hitlocation}} sizemod={{sizemod}} crit=1 miniscule={{miniscule}} tiny={{tiny}} small={{small}} medium={{medium}} large={{large}} huge={{huge}} gigantic={{gigantic}})
</div>
{{/rollTotal() cbt 1}}
{{#rollTotal() per 1}}
<div class="display-minor">
[Percent Roll!](!&#13;!HARPSkill roll={{roll}} resolution=per)
</div>
{{/rollTotal() per 1}}
{{#rollTotal() res 1}}
<div class="display-minor">
[RR Roll!](!&#13;!HARPSkill roll={{roll}} resolution=rr)
</div>
{{/rollTotal() res 1}}
{{#rollTotal() spc 1}}
<div class="display-minor">
[Special Roll!](!&#13;!HARPSkill roll={{roll}} resolution=spc)
</div>
{{/rollTotal() spc 1}}
{{#rollTotal() var 1}}
<div class="display-minor">
[Varies Roll!](!&#13;!HARPSkill roll={{roll}} resolution=var)
</div>
{{/rollTotal() var 1}}
{{#rollTotal() util 1}}
<div class="display-minor">
[Utility Spell!](!&#13;!HARPSkill roll={{roll}} resolution=util)
</div>
{{/rollTotal() util 1}}
{{/rollWasCrit() roll}}
{{#^rollWasCrit() roll}}
{{#rollWasFumble() roll}}
<div class="fumble">
<img src="https://raw.githubusercontent.com/imaginosmusic/Assets/AssetsMain/Images/fumble1.png" height="15" width="15"/>
[Fumble!](!&#13;!HARPSkill roll={{hidden}} resolution=fumble)
</div>
{{/rollWasFumble() roll}}
{{#^rollWasFumble() roll}}
{{#rollWasCrit() roll}}
<div class="display-minor">
Exploding Roll!
</div>
{{/rollWasCrit() roll}}
{{#rollTotal() all 1}}
<div class="display-minor">
<span class="sheet-{{color}}">[All or Nothing Roll!](!&#13;!HARPSkill roll={{roll}} resolution=all)</span>
</div>
{{/rollTotal() all 1}}
{{#rollTotal() bns 1}}
<div class="display-minor">
[Bonus Roll!](!&#13;!HARPSkill roll={{roll}} resolution=bns)
</div>
{{/rollTotal() bns 1}}
{{#rollTotal() cbt 1}}
<div class="display-minor">
[{{damagetype}}!](!&#13;!HARPSkill roll={{roll}} resolution=cbt damage={{damagetype}} location={{hitlocation}} sizemod={{sizemod}} crit=0 miniscule={{miniscule}} tiny={{tiny}} small={{small}} medium={{medium}} large={{large}} huge={{huge}} gigantic={{gigantic}})
</div>
{{/rollTotal() cbt 1}}
{{#rollTotal() per 1}}
<div class="display-minor">
[Percent Roll!](!&#13;!HARPSkill roll={{roll}} resolution=per)
</div>
{{/rollTotal() per 1}}
{{#rollTotal() res 1}}
<div class="display-minor">
[RR Roll!](!&#13;!HARPSkill roll={{roll}} resolution=rr)
</div>
{{/rollTotal() res 1}}
{{#rollTotal() spc 1}}
<div class="display-minor">
[Special Roll!](!&#13;!HARPSkill roll={{roll}} resolution=spc)
</div>
{{/rollTotal() spc 1}}
{{#rollTotal() var 1}}
<div class="display-minor">
[Varies Roll!](!&#13;!HARPSkill roll={{roll}} resolution=var)
</div>
{{/rollTotal() var 1}}
{{#rollTotal() util 1}}
<div class="display-minor">
[Utility Spell!](!&#13;!HARPSkill roll={{roll}} resolution=util)
</div>
{{/rollTotal() util 1}}
{{/^rollWasFumble() roll}}
{{/^rollWasCrit() roll}}
{{#description}}
<div class="display-minor">
<em>{{description}}</em>
</div>
{{/description}}
{{#unskilled}}
<div class="info-tag">
<em>{{name}} is unskilled at {{action}}</em>
</div>
{{/unskilled}}
{{#allprops() name action roll fumble all bns cbt per res spc var color description unskilled hitlocation damagetype rtype util sizemod hidden miniscule tiny small medium large huge gigantic targetname}}
<div class="info-tag">
{{key}}: {{value}}
</div>
{{/allprops() name action roll fumble all bns cbt per res spc var color description unskilled hitlocation damagetype rtype util sizemod hidden miniscule tiny small medium large huge gigantic targetname}}
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-info">
<div class="sheet-container sheet-{{color}}">
{{#name}}
<div class="info-title">{{name}}</div>
{{/name}}
<div class="content">
{{#title}}
<div class="sheet-subtitle">
{{title}}
</div>
{{/title}}
{{#info}}
<div class="display-minor">
<em>{{info}}</em>
</div>
{{/info}}
{{#allprops() name title info color}}
<div class="display-props">
<div>{{key}} - {{value}}</div>
</div>
{{/allprops() name title info color}}
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-range">
<div class="sheet-container sheet-{{color}}">
{{#weapon}}
<div class="range-title">{{weapon}}</div>
{{/weapon}}
<div class="content">
<table>
<tr>
<td>
<span class="range-hdr">Inc.</span>
</td>
<td>
<span class="range-hdr">&nbsp;Range (ft.)&nbsp;</span>
</td>
<td>
<span class="range-hdr">&nbsp;Modifier&nbsp;</span>
</td>
</tr>
<tr>
<td>
<div class="range-display smoke">PB</div>
</td>
<td>
<div class="range-display smoke">{{pbrange}}</div>
</td>
<td>
<div class="range-display smoke">{{pbmod}}</div>
</td>
</tr>
<tr>
<td>
<div class="range-display">RI 1</div>
</td>
<td>
<div class="range-display">{{ri0range}}</div>
</td>
<td>
<div class="range-display">{{ri0mod}}</div>
</td>
</tr>
<tr>
<td>
<div class="range-display">RI 2</div>
</td>
<td>
<div class="range-display">{{ri1range}}</div>
</td>
<td>
<div class="range-display">{{ri1mod}}</div>
</td>
</tr>
<tr>
<td>
<div class="range-display">RI 3</div>
</td>
<td>
<div class="range-display">{{ri2range}}</div>
</td>
<td>
<div class="range-display">{{ri2mod}}</div>
</td>
</tr>
<tr>
<td>
<div class="range-display">RI 4</div>
</td>
<td>
<div class="range-display">{{ri3range}}</div>
</td>
<td>
<div class="range-display">{{ri3mod}}</div>
</td>
</tr>
<tr>
<td>
<div class="range-display">RI 5</div>
</td>
<td>
<div class="range-display">{{ri4range}}</div>
</td>
<td>
<div class="range-display">{{ri4mod}}</div>
</td>
</tr>
<tr>
<td>
<div class="range-display">RI 6</div>
</td>
<td>
<div class="range-display">{{ri5range}}</div>
</td>
<td>
<div class="range-display">{{ri5mod}}</div>
</td>
</tr>
<tr>
<td>
<div class="range-display">RI 7</div>
</td>
<td>
<div class="range-display">{{ri6range}}</div>
</td>
<td>
<div class="range-display">{{ri6mod}}</div>
</td>
</tr>
<tr>
<td>
<div class="range-display">RI 8</div>
</td>
<td>
<div class="range-display">{{ri7range}}</div>
</td>
<td>
<div class="range-display">{{ri7mod}}</div>
</td>
</tr>
</table>
</div>
</div>
</rolltemplate>
<script type="text/worker">
function GetStatBonus(inum){
var modifier = 0;
switch(inum){
case 1:
case 2:
case 3:
case 4:
case 5:
modifier = -18;
break;
case 6:
case 7:
case 8:
case 9:
case 10:
modifier = -16;
break;
case 11:
case 12:
case 13:
case 14:
case 15:
modifier = -14;
break;
case 16:
case 17:
case 18:
case 19:
case 20:
modifier = -12;
break;
case 21:
case 22:
case 23:
case 24:
case 25:
modifier = -10;
break;
case 26:
case 27:
case 28:
case 29:
case 30:
modifier = -8;
break;
case 31:
case 32:
case 33:
case 34:
case 35:
modifier = -6;
break;
case 36:
case 37:
case 38:
case 39:
case 40:
modifier = -4;
break;
case 41:
case 42:
case 43:
case 44:
case 45:
modifier = -2;
break;
case 46:
case 47:
case 48:
case 49:
case 50:
modifier = 0;
break;
case 51:
case 52:
case 53:
case 54:
case 55:
modifier = 1;
break;
case 56:
case 57:
case 58:
case 59:
case 60:
modifier = 2;
break;
case 61:
case 62:
case 63:
case 64:
case 65:
modifier = 3;
break;
case 66:
case 67:
case 68:
case 69:
case 70:
modifier = 4;
break;
case 71:
case 72:
case 73:
case 74:
case 75:
modifier = 5;
break;
case 76:
case 77:
case 78:
case 79:
case 80:
modifier = 6;
break;
case 81:
case 82:
case 83:
case 84:
case 85:
modifier = 7;
break;
case 86:
case 87:
case 88:
case 89:
case 90:
modifier = 8;
break;
case 91:
case 92:
case 93:
case 94:
case 95:
modifier = 9;
break;
case 96:
case 97:
case 98:
case 99:
case 100:
modifier = 10;
break;
case 101:
modifier = 11;
break;
case 102:
modifier = 12;
break;
case 103:
modifier = 13;
break;
case 104:
modifier = 14;
break;
case 105:
modifier = 15;
break;
}
return modifier;
};
on("change:heightfeet change:heightinches change:bmr_quickness_bonus change:bmr_other sheet:opened", function() {
getAttrs(["heightfeet", "heightinches", "bmr_quickness_bonus", "bmr_other" ], function(values) {
var ifeet = parseInt(values.heightfeet)||0;
var iinches = parseInt(values.heightinches)||0;
var iquickness = parseInt(values.bmr_quickness_bonus)||0;
var iother = parseInt(values.bmr_other)||0;
var irun = 0;
var ifastrun = 0;
var isprint = 0;
var idash = 0;
var ibase = 6;
console.log("BMR Logging");
switch(ifeet){
case 1:
ibase = 2;
break;
case 2:
if(iinches < 4){
ibase = 2;
}
else{
if(iinches < 10){
ibase = 3;
}
else{
ibase = 4;
}
}
break;
case 3:
if(iinches < 4){
ibase = 4;
}
else{
if(iinches < 10){
ibase = 5;
}
else{
ibase = 6;
}
}
break;
case 4:
if(iinches < 4){
ibase = 6;
}
else{
if(iinches < 10){
ibase = 7;
}
else{
ibase = 8;
}
}
break;
case 5:
if(iinches < 4){
ibase = 8;
}
else{
if(iinches < 10){
ibase = 9;
}
else{
ibase = 10;
}
}
break;
case 6:
if(iinches < 4){
ibase = 10;
}
else{
if(iinches < 10){
ibase = 11;
}
else{
ibase = 12;
}
}
break;
case 7:
if(iinches < 4){
ibase = 12;
}
else{
if(iinches < 10){
ibase = 13;
}
else{
ibase = 14;
}
}
break;
case 8:
if(iinches < 4){
ibase = 14;
}
else{
if(iinches < 10){
ibase = 15;
}
else{
ibase = 16;
}
}
break;
case 9:
if(iinches < 4){
ibase = 16;
}
else{
if(iinches < 10){
ibase = 17;
}
else{
ibase = 18;
}
}
break;
case 10:
if(iinches < 4){
ibase = 18;
}
else{
if(iinches < 10){
ibase = 19;
}
else{
ibase = 20;
}
}
break;
case 11:
if(iinches < 4){
ibase = 20;
}
else{
if(iinches < 10){
ibase = 21;
}
else{
ibase = 22;
}
}
break;
case 12:
if(iinches < 4){
ibase = 22;
}
else{
if(iinches < 10){
ibase = 23;
}
else{
ibase = 24;
}
}
break;
}
var itotal = ibase + iquickness + iother;
var irun = itotal * 2;
var ifastrun = itotal * 3;
var isprint = itotal * 4;
var idash = itotal * 5;
setAttrs({
bmr_base: ibase,
bmr_total: itotal,
bmr_run: irun,
bmr_fastrun: ifastrun,
bmr_sprint: isprint,
bmr_dash: idash
});
});
});
on("change:strength change:strength_race change:strength_other sheet:opened", function() {
getAttrs(["strength", "strength_race", "strength_other"], function(values) {
var modifier = 0;
var inum = parseInt(values.strength)||0;
var irace = parseInt(values.strength_race)||0;
var iother = parseInt(values.strength_other)||0;
console.log("Stat Modifiers");
modifier = GetStatBonus(inum);
var itotal = modifier + irace + iother
var non = 30 + itotal;
var light = 30 + non + itotal;
var medium = 30 + light + itotal;
var heavy = 30 + medium + itotal;
setAttrs({
strength_bonus: modifier,
strength_total: itotal,
encumbrance_non: non,
encumbrance_light: light,
encumbrance_medium: medium,
encumbrance_heavy: heavy
});
});
});
on("change:constitution change:constitution_race change:constitution_other sheet:opened", function() {
getAttrs(["constitution", "constitution_other", "constitution_race"], function(values) {
var modifier = 0;
var inum = parseInt(values.constitution)||0;
var irace = parseInt(values.constitution_race)||0;
var iother = parseInt(values.constitution_other)||0;
modifier = GetStatBonus(inum);
var itotal = modifier + irace + iother
setAttrs({
constitution_bonus: modifier,
constitution_total: itotal
});
});
});
on("change:agility change:agility_race change:agility_other sheet:opened", function() {
getAttrs(["agility", "agility_race", "agility_other" ], function(values) {
var inum = parseInt(values.agility)||0;
var irace = parseInt(values.agility_race)||0;
var iother = parseInt(values.agility_other)||0;
var modifier = 0;
modifier = GetStatBonus(inum);
var itotal = modifier + irace + iother
setAttrs({
agility_bonus: modifier,
agility_total: itotal
});
});
});
on("change:quickness change:quickness_race change:quickness_other sheet:opened change:insight_total change:initiative_magic change:initiative_other", function() {
getAttrs(["quickness", "quickness_race", "quickness_other","quickness_total","insight_total", "initiative_magic", "initiative_other" ], function(values) {
var inum = parseInt(values.quickness)||0;
var irace = parseInt(values.quickness_race)||0;
var iother = parseInt(values.quickness_other)||0;
var iquittl = parseInt(values.quickness_total)||0;
var iinsttl = parseInt(values.insight_total)||0;
var iinitmgc = parseInt(values.initiative_magic)||0;
var iinitothr = parseInt(values.initiative_other)||0;
var modifier = 0;
modifier = GetStatBonus(inum);
var ibmrcheck = inum;
var ibmr = 0;
switch(ibmrcheck){
case 1:
ibmr = -5;
break;
case 2:
ibmr = -4;
break;
case 3:
case 4:
ibmr = -3;
break;
case 5:
case 6:
case 7:
case 8:
case 9:
ibmr = -2;
break;
case 10:
case 11:
case 12:
case 13:
case 14:
case 15:
case 16:
case 17:
case 18:
case 19:
case 20:
case 21:
case 22:
case 23:
case 24:
ibmr = -1;
break;
case 25:
case 26:
case 27:
case 28:
case 29:
case 30:
case 31:
case 32:
case 33:
case 34:
case 35:
case 36:
case 37:
case 38:
case 39:
case 40:
case 41:
case 42:
case 43:
case 44:
case 45:
case 46:
case 47:
case 48:
case 49:
case 50:
case 51:
case 52:
case 53:
case 54:
case 55:
case 56:
case 57:
case 58:
case 59:
case 60:
case 61:
case 62:
case 63:
case 64:
case 65:
case 66:
case 67:
case 68:
case 69:
case 70:
case 71:
case 72:
case 73:
case 74:
ibmr = 0;
break;
case 75:
case 76:
case 77:
case 78:
case 79:
case 80:
case 81:
case 82:
case 83:
case 84:
case 85:
case 86:
case 87:
case 88:
case 89:
ibmr = 1;
break;
case 90:
case 91:
case 92:
case 93:
case 94:
ibmr = 2;
break;
case 95:
case 96:
case 97:
ibmr = 3;
break;
case 98:
case 99:
ibmr = 4;
break;
case 100:
ibmr = 5;
break;
case 101:
ibmr = 6;
break;
case 102:
case 103:
case 104:
case 105:
ibmr = 7;
break;
}
// calc initiative fields
var itotal = modifier + irace + iother;
var initsts = iquittl + iinsttl;
var initttl = initsts + iinitmgc + iinitothr;
var dbstats = itotal * 2;
setAttrs({
quickness_bonus: modifier,
quickness_total: itotal,
bmr_quickness_bonus: ibmr,
initiative_stats: initsts,
initiative_total: initttl,
db_stats: dbstats
});
});
});
on("change:self_discipline change:self_discipline_race change:self_discipline_other sheet:opened", function() {
getAttrs(["self_discipline", "self_discipline_race", "self_discipline_other" ], function(values) {
var inum = parseInt(values.self_discipline)||0;
var irace = parseInt(values.self_discipline_race)||0;
var iother = parseInt(values.self_discipline_other)||0;
var modifier = 0;
modifier = GetStatBonus(inum);
var itotal = modifier + irace + iother
setAttrs({
self_discipline_bonus: modifier,
self_discipline_total: itotal
});
});
});
on("change:reasoning change:reasoning_race change:reasoning_other sheet:opened", function() {
getAttrs(["reasoning", "reasoning_race", "reasoning_other" ], function(values) {
var inum = parseInt(values.reasoning)||0;
var irace = parseInt(values.reasoning_race)||0;
var iother = parseInt(values.reasoning_other)||0;
var modifier = 0;
modifier = GetStatBonus(inum);
var itotal = modifier + irace + iother
setAttrs({
reasoning_bonus: modifier,
reasoning_total: itotal
});
});
});
on("change:repeating_race:blood", function() {
log("Inside Blood Change Code");
getSectionIDs("repeating_race", function(idarray) {
var fullcount = 0;
var greatercount = 0;
var lessercount = 0;
setAttrs({
full_count: fullcount,
greater_count: greatercount,
lesser_count: lessercount
});
_.each(idarray, function(currentid,i){
getAttrs(["repeating_race_" + currentid + "_blood"],function(values){
var blood = values["repeating_race_" + currentid + "_blood"];
log("Blood: " + blood);
if(blood == "" || blood == "full"){
fullcount++;
setAttrs({
full_count: fullcount
});
}
if(blood == "grea"){
greatercount++;
setAttrs({
greater_count: greatercount
});
}
if(blood == "less"){
lessercount++;
setAttrs({
lesser_count: lessercount
});
}
});
});
});
});
on("change:full_count change:greater_count change:lesser_count", function() {
log("Made it to the change in accumulator change");
getAttrs(["full_count","greater_count","lesser_count"],function(values){
var full = values.full_count;
var greater = values.greater_count;
var lesser = values.lesser_count;
var valid = 0;
log(" Accumulator --- Full: " + full + " Greater: " + greater + " Lesser: " + lesser);
if(full == 1){
if(greater <= 1 && lesser == 0){
valid = 1;
}
if(greater == 0 && lesser <=2){
valid = 1;
}
}
var message = ""
if(valid == 0){
message = "You must choose one full race. You may choose one full and one greater blood talent. You may choose one full and up to two lesser blood talents."
}
setAttrs({race_invalid: message});
});
});
on("change:insight change:insight_race change:insight_other sheet:opened", function() {
getAttrs(["insight", "insight_race", "insight_other" ], function(values) {
var inum = parseInt(values.insight)||0;
var irace = parseInt(values.insight_race)||0;
var iother = parseInt(values.insight_other)||0;
var modifier = 0;
modifier = GetStatBonus(inum);
var itotal = modifier + irace + iother
setAttrs({
insight_bonus: modifier,
insight_total: itotal
});
});
});
on("change:presence change:presence_race change:presence_other sheet:opened", function() {
getAttrs(["presence", "presence_race", "presence_other" ], function(values) {
var inum = parseInt(values.presence)||0;
var irace = parseInt(values.presence_race)||0;
var iother = parseInt(values.presence_other)||0;
var modifier = 0;
modifier = GetStatBonus(inum);
var itotal = modifier + irace + iother
setAttrs({
presence_bonus: modifier,
presence_total: itotal
});
});
});
on("change:repeating_race:race change:repeating_race:blood ", function(eventInfo) {
log("Repeating race Event Info, Attribute: " + eventInfo.sourceAttribute + " Old Value: " + eventInfo.previousValue + " New Value: " + eventInfo.newValue );
getAttrs(["repeating_race_race","repeating_race_blood","race_count"], function(values) {
var srace = values.repeating_race_race;
var blood = values.repeating_race_blood;
var racecount = parseInt(values.race_count)||0;
var info = eventInfo.sourceAttribute;
var newval = eventInfo.newValue;
var oldval = eventInfo.previousValue;
var newrecord = 0;
if(newval == oldval){
newrecord = 1;
}
if(newrecord){
log("----- New Record -----");
if(racecount == 0){
log("First Race: set to primary if there is a race");
if(srace != ""){
log("Update the blood to primary");
blood = "full";
}
else{
return;
}
}
UpdateRaceCount();
setAttrs({
repeating_race_blood: blood
});
}
if(srace != "" && blood != ""){
if(blood == "full"){
ProcessPrimaryBlood(srace);
}
if(blood == "grea"){
ProcessGreaterBlood(srace);
}
if(blood == "less"){
ProcessLesserBlood(srace);
}
}
});
});
function ProcessPrimaryBlood(inputRace){
var st = 0;
var co = 0;
var ag = 0;
var qu = 0 ;
var sd = 0;
var re = 0;
var ins = 0;
var pr = 0;
var end = 0;
var pp = 0;
var stm = 0;
var will = 0;
var mgc = 0;
var special = "";
var racetalent1 = "";
var racetalent2 = "";
var racetalent3 = "";
switch(inputRace)
{
case "Custom":
getAttrs(["custom_race_st","custom_race_co","custom_race_ag","custom_race_qu","custom_race_sd"
,"custom_race_re","custom_race_in","custom_race_pr","custom_race_ability_one_name","custom_race_ability_two_name"
,"custom_race_ability_three_name","custom_race_special_name","custom_race_endurance","custom_race_power_points"
,"custom_race_stamina","custom_race_will","custom_race_magic","custom_race_name"],function(values){
st = parseInt(values.custom_race_st)||0;
co = parseInt(values.custom_race_co)||0;
ag = parseInt(values.custom_race_ag)||0;
qu = parseInt(values.custom_race_qu)||0;
sd = parseInt(values.custom_race_sd)||0;
re = parseInt(values.custom_race_re)||0;
ins = parseInt(values.custom_race_in)||0;
pr = parseInt(values.custom_race_pr)||0;
pp = parseInt(values.custom_race_power_points)||0;
end = parseInt(values.custom_race_endurance)||0;
stm = parseInt(values.custom_race_stamina)||0;
will = parseInt(values.custom_race_will)||0;
mgc = parseInt(values.custom_race_magic)||0;
racetalent1 = values.custom_race_ability_one_name;
racetalent2 = values.custom_race_ability_two_name;
racetalent3 = values.custom_race_ability_three_name;
special = values.custom_race_special_name;
var name = values.custom_race_name;
log("CASE-Custom: " + racetalent1);
setAttrs({
strength_race: st,
constitution_race: co,
agility_race: ag,
quickness_race: qu,
self_discipline_race: sd,
reasoning_race: re,
insight_race: ins,
presence_race: pr,
endurance_race: end,
ppdevelopment_race: pp,
stamina_race: stm,
will_race: will,
magic_race: mgc,
power_point_development_other_bonus: pp,
endurance_other_bonus: end,
stamina_other_bonus: stm,
will_other_bonus: will,
magic_other_bonus: mgc,
repeating_race_race_ability_one: racetalent1,
repeating_race_race_ability_two: racetalent2,
repeating_race_race_ability_three: racetalent3,
repeating_race_race_special: special,
repeating_race_race_name: " - " + name
});
return;
});
break;
case "Amarvish":
st = 3;
co = 4;
qu = 3;
pr = 1;
end = 35;
pp = 25;
stm = 20;
will = 5;
mgc = 5;
racetalent1 = "Blazing Speed";
racetalent2 = "Hardiness";
racetalent3 = "Natural Weapon";
special = "";
break;
case "Bentaxa":
st = 1;
co = 2;
ag = 2;
sd = 2;
re = 1;
pr = 3;
end = 25;
pp = 35;
stm = 5;
will = 15;
mgc = 10;
racetalent1 = "Bonius Skill Ranks";
racetalent2 = "Imbued with element";
racetalent3 = "Tough Hide";
special = "";
break;
case "Faleeka":
st = 0;
co = 0;
ag = 3;
qu = 3 ;
sd = 1;
re = 0;
ins = 3;
pr = 1;
end = 20;
pp = 40;
stm = 5;
will = 10;
mgc = 15;
racetalent1 = "Flight";
racetalent2 = "Multiple/Peripheral eyes (minor)";
racetalent3 = "Natural weapon: Beak/Claws";
special = "Hollow Bones";
break;
case "Gordaz":
st = 1;
co = 2;
ag = 4;
qu = 4 ;
sd = 0;
re = 0;
ins = 0;
pr = 0;
end = 35;
pp = 25;
stm = 15;
will = 5;
mgc = 10;
racetalent1 = "Superior Blazing Speed";
racetalent2 = "Wildly Nimble";
racetalent3 = "Dark Vision (Lesser)";
special = "";
break;
case "Hehn":
st = 4;
co = 4;
ag = 1;
qu = 2 ;
sd = 0;
re = 0;
ins = 0;
pr = 0;
end = 40;
pp = 20;
stm = 15;
will = 10;
mgc = 5;
racetalent1 = "Dense Musculature";
racetalent2 = "Enhanced Senses";
racetalent3 = "Portage SKills";
special = "";
break;
case "Kenra":
st = 2;
co = 0;
ag = 3;
qu = 3 ;
sd = 0;
re = 0;
ins = 2;
pr = 1;
end = 35;
pp = 25;
stm = 10;
will = 10;
mgc = 10;
racetalent1 = "Natural Weapon: Claws";
racetalent2 = "Shrewdness";
racetalent3 = "Night Vision";
special = "";
break;
case "Menomonee":
st = 0;
co = 2;
ag = 2;
qu = 2 ;
sd = 0;
re = 1;
ins = 2;
pr = 2;
end = 25;
pp = 35;
stm = 10;
will = 5;
mgc = 15;
racetalent1 = "Amphibious Action";
racetalent2 = "Enhanced Amphibious Senses";
racetalent3 = "Gills";
special = "";
break;
case "Navrothor":
st = 4;
co = 4;
ag = 0;
qu = 0 ;
sd = 0;
re = 0;
ins = 0;
pr = 1;
end = 45;
pp = 15;
stm = 20;
will = 5;
mgc = 5;
racetalent1 = "Cold Resistance (Minor)";
racetalent2 = "Exceptionally Dense Musculature";
racetalent3 = "Tough Hide (Lesser)";
special = "";
break;
case "Queequayth":
st = 0;
co = 0;
ag = 0;
qu = 0 ;
sd = 0;
re = 0;
ins = 0;
pr = 0;
end = 30;
pp = 30;
stm = 10;
will = 10;
mgc = 10;
racetalent1 = "Bonus Skill Ranks";
racetalent2 = "Danger Sense";
racetalent3 = "Skill Specialization";
special = "Queequayth gets 8 bonus points to divide among stat bonuses. No stat may recieve higher than +3";
break;
case "Tomalak":
st = 0;
co = 0;
ag = 2;
qu = 3 ;
sd = 0;
re = 0;
ins = 3;
pr = 3;
end = 30;
pp = 30;
stm = 5;
will = 15;
mgc = 10;
racetalent1 = "Blazing Speed";
racetalent2 = "Enhanced Scent";
racetalent3 = "Gregariousness";
special = "";
break;
case "Vengha":
st = 2;
co = 4;
ag = 0;
qu = 0 ;
sd = 4;
re = 1;
ins = 0;
pr = 0;
end = 40;
pp = 20;
stm = 10;
will = 15;
mgc = 5;
racetalent1 = "Dark Vision (Greater)";
racetalent2 = "Enhanced Senses";
racetalent3 = "Tough Hide (Lesser)";
special = "";
break;
case "Centaur":
st = 4;
co = 4;
ag = 1;
qu = 2;
sd = 0;
re = 0;
ins = 0;
pr = 0;
end = 40;
pp = 20;
stm = 15;
will = 10;
mgc = 5;
special = "Fighter Bonus Missile, Shield Training";
racetalent1 = "Lightning Reflexes";
racetalent2 = "Natural Weapon: Hooves";
racetalent3 = "Sureshot";
break;
case "Dwarf":
st = 2;
co = 5;
ag = -1;
qu = -1 ;
sd = 4;
re = 0;
ins = 0;
pr = 0;
end = 50;
pp = 10;
stm = 20;
will = 10;
mgc = 0;
special = "";
racetalent1 = "Dark Vision (Greater)";
racetalent2 = "Dense Musculature";
racetalent3 = "Stone Sense";
break;
case "Elf":
st = 0;
co = 0;
ag = 1;
qu = 3 ;
sd = 0;
re = 1;
ins = 2;
pr = 4;
end = 20;
pp = 40;
stm = 5;
will = 5;
mgc = 20;
racetalent1 = "Enhanced Senses";
racetalent2 = "Quiet Stride";
racetalent3 = "Night Vision";
special = "";
break;
case "Gnome":
st = 0;
co = 2;
ag = 2;
qu = 2 ;
sd = 0;
re = 2;
ins = 0;
pr = 3;
end = 25;
pp = 35;
stm = 10;
will = 5;
mgc = 15;
racetalent1 = "Dark Vision (Lesser)";
racetalent2 = "Natural Camouflage";
racetalent3 = "Sense Magic";
special = "";
break;
case "Gryx":
st = 4;
co = 3;
ag = 0;
qu = 0 ;
sd = 2;
re = 0;
ins = 0;
pr = 0;
end = 45;
pp = 15;
stm = 20;
will = 5;
mgc = 5;
racetalent1 = "Lightning Reflexes";
racetalent2 = "Dense Musculature";
racetalent3 = "Night Vision";
special = "";
break;
case "Goblin":
st = 3;
co = 3;
ag = 3;
qu = 2 ;
sd = 0;
re = 0;
ins = 0;
pr = 0;
end = 30;
pp = 30;
stm = 10;
will = 10;
mgc = 10;
racetalent1 = "Agile Defense";
racetalent2 = "Lightning Reflexes";
racetalent3 = "Night Vision";
special = "Fighter Bonus Melee, Shield Training, Speed Loader";
break;
case "Halfling":
st = -2;
co = 4;
ag = 4;
qu = 4 ;
sd = 0;
re = 0;
ins = 0;
pr = 0;
end = 35;
pp = 25;
stm = 15;
will = 15;
mgc = 0;
racetalent1 = "Blazing Speed";
racetalent2 = "Extremely Nimble";
racetalent3 = "Heat/Cold Resistance (Minor)";
special = "";
break;
case "Hobgoblin":
st = 4;
co = 3;
ag = 2;
qu = 3 ;
sd = 0;
re = 0;
ins = 0;
pr = 0;
end = 45;
pp = 15;
stm = 20;
will = 5;
mgc = 5;
racetalent1 = "Assassin Training";
racetalent2 = "Lightning Reflexes";
racetalent3 = "Shield Training";
special = "Fighter bonus melee";
break;
case "Human":
st = 0;
co = 0;
ag = 0;
qu = 0 ;
sd = 0;
re = 0;
ins = 0;
pr = 0;
end = 30;
pp = 30;
stm = 10;
will = 10;
mgc = 10;
racetalent1 = "Bonus Skill Ranks";
racetalent2 = "Skill Specialization";
racetalent3 = "Profession Adaptability";
special = "Humans get 8 stat bonus points to distribute as desired. No stat may receive greater than +3.";
break;
case "Kobold":
st = 0;
co = 2;
ag = 3;
qu = 3;
sd = 1;
re = 0;
ins = 2;
pr = 0;
end = 30;
pp = 30;
stm = 15;
will = 10;
mgc = 5;
racetalent1 = "Assassin Training";
racetalent2 = "Lightning Reflexes";
racetalent3 = "Shield Training";
special = "Fighter bonus melee";
break;
case "Lizardmen":
st = 4;
co = 3;
ag = 0;
qu = 0;
sd = 2;
re = 0;
ins = 2;
pr = 0;
end = 40;
pp = 20;
stm = 20;
will = 5;
mgc = 5;
racetalent1 = "Natural Weapon: Claws/Tail";
racetalent2 = "Lightning Reflexes";
racetalent3 = "Shield Training";
special = "Fighter bonus melee";
break;
case "Ogre":
st = 14;
co = 8;
ag = -3;
qu = -3 ;
sd = -3;
re = -2;
ins = -2;
pr = 0;
end = 60;
pp = 0;
stm = 30;
will = 0;
mgc = 0;
racetalent1 = "Dense Musculature";
racetalent2 = "Great Arm";
racetalent3 = "Night Vision";
special = "";
break;
case "Orc":
st = 4;
co = 4;
ag = 2;
qu = 2 ;
sd = 0;
re = -1;
ins = 0;
pr = 0;
end = 45;
pp = 15;
stm = 20;
will = 5;
mgc = 5;
racetalent1 = "Bane";
racetalent2 = "Dense Musculature";
racetalent3 = "Night Vision";
special = "Fighter bonus melee, Lightning Reflexes, shield training";
break;
}
setAttrs({
strength_race: st,
constitution_race: co,
agility_race: ag,
quickness_race: qu,
self_discipline_race: sd,
reasoning_race: re,
insight_race: ins,
presence_race: pr,
endurance_race: end,
ppdevelopment_race: pp,
stamina_race: stm,
will_race: will,
magic_race: mgc,
power_point_development_other_bonus: pp,
endurance_other_bonus: end,
stamina_other_bonus: stm,
will_other_bonus: will,
magic_other_bonus: mgc,
repeating_race_race_ability_one: racetalent1,
repeating_race_race_ability_two: racetalent2,
repeating_race_race_ability_three: racetalent3,
repeating_race_race_special: special,
repeating_race_race_name: " - " + inputRace
});
};
function ProcessLesserBlood(inputRace){
switch(inputRace)
{
case "Amarvish":
racetalent1 = "Blazing Speed";
racetalent2 = "Hardiness";
racetalent3 = "Natural Weapon";
special = "";
break;
case "Bentaxa":
racetalent1 = "Bonus Skill Ranks";
racetalent2 = "Imbued with element";
racetalent3 = "Tough Hide(lesser)";
special = "";
break;
case "Faleeka":
racetalent1 = "Flight & Hollow Bones";
racetalent2 = "Multiple/Peripheral eyes (minor)";
racetalent3 = "Natural weapon: Beak";
special = "Natural Weapon: Claws";
break;
case "Gordaz":
racetalent1 = "Superior Blazing Speed";
racetalent2 = "Wildly Nimble";
racetalent3 = "Dark Vision (Lesser)";
special = "";
break;
case "Hehn":
racetalent1 = "Dense Musculature";
racetalent2 = "Enhanced Senses";
racetalent3 = "Portage SKills";
special = "";
break;
case "Kenra":
racetalent1 = "Natural Weapon: Claws";
racetalent2 = "Shrewdness";
racetalent3 = "Night Vision";
special = "";
break;
case "Menomonee":
racetalent1 = "Amphibious Action";
racetalent2 = "Enhanced Amphibious Senses";
racetalent3 = "Gills";
special = "";
break;
case "Navrothor":
racetalent1 = "Cold Resistance (Minor)";
racetalent2 = "Exceptionally Dense Musculature";
racetalent3 = "Tough Hide (Lesser)";
special = "";
break;
case "Queequayth":
racetalent1 = "Bonus Skill Ranks";
racetalent2 = "Danger Sense";
racetalent3 = "Skill Specialization";
special = "";
break;
case "Tomalak":
racetalent1 = "Blazing Speed";
racetalent2 = "Enhanced Scent";
racetalent3 = "Gregariousness";
special = "";
break;
case "Vengha":
racetalent1 = "Dark Vision (Greater)";
racetalent2 = "Enhanced Senses";
racetalent3 = "Tough Hide (Lesser)";
special = "";
break;
case "Centaur":
special = "";
racetalent1 = "Lightning Reflexes";
racetalent2 = "Natural Weapon: Hooves";
racetalent3 = "Sureshot";
break;
case "Dwarf":
special = "";
racetalent1 = "Dark Vision (Greater)";
racetalent2 = "Dense Musculature";
racetalent3 = "Stone Sense";
break;
case "Elf":
racetalent1 = "Enhanced Senses";
racetalent2 = "Quiet Stride";
racetalent3 = "Night Vision";
special = "";
break;
case "Gnome":
racetalent1 = "Dark Vision (Lesser)";
racetalent2 = "Natural Camouflage";
racetalent3 = "Sense Magic";
special = "";
break;
case "Gryx":
racetalent1 = "Lightning Reflexes";
racetalent2 = "Dense Musculature";
racetalent3 = "Night Vision";
special = "";
break;
case "Goblin":
racetalent1 = "Agile Defense";
racetalent2 = "Lightning Reflexes";
racetalent3 = "Night Vision";
special = "";
break;
case "Halfling":
racetalent1 = "Blazing Speed";
racetalent2 = "Extremely Nimble";
racetalent3 = "Heat/Cold Resistance (Minor)";
special = "";
break;
case "Hobgoblin":
racetalent1 = "Assassin Training";
racetalent2 = "Lightning Reflexes";
racetalent3 = "Shield Training";
special = "";
break;
case "Human":
racetalent1 = "Bonus Skill Ranks";
racetalent2 = "Skill Specialization";
racetalent3 = "Skill Felxibility *or* Profession Adaptability";
special = "";
break;
case "Kobold":
racetalent1 = "Assassin Training";
racetalent2 = "Lightning Reflexes";
racetalent3 = "Shield Training";
special = "";
break;
case "Lizardmen":
racetalent1 = "Natural Weapon: Claws/Tail";
racetalent2 = "Lightning Reflexes";
racetalent3 = "Shield Training";
special = "";
break;
case "Ogre":
racetalent1 = "Dense Musculature";
racetalent2 = "Great Arm";
racetalent3 = "Night Vision";
special = "";
break;
case "Orc":
racetalent1 = "Bane";
racetalent2 = "Dense Musculature";
racetalent3 = "Night Vision";
special = "";
break;
}
setAttrs({
repeating_race_race_ability_one: racetalent1,
repeating_race_race_ability_two: racetalent2,
repeating_race_race_ability_three: racetalent3,
repeating_race_race_special: special,
repeating_race_race_name: " - " + inputRace
});
};
function ProcessGreaterBlood(inputRace){
switch(inputRace)
{
case "Amarvish":
racetalent1 = "Blazing Speed";
racetalent2 = "Hardiness";
racetalent3 = "Natural Weapon";
special = "Co +2, St +2, Average lifespan of both races";
break;
case "Bentaxa":
racetalent1 = "Bonus Skill Ranks";
racetalent2 = "Imbued with element";
racetalent3 = "Tough Hide(lesser)";
special = "Ag +2, Pr +2, Average lifspan of both races";
break;
case "Faleeka":
racetalent1 = "Flight";
racetalent2 = "Multiple/Peripheral eyes (minor)";
racetalent3 = "Natural weapon: Beak/Claws";
special = "Ag +2, Qu +2, Average lifspan of both races";
break;
case "Gordaz":
racetalent1 = "Superior Blazing Speed";
racetalent2 = "Wildly Nimble";
racetalent3 = "Dark Vision (Lesser)";
special = "Ag +2, Qu +2, Average lifspan of both races";
break;
case "Hehn":
racetalent1 = "Dense Musculature";
racetalent2 = "Enhanced Senses";
racetalent3 = "Portage SKills";
special = "Co +2, St +2, Average lifspan of both races";
break;
case "Kenra":
racetalent1 = "Natural Weapon: Claws";
racetalent2 = "Shrewdness";
racetalent3 = "Night Vision";
special = "Ag +2, Qu +2, Average lifspan of both races";
break;
case "Menomonee":
racetalent1 = "Amphibious Action";
racetalent2 = "Enhanced Amphibious Senses";
racetalent3 = "Gills";
special = "In +2, Pr +2, Average lifspan of both races";
break;
case "Navrothor":
racetalent1 = "Cold Resistance (Minor)";
racetalent2 = "Exceptionally Dense Musculature";
racetalent3 = "Tough Hide (Lesser)";
special = "Co +2, St +2, Average lifspan of both races";
break;
case "Queequayth":
racetalent1 = "Bonus Skill Ranks";
racetalent2 = "Danger Sense";
racetalent3 = "Skill Specialization";
special = "3 Points to divide between 2 stats, Average lifspan of both races";
break;
case "Tomalak":
racetalent1 = "Blazing Speed";
racetalent2 = "Enhanced Scent";
racetalent3 = "Gregariousness";
special = "In +2, Pr +2, Average lifspan of both races";
break;
case "Vengha":
racetalent1 = "Dark Vision (Greater)";
racetalent2 = "Enhanced Senses";
racetalent3 = "Tough Hide (Lesser)";
special = "Co +2, SD +2, Average lifspan of both races";
break;
case "Centaur":
special = "Co +2, Qu +2, Average lifspan of both races";
racetalent1 = "Lightning Reflexes";
racetalent2 = "Natural Weapon: Hooves";
racetalent3 = "Sureshot";
break;
case "Dwarf":
special = "Co +2, SD +2, Average lifspan of both races";
racetalent1 = "Dark Vision (Greater)";
racetalent2 = "Dense Musculature";
racetalent3 = "Stone Sense";
break;
case "Elf":
racetalent1 = "Enhanced Senses";
racetalent2 = "Quiet Stride";
racetalent3 = "Night Vision";
special = "Qu +2, Pr +2, Average lifspan of both races";
break;
case "Gnome":
racetalent1 = "Dark Vision (Lesser)";
racetalent2 = "Natural Camouflage";
racetalent3 = "Sense Magic";
special = "Pr +1, Co +1, Average lifspan of both races";
break;
case "Gryx":
racetalent1 = "Lightning Reflexes";
racetalent2 = "Dense Musculature";
racetalent3 = "Night Vision";
special = "St +2, Co +1, Average lifspan of both races";
break;
case "Goblin":
racetalent1 = "Agile Defense";
racetalent2 = "Lightning Reflexes";
racetalent3 = "Night Vision";
special = "Co +2, Ag +2, Average lifspan of both races";
break;
case "Halfling":
racetalent1 = "Blazing Speed";
racetalent2 = "Extremely Nimble";
racetalent3 = "Heat/Cold Resistance (Minor)";
special = "Co +2, Ag +2, Average lifspan of both races";
break;
case "Hobgoblin":
racetalent1 = "Assassin Training";
racetalent2 = "Lightning Reflexes";
racetalent3 = "Shield Training";
special = "St +2, Qu +2, Average lifspan of both races";
break;
case "Human":
racetalent1 = "Bonus Skill Ranks";
racetalent2 = "Skill Specialization";
racetalent3 = "Profession Adaptability";
special = "3 Points between two stats, Average lifspan of both races";
break;
case "Kobold":
racetalent1 = "Assassin Training";
racetalent2 = "Lightning Reflexes";
racetalent3 = "Shield Training";
special = "Ag +2, Qu +2, Average lifspan of both races";
break;
case "Lizardmen":
racetalent1 = "Natural Weapon: Claws/Tail";
racetalent2 = "Lightning Reflexes";
racetalent3 = "Shield Training";
special = "Co +2, St +2, Average lifspan of both races";
break;
case "Ogre":
racetalent1 = "Dense Musculature";
racetalent2 = "Great Arm";
racetalent3 = "Night Vision";
special = "St +2, Co +2, Average lifspan of both races";
break;
case "Orc":
racetalent1 = "Bane";
racetalent2 = "Dense Musculature";
racetalent3 = "Night Vision";
special = "St +2, Co +2, Average lifspan of both races";
break;
}
setAttrs({
repeating_race_race_ability_one: racetalent1,
repeating_race_race_ability_two: racetalent2,
repeating_race_race_ability_three: racetalent3,
repeating_race_race_special: special,
repeating_race_race_name: " - " + inputRace
});
};
function SkillRankBonus(ranks){
var subtotal = 0;
var leftoverranks = 0;
if (ranks == 0){
subtotal = -25;
}else{
if(ranks < 11){
subtotal = ranks * 5;
}else{
if(ranks < 21){
leftoverranks = ranks - 10;
subtotal = (leftoverranks * 2) + 50;
}else{
leftoverranks = ranks - 20;
subtotal = (leftoverranks * 1) + 70;
}
}
}
return subtotal;
};
on("change:repeating_profession:profession_four",function(eventInfo){
getAttrs(["repeating_profession_profession_four","repeating_profession_profession_level",
"custom_profession_name", "custom_profession_artistic_bonus", "custom_profession_athletic_bonus",
"custom_profession_concentration_bonus", "custom_profession_combat_bonus", "custom_profession_general_bonus",
"custom_profession_influence_bonus", "custom_profession_mystical_arts_bonus", "custom_profession_outdoor_bonus",
"custom_profession_physical_bonus", "custom_profession_subterfuge_bonus"],function(values){
var prof = values.repeating_profession_profession_four;
var currlevel = parseInt(values.repeating_profession_profession_level)||0;
var description = "";
var favored = "";
description = "Bonus skill ranks at first level in the following categories. (";
if(currlevel == 0){
currlevel = 1;
}
setAttrs({
repeating_profession_profession_display: prof
});
switch(prof){
case "":
description = "";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 0,
repeating_profession_influence_flag: 0,
repeating_profession_mystical_arts_flag: 0,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 0,
repeating_profession_subterfuge_flag: 0
});
break;
case "Animist":
description = "General: 3, Mystical Arts: 8, Outdoor: 3, Physical: 3, Choice of one category: 3";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 0,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 1,
repeating_profession_physical_flag: 0,
repeating_profession_subterfuge_flag: 0
});
break;
case "Artisan":
description += "Concentration: 4, General: 6, Influence: 2, Outdoor: 4, Physical: 4)";
favored = "Artisan";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 1,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 0,
repeating_profession_outdoor_flag: 1,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Athlete":
description += "Athletic: 6, Combat: 2, Concentration: 3, General: 2, Physical: 7)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 1,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 1,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 0,
repeating_profession_mystical_arts_flag: 0,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Balance Master":
description += "Concentration: 3, General: 3, Influence: 3, Mystical Arts: 8, Physical: 3)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 1,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Beguiler":
description += "Artistic: 3, General: 2, Influence: 3, Mystical Arts: 8, Physical: 2, Subterfuge 2)";
setAttrs({
repeating_profession_artistic_flag: 1,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag:0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 1
});
break;
case "Cardinal":
description += "General: 3, Influence: 3, Mystical Arts: 8, Physical: 3, Choice of one extra category: 3)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag:0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Cleric":
description += "General: 3, Mystical Arts: 8, Physical: 3, Select Two Categories: 3 each)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 0,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Crusader":
description += "Athletic: 3, Combat: 3, General: 3, Mystical Arts: 8, Physical: 3)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 1,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 0,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Elementalist":
description += "General: 4, Influence: 2, Mystical Arts: 10, Outdoor: 2, Physical: 2)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 1,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Extirpationist":
description += "Combat: 3, General: 3, Influence: 3, Mystical Arts: 8, Physical 3)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Fighter":
description += "Athletic: 2, Combat: 8, General: 2, Physical: 8)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 1,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 0,
repeating_profession_mystical_arts_flag: 0,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Harper":
description += "Artistic: 4, Combat: 3, General: 3, Influence: 4, Mystical Arts: 3, Physical: 3)";
setAttrs({
repeating_profession_artistic_flag: 1,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Hunter":
description += "Athletic: 2, Combat: 3, General: 3, Outdoor: 6, Physical: 3, Subterfuge: 3)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 1,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 0,
repeating_profession_mystical_arts_flag: 0,
repeating_profession_outdoor_flag: 1,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 1
});
break;
case "Ideologue":
description += "Artistic: 3, General: 3, Influence: 3, Mystical Arts: 8, Physical 3)";
setAttrs({
repeating_profession_artistic_flag: 1,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Intellectual":
description += " Artistic: 2 Concentration: 3 General: Influence: 3 Physical: 3)";
setAttrs({
repeating_profession_artistic_flag: 1,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 1,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 0,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Laborer":
description += "Combat: 3, General: 5, Influence: 3, Outdoor: 5, Physical: 4)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 0,
repeating_profession_outdoor_flag: 1,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
Liturgist
case "Liturgist":
description += "Artistic: 3, General: 3, Influence: 3, Mystical Arts: 8, Physical: 3)";
setAttrs({
repeating_profession_artistic_flag: 1,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Mage":
description += "Artistic: 2, General: 4, Influence: 2, Mystical Arts: 10, Physical: 2)";
setAttrs({
repeating_profession_artistic_flag: 1,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Magician":
description += "Artistic: 2, General: 4, Influence: 2, Mystical Arts: 10, Physical: 2)";
setAttrs({
repeating_profession_artistic_flag: 1,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Master of Paths":
description += "Combat 3, General: 3, Influence: 3, Mystical Arts: 8, Physical: 3)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Missionary":
description += "General: 3, Influence: 3, Mystical Arts: 8, Outdoors: 3, Physical: 3)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 1,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Monk":
description += "Athletic: 4, Combat: 5, Concentration: 5, General: 3, Physical: 3)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 1,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 1,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 0,
repeating_profession_mystical_arts_flag: 0,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Necromancer":
description += "General: 4, Influence: 2, Mystical Arts: 10, Physical: 2, Subterfuge: 2)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 1
});
break;
case "Nightblade":
description += "Athletic: 2, General: 2, Influence: 3, Mystical Arts: 5, Physical: 3, Subterfuge: 5)";
setAttrs({
repeating_profession_artistic_flag: 1,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 1
});
break;
case "Ninja":
description += "Athletic: 3, Combat: 3, Concentration: 4, General: 3, Physical: 3, Subterfuge: 4)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 1,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 1,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 0,
repeating_profession_mystical_arts_flag: 0,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 1
});
break;
case "Oracle":
description += "Concentration 3, General: 3, Mystical Arts: 8, Physical: 3, Choice of one extra category: 3)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 1,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 0,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
Paladin
case "Paladin":
description += "Combat: 5, General: 3, Mystical Arts: 5, Physical: 3, Choose one additional category: 4)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 0,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Polytheist":
description += "Artistic: 3, General: 3, Mystical Arts: 8, Physical: 3, Choice of one extra category: 3)";
setAttrs({
repeating_profession_artistic_flag: 1,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 0,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Ranger":
description += "Combat: 4, General: 3, Mystical Arts: 3, Outdoor: 6, Physical: 2,Subterfuge: 2)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 0,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 1,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 1
});
break;
case "Rogue":
description += "Athletic: 3, Combat: 3, General: 3, Mystical Arts: 2, Outdoor: 3, Physical: 3, Subterfuge 3)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 1,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 0,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 1,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 1
});
break;
case "Sailor":
description += "Athletic: 3, Combat: 3, General: 6, Outdoor: 4, Physical: 4)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 1,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 0,
repeating_profession_mystical_arts_flag: 0,
repeating_profession_outdoor_flag: 1,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Scoundrel":
description += "Artistic: 2 Influence: 6, Subterfuge: 5, General: 4, Physical: 3)";
setAttrs({
repeating_profession_artistic_flag: 1,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 0,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 1
});
break;
case "Seeker":
description += "Athletic: 2, Combat: 2, General: 3, Influence: 3, Outdoors: 2, Physical: 2, Subterfuge: 6)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 1,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 0,
repeating_profession_outdoor_flag: 1,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 1
});
break;
case "Thaumaturge":
description += "General: 6, Influence: 2, Mystical Arts: 10, Physical: 2)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Thief":
description += "Athletic: 3, Combat: 3, General: 3, Influence: 2, Physical: 3, Subterfuge: 6)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 1,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 0,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 1
});
break;
case "Trader":
description += "Artistic: 2, Combat: 2, General: 6, Influence: 6, Physical: 2, Subterfuge: 2)";
setAttrs({
repeating_profession_artistic_flag: 1,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 0,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 1
});
break;
case "Valet":
description += "Artistic: 2, Combat: 2, General: 5, Influence: 6, Physical: 3, Subterfuge: 2)";
setAttrs({
repeating_profession_artistic_flag: 1,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 0,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 1
});
break;
case "Visionary":
description += "General: 3, Influence: 3, Mystical Arts: 8, Physical: 3, Choice of one other category: 3)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Vivamancer":
description += "General: 4, Influence: 2, Mystical Arts: 10, Outdoor: 2, Physical: 2)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 0,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 1,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 1,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Warrior Mage":
description += "Combat: 6, General: 3, Mystical Arts: 6, Physical: 5)";
setAttrs({
repeating_profession_artistic_flag: 0,
repeating_profession_athletic_flag: 0,
repeating_profession_combat_flag: 1,
repeating_profession_concentration_flag: 0,
repeating_profession_general_flag: 1,
repeating_profession_influence_flag: 0,
repeating_profession_mystical_arts_flag: 1,
repeating_profession_outdoor_flag: 0,
repeating_profession_physical_flag: 1,
repeating_profession_subterfuge_flag: 0
});
break;
case "Custom":
var profc = values.custom_profession_name;
var artistic = parseInt(values.custom_profession_artistic_bonus)||0;
var athletic = parseInt(values.custom_profession_athletic_bonus)||0;
var concentration = parseInt(values.custom_profession_concentration_bonus)||0;
var combat = parseInt(values.custom_profession_combat_bonus)||0;
var general = parseInt(values.custom_profession_general_bonus)||0;
var influence = parseInt(values.custom_profession_influence_bonus)||0;
var mysticalarts = parseInt(values.custom_profession_mystical_arts_bonus)||0;
var outdoor = parseInt(values.custom_profession_outdoor_bonus)||0;
var physical = parseInt(values.custom_profession_physical_bonus)||0;
var subterfuge = parseInt(values.custom_profession_subterfuge_bonus)||0;
log("Custom Profession: " + prof);
if(artistic > 0){
description += "Artistic: " + artistic + ", ";
setAttrs({
repeating_profession_artistic_flag: 1
});
}
if(athletic > 0){
description += "Athletic: " + athletic + ", ";
setAttrs({
repeating_profession_athletic_flag: 1
});
}
if(concentration > 0){
description += "Concentration: " + concentration + ", ";
setAttrs({
repeating_profession_concentration_flag: 1
});
}
if(combat > 0){
description += "Combat: " + combat + ", ";
setAttrs({
repeating_profession_combat_flag: 1
});
}
if(general > 0){
description += "General: " + general + ", ";
setAttrs({
repeating_profession_general_flag: 1
});
}
if(influence > 0){
description += "Influence: " + influence + ", ";
setAttrs({
repeating_profession_influence_flag: 1
});
}
if(mysticalarts > 0){
description += "Mystical Arts: " + mysticalarts + ", ";
setAttrs({
repeating_profession_mystical_arts_flag: 1
});
}
if(outdoor > 0){
description += "Outdoor: " + outdoor + ", ";
setAttrs({
repeating_profession_outdoor_flag: 1
});
}
if(physical > 0){
description += "Physical: " + physical + ", ";
setAttrs({
repeating_profession_physical_flag: 1
});
}
if(subterfuge > 0){
description += "Subterfuge: " + subterfuge + "";
setAttrs({
repeating_profession_subterfuge_flag: 1
});
}
description += ")";
log("Custom profession description: " + description);
setAttrs({
repeating_profession_profession_display: profc
});
break;
}
setAttrs({
repeating_profession_profession_description: description,
repeating_profession_profession_level: currlevel
});
});
});
on("change:power_point_development_rank change:power_point_development_other_bonus change:self_discipline_total change:insight_total sheet:opened",function(eventInfo){
getAttrs(["power_point_development_rank","power_point_development_other_bonus","self_discipline_total","insight_total","max_skill_level"],function(values){
var ranks = parseInt(values.power_point_development_rank)||0;
var other = parseInt(values.power_point_development_other_bonus)||0;
var pr = parseInt(values.self_discipline_total)||0;
var ins = parseInt(values.insight_total)||0;
var max = parseInt(values.max_skill_level)||0;
if(ranks > max){
ranks = max;
}
var rank = 0;
var statbonus = pr + ins;
var totalbonus = 0;
rank = SkillRankBonus(ranks);
totalbonus = rank + statbonus + other;
setAttrs({
power_point_development_rank: ranks,
power_point_development_rank_bonus: rank,
power_point_development_stat_bonus: statbonus,
power_point_development_total: totalbonus,
power_points_max: totalbonus
});
});
});
on("change:armor_rank change:armor_other_bonus change:strength_total change:agility_total sheet:opened",function(eventInfo){
getAttrs(["armor_rank","armor_other_bonus","strength_total","agility_total","max_skill_level"],function(values){
var ranks = parseInt(values.armor_rank)||0;
var other = parseInt(values.armor_other_bonus)||0;
var st = parseInt(values.strength_total)||0;
var ag = parseInt(values.agility_total)||0;
var max = parseInt(values.max_skill_level)||0;
if(ranks > max){
ranks = max;
}
var rank = 0;
var statbonus = st + ag;
var totalbonus = 0;
rank = SkillRankBonus(ranks);
totalbonus = rank + statbonus + other;
setAttrs({
armor_rank: ranks,
armor_rank_bonus: rank,
armor_stat_bonus: statbonus,
armor_total: totalbonus
});
});
});
on("change:endurance_rank change:endurance_other_bonus change:self_discipline_total change:constitution_total sheet:opened",function(eventInfo){
getAttrs(["endurance_rank","endurance_other_bonus","constitution_total","self_discipline_total","max_skill_level"],function(values){
var ranks = parseInt(values.endurance_rank)||0;
var other = parseInt(values.endurance_other_bonus)||0;
var stone = parseInt(values.self_discipline_total)||0;
var sttwo = parseInt(values.constitution_total)||0;
var max = parseInt(values.max_skill_level)||0;
if(ranks > max){
ranks = max;
}
var rank = 0;
var statbonus = stone + sttwo;
var totalbonus = 0;
rank = SkillRankBonus(ranks);
totalbonus = rank + statbonus + other;
setAttrs({
endurance_rank: ranks,
endurance_rank_bonus: rank,
endurance_stat_bonus: statbonus,
endurance_total: totalbonus,
hits_max: totalbonus
});
});
});
on("change:magic_rank change:magic_other_bonus change:insight_total sheet:opened",function(eventInfo){
getAttrs(["magic_rank","magic_other_bonus","insight_total","max_skill_level","default_roll_template"],function(values){
var ranks = parseInt(values.magic_rank)||0;
var other = parseInt(values.magic_other_bonus)||0;
var stone = parseInt(values.insight_total)||0;
var max = parseInt(values.max_skill_level)||0;
var template = values.default_roll_template;
var rollmod = "&{template:mod} {{name=@{character_name}}} {{Category=General}} {{action=Magic Resistance}} {{roll=[[1d100!>96cs>96cf<5+@{magic_total}+?{Modifiers?|0}]]}} {{fumble=[[6]]}} {{spc=[[1]]}} {{hidden=[[1d100]]}} {{color=general}}"
var rollskill = "&{template:skill} {{name=@{character_name}}} {{Category=General}} {{action=Magic Resistance}} {{roll=[[1d100!>96cs>96cf<5+@{magic_total}+?{Modifiers?|0}]]}} {{fumble=[[6]]}} {{spc=[[1]]}} {{hidden=[[1d100]]}} {{color=general}}"
var roll = "";
if(template == "GCP-HARP-1000"){
roll = rollmod;
}
else{
roll = rollskill;
}
if(ranks > max){
ranks = max;
}
var rank = 0;
var statbonus = stone * 2;
var totalbonus = 0;
rank = SkillRankBonus(ranks);
totalbonus = rank + statbonus + other;
setAttrs({
magic_rank: ranks,
magic_rank_bonus: rank,
magic_stat_bonus: statbonus,
magic_total: totalbonus,
magic_roll: roll
});
});
});
on("change:stamina_rank change:stamina_other_bonus change:constitution_total sheet:opened",function(eventInfo){
getAttrs(["stamina_rank","stamina_other_bonus","constitution_total","max_skill_level","default_roll_template"],function(values){
var ranks = parseInt(values.stamina_rank)||0;
var other = parseInt(values.stamina_other_bonus)||0;
var stone = parseInt(values.constitution_total)||0;
var max = parseInt(values.max_skill_level)||0;
var template = values.default_roll_template;
var rollmod = "&{template:mod} {{name=@{character_name}}} {{Category=General}} {{action=Stamina Resistance}} {{roll=[[1d100!>96cs>96cf<5+@{stamina_total}+?{Modifiers?|0}]]}} {{fumble=[[6]]}} {{spc=[[1]]}} {{hidden=[[1d100]]}} {{color=general}}";
var rollskill = "&{template:skill} {{name=@{character_name}}} {{Category=General}} {{action=Stamina Resistance}} {{roll=[[1d100!>96cs>96cf<5+@{stamina_total}+?{Modifiers?|0}]]}} {{fumble=[[6]]}} {{spc=[[1]]}} {{hidden=[[1d100]]}} {{color=general}}";
var roll = "";
if(template == "GCP-HARP-1000"){
roll = rollmod;
}
else{
roll = rollskill;
}
if(ranks > max){
ranks = max;
}
var rank = 0;
var statbonus = stone * 2;
var totalbonus = 0;
rank = SkillRankBonus(ranks);
totalbonus = rank + statbonus + other;
setAttrs({
stamina_rank: ranks,
stamina_rank_bonus: rank,
stamina_stat_bonus: statbonus,
stamina_total: totalbonus,
stamina_roll: roll
});
});
});
on("change:will_rank change:will_other_bonus change:self_discipline_total sheet:opened",function(eventInfo){
getAttrs(["will_rank","will_other_bonus","self_discipline_total","max_skill_level","default_roll_template"],function(values){
var ranks = parseInt(values.will_rank)||0;
var other = parseInt(values.will_other_bonus)||0;
var stone = parseInt(values.self_discipline_total)||0;
var max = parseInt(values.max_skill_level)||0;
var template = values.default_roll_template;
var rollmod = "&{template:mod} {{name=@{character_name}}} {{Category=General}} {{action=Will Resistance}} {{roll=[[1d100!>96cs>96cf<5+@{will_total}+?{Modifiers?|0}]]}} {{fumble=[[6]]}} {{spc=[[1]]}} {{hidden=[[1d100]]}} {{color=general}}";
var rollskill = "&{template:skill} {{name=@{character_name}}} {{Category=General}} {{action=Will Resistance}} {{roll=[[1d100!>96cs>96cf<5+@{will_total}+?{Modifiers?|0}]]}} {{fumble=[[6]]}} {{spc=[[1]]}} {{hidden=[[1d100]]}} {{color=general}}";
var roll = "";
if(template == "GCP-HARP-1000"){
roll = rollmod;
}
else{
roll = rollskill;
}
if(ranks > max){
ranks = max;
}
var rank = 0;
var statbonus = stone * 2;
var totalbonus = 0;
rank = SkillRankBonus(ranks);
totalbonus = rank + statbonus + other;
setAttrs({
will_rank: ranks,
will_rank_bonus: rank,
will_stat_bonus: statbonus,
will_total: totalbonus,
will_roll: roll
});
});
});
on("change:repeating_general:general_rank change:repeating_general:general_stat_one change:repeating_general:general_stat_two change:repeating_general:general_other_bonus change:repeating_general:general_stat_bonus", function() {
getAttrs(["repeating_general_general_rank","repeating_general_general_stat_one", "repeating_general_general_stat_two","repeating_general_general_other_bonus",
"strength_total","constitution_total","agility_total","quickness_total","self_discipline_total","reasoning_total","insight_total","presence_total","max_skill_level",
"armor_maneuver_penalty","encumbrance_modifier","default_roll_template"], function(values) {
var rank = parseInt(values.repeating_general_general_rank)||0;
var one = values.repeating_general_general_stat_one;
var two = values.repeating_general_general_stat_two;
var otherbonus = parseInt(values.repeating_general_general_other_bonus)||0;
var str = parseInt(values.strength_total)||0;
var con = parseInt(values.constitution_total)||0;
var qui = parseInt(values.quickness_total)||0;
var agi = parseInt(values.agility_total)||0;
var sld = parseInt(values.self_discipline_total)||0;
var rea = parseInt(values.reasoning_total)||0;
var ins = parseInt(values.insight_total)||0;
var pre = parseInt(values.presence_total)||0;
var max = parseInt(values.max_skill_level)||0;
var armor = parseInt(values.armor_maneuver_penalty)||0;
var encumbrance = parseInt(values.encumbrance_modifier)||0;
var template = values.default_roll_template;
var rollmod = "&{template:mod} {{name=@{character_name}}} {{Category=General}} {{action=@{general_name}}} {{roll=[[1d100!>96cs>96cf<5+@{general_total}+?{Modifiers?|0}+@{general_armor_penalty}+@{general_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{general_resolution}=[[1]]}} {{Armor Penalty=@{general_armor_penalty}}} {{Encumbrance Penalty=@{general_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=general}}";
var rollskill = "&{template:skill} {{name=@{character_name}}} {{Category=General}} {{action=@{general_name}}} {{roll=[[1d100!>96cs>96cf<5+@{general_total}+?{Modifiers?|0}+@{general_armor_penalty}+@{general_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{general_resolution}=[[1]]}} {{Armor Penalty=@{general_armor_penalty}}} {{Encumbrance Penalty=@{general_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=general}}";
var roll = "";
if(template == "GCP-HARP-1000"){
roll = rollmod;
}
else{
roll = rollskill;
}
if(rank > max){
rank = max;
}
var rankbonus = SkillRankBonus(rank);
var armorpenalty = 0;
var encumbrancepenalty = 0;
var statbonusone = 0;
switch(one){
case "St":
statbonusone = str;
break;
case "Co":
statbonusone = con;
break;
case "Ag":
statbonusone = agi;
armorpenalty = armor;
encumbrancepenalty = encumbrance;
break;
case "Qu":
statbonusone = qui;
armorpenalty = armor;
encumbrancepenalty = encumbrance;
break;
case "SD":
statbonusone = sld;
break;
case "Re":
statbonusone = rea;
break;
case "In":
statbonusone = ins;
break;
case "Pr":
statbonusone = pre;
break;
}
var statbonustwo = 0;
switch(two){
case "St":
statbonustwo = str;
break;
case "Co":
statbonustwo = con;
break;
case "Ag":
statbonustwo = agi;
if(armorpenalty == 0){
armorpenalty = armor;
}
encumbrancepenalty = encumbrance;
break;
case "Qu":
statbonustwo = qui;
if(armorpenalty == 0){
armorpenalty = armor;
}
encumbrancepenalty = encumbrance;
break;
case "SD":
statbonustwo = sld;
break;
case "Re":
statbonustwo = rea;
break;
case "In":
statbonustwo = ins;
break;
case "Pr":
statbonustwo = pre;
break;
}
var totalstatbonus = statbonusone + statbonustwo;
var totalbonus = rankbonus + totalstatbonus + otherbonus
setAttrs({
repeating_general_general_rank: rank,
repeating_general_general_rank_bonus: rankbonus,
repeating_general_general_stat_bonus: totalstatbonus,
repeating_general_general_total: totalbonus,
repeating_general_general_armor_penalty: armorpenalty,
repeating_general_general_encumbrance_penalty: encumbrancepenalty,
repeating_general_general_roll: roll
});
});
});
/* artistic repeater goes here.!!!!! */
on("change:repeating_artistic:artistic_rank change:repeating_artistic:artistic_stat_one change:repeating_artistic:artistic_stat_two change:repeating_artistic:artistic_other_bonus change:repeating_artistic:artistic_stat_bonus", function() {
getAttrs(["repeating_artistic_artistic_rank","repeating_artistic_artistic_stat_one", "repeating_artistic_artistic_stat_two","repeating_artistic_artistic_other_bonus",
"strength_total","constitution_total","agility_total","quickness_total","self_discipline_total","reasoning_total","insight_total","presence_total", "max_skill_level",
"armor_maneuver_penalty","encumbrance_modifier","default_roll_template"], function(values) {
var rank = parseInt(values.repeating_artistic_artistic_rank)||0;
var one = values.repeating_artistic_artistic_stat_one;
var two = values.repeating_artistic_artistic_stat_two;
var template = values.default_roll_template;
var otherbonus = parseInt(values.repeating_artistic_artistic_other_bonus)||0;
var str = parseInt(values.strength_total)||0;
var con = parseInt(values.constitution_total)||0;
var qui = parseInt(values.quickness_total)||0;
var agi = parseInt(values.agility_total)||0;
var sld = parseInt(values.self_discipline_total)||0;
var rea = parseInt(values.reasoning_total)||0;
var ins = parseInt(values.insight_total)||0;
var pre = parseInt(values.presence_total)||0;
var max = parseInt(values.max_skill_level)||0;
var armor = parseInt(values.armor_maneuver_penalty)||0;
var encumbrance = parseInt(values.encumbrance_modifier)||0;
var rollskill = "&{template:skill} {{name=@{character_name}}} {{category=Artistic}} {{action=@{artistic_name}}} {{roll=[[1d100!>96cs>96cf<5+@{artistic_total}+?{Modifiers?|0}+@{artistic_armor_penalty}+@{artistic_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{artistic_resolution}=[[1]]}} {{Armor Penalty=@{artistic_armor_penalty}}} {{Encumbrance Penalty=@{artistic_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=artistic}}";
var rollmod = "&{template:mod} {{name=@{character_name}}} {{category=Artistic}} {{action=@{artistic_name}}} {{roll=[[1d100!>96cs>96cf<5+@{artistic_total}+?{Modifiers?|0}+@{artistic_armor_penalty}+@{artistic_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{artistic_resolution}=[[1]]}} {{Armor Penalty=@{artistic_armor_penalty}}} {{Encumbrance Penalty=@{artistic_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=artistic}}";
var roll = "";
log("Template: " + template);
if(rank > max){
rank = max;
}
if(template == "GCP-HARP-1000"){
roll = rollmod;
log("ROLL template if default")
}
else{
roll = rollskill;
}
var rankbonus = SkillRankBonus(rank);
var armorpenalty = 0;
var encumbrancepenalty = 0;
var statbonusone = 0;
switch(one){
case "St":
statbonusone = str;
break;
case "Co":
statbonusone = con;
break;
case "Ag":
statbonusone = agi;
armorpenalty = armor;
encumbrancepenalty = encumbrance;
break;
case "Qu":
statbonusone = qui;
armorpenalty = armor;
encumbrancepenalty = encumbrance;
break;
case "SD":
statbonusone = sld;
break;
case "Re":
statbonusone = rea;
break;
case "In":
statbonusone = ins;
break;
case "Pr":
statbonusone = pre;
break;
}
var statbonustwo = 0;
switch(two){
case "St":
statbonustwo = str;
break;
case "Co":
statbonustwo = con;
break;
case "Ag":
statbonustwo = agi;
if(armorpenalty == 0){
armorpenalty = armor;
}
encumbrancepenalty = encumbrance;
break;
case "Qu":
statbonustwo = qui;
if(armorpenalty == 0){
armorpenalty = armor;
}
encumbrancepenalty = encumbrance;
break;
case "SD":
statbonustwo = sld;
break;
case "Re":
statbonustwo = rea;
break;
case "In":
statbonustwo = ins;
break;
case "Pr":
statbonustwo = pre;
break;
}
var totalstatbonus = statbonusone + statbonustwo;
var totalbonus = rankbonus + totalstatbonus + otherbonus
setAttrs({
repeating_artistic_artistic_rank: rank,
repeating_artistic_artistic_rank_bonus: rankbonus,
repeating_artistic_artistic_stat_bonus: totalstatbonus,
repeating_artistic_artistic_total: totalbonus,
repeating_artistic_artistic_armor_penalty: armorpenalty,
repeating_artistic_artistic_encumbrance_penalty: encumbrancepenalty,
repeating_artistic_artistic_roll: roll
});
});
});
on("change:repeating_athletic:athletic_rank change:repeating_athletic:athletic_stat_one change:repeating_athletic:athletic_stat_two change:repeating_athletic:athletic_other_bonus change:repeating_athletic:athletic_stat_bonus", function() {
getAttrs(["repeating_athletic_athletic_rank","repeating_athletic_athletic_stat_one", "repeating_athletic_athletic_stat_two","repeating_athletic_athletic_other_bonus",
"strength_total","constitution_total","agility_total","quickness_total","self_discipline_total","reasoning_total","insight_total","presence_total", "max_skill_level",
"armor_maneuver_penalty","encumbrance_modifier","default_roll_template"], function(values) {
var rank = parseInt(values.repeating_athletic_athletic_rank)||0;
var one = values.repeating_athletic_athletic_stat_one;
var two = values.repeating_athletic_athletic_stat_two;
var otherbonus = parseInt(values.repeating_athletic_athletic_other_bonus)||0;
var str = parseInt(values.strength_total)||0;
var con = parseInt(values.constitution_total)||0;
var qui = parseInt(values.quickness_total)||0;
var agi = parseInt(values.agility_total)||0;
var sld = parseInt(values.self_discipline_total)||0;
var rea = parseInt(values.reasoning_total)||0;
var ins = parseInt(values.insight_total)||0;
var pre = parseInt(values.presence_total)||0;
var max = parseInt(values.max_skill_level)||0;
var armor = parseInt(values.armor_maneuver_penalty)||0;
var encumbrance = parseInt(values.encumbrance_modifier)||0;
var template = values.default_roll_template;
var rollskill = "&{template:skill} {{name=@{character_name}}} {{category=Athletic}} {{action=@{athletic_name}}} {{roll=[[1d100!>96cs>96cf<5+@{athletic_total}+?{Modifiers?|0}+@{athletic_armor_penalty}+@{athletic_encumbrance_penalty}]]}} {{@{athletic_resolution}=[[1]]}} {{Armor Penalty=@{athletic_armor_penalty}}} {{Encumbrance Penalty=@{athletic_encumbrance_penalty}}} {{fumble=[[6]]}} {{hidden=[[1d100]]}} {{color=athletic}}";
var rollmod = "&{template:mod} {{name=@{character_name}}} {{category=Athletic}} {{action=@{athletic_name}}} {{roll=[[1d100!>96cs>96cf<5+@{athletic_total}+?{Modifiers?|0}+@{athletic_armor_penalty}+@{athletic_encumbrance_penalty}]]}} {{@{athletic_resolution}=[[1]]}} {{Armor Penalty=@{athletic_armor_penalty}}} {{Encumbrance Penalty=@{athletic_encumbrance_penalty}}} {{fumble=[[6]]}} {{hidden=[[1d100]]}} {{color=athletic}}";
var roll = "";
if(rank > max){
rank = max;
}
if(template == "GCP-HARP-1000"){
roll = rollmod;
}
else{
roll = rollskill;
}
var rankbonus = SkillRankBonus(rank);
var armorpenalty = 0;
var encumbrancepenalty = 0;
var statbonusone = 0;
switch(one){
case "St":
statbonusone = str;
break;
case "Co":
statbonusone = con;
break;
case "Ag":
statbonusone = agi;
armorpenalty = armor;
encumbrancepenalty = encumbrance;
break;
case "Qu":
statbonusone = qui;
armorpenalty = armor;
encumbrancepenalty = encumbrance;
break;
case "SD":
statbonusone = sld;
break;
case "Re":
statbonusone = rea;
break;
case "In":
statbonusone = ins;
break;
case "Pr":
statbonusone = pre;
break;
}
var statbonustwo = 0;
switch(two){
case "St":
statbonustwo = str;
break;
case "Co":
statbonustwo = con;
break;
case "Ag":
statbonustwo = agi;
if(armorpenalty == 0){
armorpenalty = armor;
}
encumbrancepenalty = encumbrance;
break;
case "Qu":
statbonustwo = qui;
if(armorpenalty == 0){
armorpenalty = armor;
}
encumbrancepenalty = encumbrance;
break;
case "SD":
statbonustwo = sld;
break;
case "Re":
statbonustwo = rea;
break;
case "In":
statbonustwo = ins;
break;
case "Pr":
statbonustwo = pre;
break;
}
var totalstatbonus = statbonusone + statbonustwo;
var totalbonus = rankbonus + totalstatbonus + otherbonus
setAttrs({
repeating_athletic_athletic_rank: rank,
repeating_athletic_athletic_rank_bonus: rankbonus,
repeating_athletic_athletic_stat_bonus: totalstatbonus,
repeating_athletic_athletic_total: totalbonus,
repeating_athletic_athletic_armor_penalty: armorpenalty,
repeating_athletic_athletic_encumbrance_penalty: encumbrancepenalty,
repeating_athletic_athletic_roll: roll
});
});
});
on("change:repeating_combat:combat_rank change:repeating_combat:combat_stat_one change:repeating_combat:combat_stat_two change:repeating_combat:combat_other_bonus change:repeating_combat:combat_stat_bonus", function() {
getAttrs(["repeating_combat_combat_rank","repeating_combat_combat_stat_one", "repeating_combat_combat_stat_two","repeating_combat_combat_other_bonus",
"strength_total","constitution_total","agility_total","quickness_total","self_discipline_total","reasoning_total","insight_total","presence_total","max_skill_level"], function(values) {
var rank = parseInt(values.repeating_combat_combat_rank)||0;
var one = values.repeating_combat_combat_stat_one;
var two = values.repeating_combat_combat_stat_two;
var otherbonus = parseInt(values.repeating_combat_combat_other_bonus)||0;
var str = parseInt(values.strength_total)||0;
var con = parseInt(values.constitution_total)||0;
var qui = parseInt(values.quickness_total)||0;
var agi = parseInt(values.agility_total)||0;
var sld = parseInt(values.self_discipline_total)||0;
var rea = parseInt(values.reasoning_total)||0;
var ins = parseInt(values.insight_total)||0;
var pre = parseInt(values.presence_total)||0;
var max = parseInt(values.max_skill_level)||0;
var template = values.default_roll_template;
var rollskill = "&{template:skill} {{name=@{character_name}}} {{category=Combat}} {{action=@{combat_name}}} {{roll=[[1d100!>96cs>96cf<5+@{combat_total}+?{Modifier?|0}+?{Weapon Size?|Tiny,-20|Small,-10|Medium,0|Large,10|Huge,20}-@{target|Enemy|db_total}+@{armor_maneuver_penalty}+@{encumbrance_modifier}]]}} {{fumble=[[?{Max of the fumble range + 1|5}]]}} {{Damage Type=?{Attack Type?|Crush|Puncture|Slash|Grapple}}} {{Attack Size Modifier=[[?{Weapon Size?|Tiny,-20|Small,-10|Medium,0|Large,10|Huge,20}]]}} {{Armor Penalty=@{armor_maneuver_penalty}}} {{Encumbrance Penalty=@{encumbrance_modifier}}} {{hidden=[[1d100]]}} {{color=combat}}";
var rollmod = "&{template:mod} {{name=@{character_name}}} {{category=Combat}} {{action=@{combat_name}}} {{roll=[[1d100!>96cs>96cf<5+@{combat_total}+?{Modifier?|0}+?{Weapon Size?|Tiny,-20|Small,-10|Medium,0|Large,10|Huge,20}-@{target|Enemy|db_total}+@{armor_maneuver_penalty}+@{encumbrance_modifier}]]}} {{fumble=[[?{Max of the fumble range + 1|5}]]}} {{damagetype=?{Attack Type?|Crush|Puncture|Slash|Grapple}}} {{hitlocation=[[1d20]]}} {{cbt=[[1]]}} {{Attack Size Modifier=[[?{Weapon Size?|Tiny,-20|Small,-10|Medium,0|Large,10|Huge,20}]]}} {{Armor Penalty=@{armor_maneuver_penalty}}} {{Encumbrance Penalty=@{encumbrance_modifier}}} {{hidden=[[1d100]]}} {{color=combat}}";
var roll = "";
if(rank > max){
rank = max;
}
if(template == "GCP-HARP-1000"){
roll = rollmod;
}
else{
roll = rollskill;
}
var rankbonus = SkillRankBonus(rank);
var statbonusone = 0;
switch(one){
case "St":
statbonusone = str;
break;
case "Co":
statbonusone = con;
break;
case "Ag":
statbonusone = agi;
break;
case "Qu":
statbonusone = qui;
break;
case "SD":
statbonusone = sld;
break;
case "Re":
statbonusone = rea;
break;
case "In":
statbonusone = ins;
break;
case "Pr":
statbonusone = pre;
break;
}
var statbonustwo = 0;
switch(two){
case "St":
statbonustwo = str;
break;
case "Co":
statbonustwo = con;
break;
case "Ag":
statbonustwo = agi;
break;
case "Qu":
statbonustwo = qui;
break;
case "SD":
statbonustwo = sld;
break;
case "Re":
statbonustwo = rea;
break;
case "In":
statbonustwo = ins;
break;
case "Pr":
statbonustwo = pre;
break;
}
var totalstatbonus = statbonusone + statbonustwo;
var totalbonus = rankbonus + totalstatbonus + otherbonus
setAttrs({
repeating_combat_combat_rank: rank,
repeating_combat_combat_rank_bonus: rankbonus,
repeating_combat_combat_stat_bonus: totalstatbonus,
repeating_combat_combat_total: totalbonus,
repeating_combat_combat_roll: roll
});
});
});
on("change:repeating_concentration:concentration_rank change:repeating_concentration:concentration_stat_one change:repeating_concentration:concentration_stat_two change:repeating_concentration:concentration_other_bonus change:repeating_concentration:concentration_stat_bonus", function() {
getAttrs(["repeating_concentration_concentration_rank","repeating_concentration_concentration_stat_one", "repeating_concentration_concentration_stat_two","repeating_concentration_concentration_other_bonus",
"strength_total","constitution_total","agility_total","quickness_total","self_discipline_total","reasoning_total","insight_total","presence_total", "max_skill_level",
"armor_maneuver_penalty","encumbrance_modifier","default_roll_template"], function(values) {
var rank = parseInt(values.repeating_concentration_concentration_rank)||0;
var one = values.repeating_concentration_concentration_stat_one;
var two = values.repeating_concentration_concentration_stat_two;
var otherbonus = parseInt(values.repeating_concentration_concentration_other_bonus)||0;
var str = parseInt(values.strength_total)||0;
var con = parseInt(values.constitution_total)||0;
var qui = parseInt(values.quickness_total)||0;
var agi = parseInt(values.agility_total)||0;
var sld = parseInt(values.self_discipline_total)||0;
var rea = parseInt(values.reasoning_total)||0;
var ins = parseInt(values.insight_total)||0;
var pre = parseInt(values.presence_total)||0;
var max = parseInt(values.max_skill_level)||0;
var armor = parseInt(values.armor_maneuver_penalty)||0;
var encumbrance = parseInt(values.encumbrance_modifier)||0;
var template = values.default_roll_template;
var rollmod = "&{template:mod} {{name=@{character_name}}} {{Category=Concentration}} {{action=@{concentration_name}}} {{roll=[[1d100!>96cs>96cf<5+@{concentration_total}+?{Modifiers?|0}+@{concentration_armor_penalty}+@{concentration_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{concentration_resolution}=[[1]]}} {{Armor Penalty=@{concentration_armor_penalty}}} {{Encumbrance Penalty=@{concentration_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=concentration}}"
var rollskill = "&{template:skill} {{name=@{character_name}}} {{Category=Concentration}} {{action=@{concentration_name}}} {{roll=[[1d100!>96cs>96cf<5+@{concentration_total}+?{Modifiers?|0}+@{concentration_armor_penalty}+@{concentration_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{concentration_resolution}=[[1]]}} {{Armor Penalty=@{concentration_armor_penalty}}} {{Encumbrance Penalty=@{concentration_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=concentration}}"
var roll = "";
if(rank > max){
rank = max;
}
if(template == "GCP-HARP-1000"){
roll = rollmod;
}
else{
roll = rollskill;
}
var rankbonus = SkillRankBonus(rank);
var armorpenalty = 0;
var encumbrancepenalty = 0;
var statbonusone = 0;
switch(one){
case "St":
statbonusone = str;
break;
case "Co":
statbonusone = con;
break;
case "Ag":
statbonusone = agi;
armorpenalty = armor;
encumbrancepenalty = encumbrance;
break;
case "Qu":
statbonusone = qui;
armorpenalty = armor;
encumbrancepenalty = encumbrance;
break;
case "SD":
statbonusone = sld;
break;
case "Re":
statbonusone = rea;
break;
case "In":
statbonusone = ins;
break;
case "Pr":
statbonusone = pre;
break;
}
var statbonustwo = 0;
switch(two){
case "St":
statbonustwo = str;
break;
case "Co":
statbonustwo = con;
break;
case "Ag":
statbonustwo = agi;
if(armorpenalty == 0){
armorpenalty = armor;
}
encumbrancepenalty = encumbrance;
break;
case "Qu":
statbonustwo = qui;
if(armorpenalty == 0){
armorpenalty = armor;
}
encumbrancepenalty = encumbrance;
break;
case "SD":
statbonustwo = sld;
break;
case "Re":
statbonustwo = rea;
break;
case "In":
statbonustwo = ins;
break;
case "Pr":
statbonustwo = pre;
break;
}
var totalstatbonus = statbonusone + statbonustwo;
var totalbonus = rankbonus + totalstatbonus + otherbonus
setAttrs({
repeating_concentration_concentration_rank: rank,
repeating_concentration_concentration_rank_bonus: rankbonus,
repeating_concentration_concentration_stat_bonus: totalstatbonus,
repeating_concentration_concentration_total: totalbonus,
repeating_concentration_concentration_armor_penalty: armorpenalty,
repeating_concentration_concentration_encumbrance_penalty: encumbrancepenalty,
repeating_concentration_concentration_roll: roll
});
});
});
on("change:repeating_influence:influence_rank change:repeating_influence:influence_stat_one change:repeating_influence:influence_stat_two change:repeating_influence:influence_other_bonus change:repeating_influence:influence_stat_bonus", function() {
getAttrs(["repeating_influence_influence_rank","repeating_influence_influence_stat_one", "repeating_influence_influence_stat_two","repeating_influence_influence_other_bonus",
"strength_total","constitution_total","agility_total","quickness_total","self_discipline_total","reasoning_total","insight_total","presence_total", "max_skill_level",
"armor_maneuver_penalty", "default_roll_template"], function(values) {
var rank = parseInt(values.repeating_influence_influence_rank)||0;
var one = values.repeating_influence_influence_stat_one;
var two = values.repeating_influence_influence_stat_two;
var otherbonus = parseInt(values.repeating_influence_influence_other_bonus)||0;
var str = parseInt(values.strength_total)||0;
var con = parseInt(values.constitution_total)||0;
var qui = parseInt(values.quickness_total)||0;
var agi = parseInt(values.agility_total)||0;
var sld = parseInt(values.self_discipline_total)||0;
var rea = parseInt(values.reasoning_total)||0;
var ins = parseInt(values.insight_total)||0;
var pre = parseInt(values.presence_total)||0;
var max = parseInt(values.max_skill_level)||0;
var armor = parseInt(values.armor_maneuver_penalty)||0;
var template = values.default_roll_template;
var rollmod = "&{template:mod} {{name=@{character_name}}} {{Category=Influence}} {{action=@{influence_name}}} {{roll=[[1d100!>96cs>96cf<5+@{influence_total}+?{Modifiers?|0}+@{influence_armor_penalty}]]}} {{Armor Penalty=@{influence_armor_penalty}}} {{fumble=[[6]]}} {{@{influence_resolution}=[[1]]}} {{hidden=[[1d100]]}} {{color=influence}}";
var rollskill = "&{template:skill} {{name=@{character_name}}} {{Category=Influence}} {{action=@{influence_name}}} {{roll=[[1d100!>96cs>96cf<5+@{influence_total}+?{Modifiers?|0}+@{influence_armor_penalty}]]}} {{Armor Penalty=@{influence_armor_penalty}}} {{fumble=[[6]]}} {{@{influence_resolution}=[[1]]}} {{hidden=[[1d100]]}} {{color=influence}}";
var roll = "";
if(template == "GCP-HARP-1000"){
roll = rollmod;
}
else{
roll = rollskill;
}
if(rank > max){
rank = max;
}
var rankbonus = SkillRankBonus(rank);
var armorpenalty = 0;
var statbonusone = 0;
switch(one){
case "St":
statbonusone = str;
break;
case "Co":
statbonusone = con;
break;
case "Ag":
statbonusone = agi;
armorpenalty = armor;
break;
case "Qu":
statbonusone = qui;
armorpenalty = armor;
break;
case "SD":
statbonusone = sld;
break;
case "Re":
statbonusone = rea;
break;
case "In":
statbonusone = ins;
break;
case "Pr":
statbonusone = pre;
break;
}
var statbonustwo = 0;
switch(two){
case "St":
statbonustwo = str;
break;
case "Co":
statbonustwo = con;
break;
case "Ag":
statbonustwo = agi;
if(armorpenalty == 0){
armorpenalty = armor;
}
break;
case "Qu":
statbonustwo = qui;
if(armorpenalty == 0){
armorpenalty = armor;
}
break;
case "SD":
statbonustwo = sld;
break;
case "Re":
statbonustwo = rea;
break;
case "In":
statbonustwo = ins;
break;
case "Pr":
statbonustwo = pre;
break;
}
var totalstatbonus = statbonusone + statbonustwo;
var totalbonus = rankbonus + totalstatbonus + otherbonus
setAttrs({
repeating_influence_influence_rank: rank,
repeating_influence_influence_rank_bonus: rankbonus,
repeating_influence_influence_stat_bonus: totalstatbonus,
repeating_influence_influence_total: totalbonus,
repeating_influence_influence_armor_penalty: armorpenalty,
repeating_influence_influence_roll: roll
});
});
});
on("change:repeating_mysticalarts:mystical_arts_rank change:repeating_mysticalarts:mystical_arts_stat_one change:repeating_mysticalarts:mystical_arts_stat_two change:repeating_mysticalarts:mystical_arts_other_bonus change:repeating_mysticalarts:mystical_arts_stat_bonus", function() {
getAttrs(["repeating_mysticalarts_mystical_arts_rank","repeating_mysticalarts_mystical_arts_stat_one", "repeating_mysticalarts_mystical_arts_stat_two","repeating_mysticalarts_mystical_arts_other_bonus",
"strength_total","constitution_total","agility_total","quickness_total","self_discipline_total","reasoning_total","insight_total","presence_total", "max_skill_level",
"armor_maneuver_penalty", "default_roll_template"], function(values) {
var rank = parseInt(values.repeating_mysticalarts_mystical_arts_rank)||0;
var one = values.repeating_mysticalarts_mystical_arts_stat_one;
var two = values.repeating_mysticalarts_mystical_arts_stat_two;
var otherbonus = parseInt(values.repeating_mysticalarts_mystical_arts_other_bonus)||0;
var str = parseInt(values.strength_total)||0;
var con = parseInt(values.constitution_total)||0;
var qui = parseInt(values.quickness_total)||0;
var agi = parseInt(values.agility_total)||0;
var sld = parseInt(values.self_discipline_total)||0;
var rea = parseInt(values.reasoning_total)||0;
var ins = parseInt(values.insight_total)||0;
var pre = parseInt(values.presence_total)||0;
var max = parseInt(values.max_skill_level)||0;
var armor = parseInt(values.armor_maneuver_penalty)||0;
var template = values.default_roll_template;
var rollmod = "&{template:mod} {{name=@{character_name}}} {{Category=Mystical Arts}} {{action=@{mystical_arts_name}}} {{roll=[[1d100!>96cs>96cf<5+@{mystical_arts_total}+?{Modifiers?|0}+@{mystical_arts_armor_penalty}]]}} {{Armor Penalty=@{mystical_arts_armor_penalty}}} {{fumble=[[6]]}} {{@{mystical_arts_resolution}=[[1]]}} {{hidden=[[1d100]]}} {{color=mystical}}";
var rollskill = "&{template:skill} {{name=@{character_name}}} {{Category=Mystical Arts}} {{action=@{mystical_arts_name}}} {{roll=[[1d100!>96cs>96cf<5+@{mystical_arts_total}+?{Modifiers?|0}+@{mystical_arts_armor_penalty}]]}} {{Armor Penalty=@{mystical_arts_armor_penalty}}} {{fumble=[[6]]}} {{@{mystical_arts_resolution}=[[1]]}} {{hidden=[[1d100]]}} {{color=mystical}}";
var roll = "";
if(template == "GCP-HARP-1000"){
roll = rollmod;
}
else{
roll = rollskill;
}
if(rank > max){
rank = max;
}
var rankbonus = SkillRankBonus(rank);
var armorpenalty = 0;
var statbonusone = 0;
switch(one){
case "St":
statbonusone = str;
break;
case "Co":
statbonusone = con;
break;
case "Ag":
statbonusone = agi;
armorpenalty = armor;
break;
case "Qu":
statbonusone = qui;
armorpenalty = armor;
break;
case "SD":
statbonusone = sld;
break;
case "Re":
statbonusone = rea;
break;
case "In":
statbonusone = ins;
break;
case "Pr":
statbonusone = pre;
break;
}
var statbonustwo = 0;
switch(two){
case "St":
statbonustwo = str;
break;
case "Co":
statbonustwo = con;
break;
case "Ag":
statbonustwo = agi;
if(armorpenalty == 0){
armorpenalty = armor;
}
break;
case "Qu":
statbonustwo = qui;
if(armorpenalty == 0){
armorpenalty = armor;
}
break;
case "SD":
statbonustwo = sld;
break;
case "Re":
statbonustwo = rea;
break;
case "In":
statbonustwo = ins;
break;
case "Pr":
statbonustwo = pre;
break;
}
var totalstatbonus = statbonusone + statbonustwo;
var totalbonus = rankbonus + totalstatbonus + otherbonus
setAttrs({
repeating_mysticalarts_mystical_arts_rank: rank,
repeating_mysticalarts_mystical_arts_rank_bonus: rankbonus,
repeating_mysticalarts_mystical_arts_stat_bonus: totalstatbonus,
repeating_mysticalarts_mystical_arts_total: totalbonus,
repeating_mysticalarts_mystical_arts_armor_penalty: armorpenalty,
repeating_mysticalarts_mystical_arts_roll: roll
});
});
});
on("change:repeating_outdoor:outdoor_rank change:repeating_outdoor:outdoor_stat_one change:repeating_outdoor:outdoor_stat_two change:repeating_outdoor:outdoor_other_bonus change:repeating_outdoor:outdoor_stat_bonus", function() {
getAttrs(["repeating_outdoor_outdoor_rank","repeating_outdoor_outdoor_stat_one", "repeating_outdoor_outdoor_stat_two","repeating_outdoor_outdoor_other_bonus",
"strength_total","constitution_total","agility_total","quickness_total","self_discipline_total","reasoning_total","insight_total","presence_total", "max_skill_level",
"armor_maneuver_penalty","encumbrance_modifier","default_roll_template"], function(values) {
var rank = parseInt(values.repeating_outdoor_outdoor_rank)||0;
var one = values.repeating_outdoor_outdoor_stat_one;
var two = values.repeating_outdoor_outdoor_stat_two;
var otherbonus = parseInt(values.repeating_outdoor_outdoor_other_bonus)||0;
var str = parseInt(values.strength_total)||0;
var con = parseInt(values.constitution_total)||0;
var qui = parseInt(values.quickness_total)||0;
var agi = parseInt(values.agility_total)||0;
var sld = parseInt(values.self_discipline_total)||0;
var rea = parseInt(values.reasoning_total)||0;
var ins = parseInt(values.insight_total)||0;
var pre = parseInt(values.presence_total)||0;
var max = parseInt(values.max_skill_level)||0;
var armor = parseInt(values.armor_maneuver_penalty)||0;
var encumbrance = parseInt(values.encumbrance_modifier)||0;
var template = values.default_roll_template;
var rollmod = "&{template:mod} {{name=@{character_name}}} {{Category=Outdoor}} {{action=@{outdoor_name}}} {{roll=[[1d100!>96cs>96cf<5+@{outdoor_total}+?{Modifiers?|0}+@{outdoor_armor_penalty}+@{outdoor_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{outdoor_resolution}=[[1]]}} {{Armor Penalty=@{outdoor_armor_penalty}}} {{Encumbrance Penalty=@{outdoor_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=outdoor}}";
var rollskill = "&{template:skill} {{name=@{character_name}}} {{Category=Outdoor}} {{action=@{outdoor_name}}} {{roll=[[1d100!>96cs>96cf<5+@{outdoor_total}+?{Modifiers?|0}+@{outdoor_armor_penalty}+@{outdoor_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{outdoor_resolution}=[[1]]}} {{Armor Penalty=@{outdoor_armor_penalty}}} {{Encumbrance Penalty=@{outdoor_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=outdoor}}";
var roll = "";
if(template == "GCP-HARP-1000"){
roll = rollmod;
}
else{
roll = rollskill;
}
if(rank > max){
rank = max;
}
var rankbonus = SkillRankBonus(rank);
var armorpenalty = 0;
var encumbrancepenalty = 0;
var statbonusone = 0;
switch(one){
case "St":
statbonusone = str;
break;
case "Co":
statbonusone = con;
break;
case "Ag":
statbonusone = agi;
armorpenalty = armor;
encumbrancepenalty = encumbrance;
break;
case "Qu":
statbonusone = qui;
armorpenalty = armor;
encumbrancepenalty = encumbrance;
break;
case "SD":
statbonusone = sld;
break;
case "Re":
statbonusone = rea;
break;
case "In":
statbonusone = ins;
break;
case "Pr":
statbonusone = pre;
break;
}
var statbonustwo = 0;
switch(two){
case "St":
statbonustwo = str;
break;
case "Co":
statbonustwo = con;
break;
case "Ag":
statbonustwo = agi;
if(armorpenalty == 0){
armorpenalty = armor;
}
encumbrancepenalty = encumbrance;
break;
case "Qu":
statbonustwo = qui;
if(armorpenalty == 0){
armorpenalty = armor;
}
encumbrancepenalty = encumbrance;
break;
case "SD":
statbonustwo = sld;
break;
case "Re":
statbonustwo = rea;
break;
case "In":
statbonustwo = ins;
break;
case "Pr":
statbonustwo = pre;
break;
}
var totalstatbonus = statbonusone + statbonustwo;
var totalbonus = rankbonus + totalstatbonus + otherbonus
setAttrs({
repeating_outdoor_outdoor_rank: rank,
repeating_outdoor_outdoor_rank_bonus: rankbonus,
repeating_outdoor_outdoor_stat_bonus: totalstatbonus,
repeating_outdoor_outdoor_total: totalbonus,
repeating_outdoor_outdoor_armor_penalty: armorpenalty,
repeating_outdoor_outdoor_encumbrance_penalty: encumbrancepenalty,
repeating_outdoor_outdoor_roll: roll
});
});
});
on("change:repeating_physical:physical_rank change:repeating_physical:physical_stat_one change:repeating_physical:physical_stat_two change:repeating_physical:physical_other_bonus change:repeating_physical:physical_stat_bonus", function() {
getAttrs(["repeating_physical_physical_rank","repeating_physical_physical_stat_one", "repeating_physical_physical_stat_two","repeating_physical_physical_other_bonus",
"strength_total","constitution_total","agility_total","quickness_total","self_discipline_total","reasoning_total","insight_total","presence_total", "max_skill_level",
"armor_maneuver_penalty","encumbrance_modifier","default_roll_template"], function(values) {
var rank = parseInt(values.repeating_physical_physical_rank)||0;
var one = values.repeating_physical_physical_stat_one;
var two = values.repeating_physical_physical_stat_two;
var otherbonus = parseInt(values.repeating_physical_physical_other_bonus)||0;
var str = parseInt(values.strength_total)||0;
var con = parseInt(values.constitution_total)||0;
var qui = parseInt(values.quickness_total)||0;
var agi = parseInt(values.agility_total)||0;
var sld = parseInt(values.self_discipline_total)||0;
var rea = parseInt(values.reasoning_total)||0;
var ins = parseInt(values.insight_total)||0;
var pre = parseInt(values.presence_total)||0;
var max = parseInt(values.max_skill_level)||0;
var armor = parseInt(values.armor_maneuver_penalty)||0;
var encumbrance = parseInt(values.encumbrance_modifier)||0;
var template = values.default_roll_template;
var rollmod = "&{template:mod} {{name=@{character_name}}} {{Category=Physical}} {{action=@{physical_name}}} {{roll=[[1d100!>96cs>96cf<5+@{physical_total}+?{Modifiers?|0}+@{physical_armor_penalty}+@{physical_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{physical_resolution}=[[1]]}} {{@{physical_armor_penalty}}} {{Encumbrance Penalty=@{physical_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=physical}}";
var rollskill = "&{template:skill} {{name=@{character_name}}} {{Category=Physical}} {{action=@{physical_name}}} {{roll=[[1d100!>96cs>96cf<5+@{physical_total}+?{Modifiers?|0}+@{physical_armor_penalty}+@{physical_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{physical_resolution}=[[1]]}} {{@{physical_armor_penalty}}} {{Encumbrance Penalty=@{physical_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=physical}}";
var roll = "";
if(template == "GCP-HARP-1000"){
roll = rollmod;
}
else{
roll = rollskill;
}
if(rank > max){
rank = max;
}
var rankbonus = SkillRankBonus(rank);
var armorpenalty = 0;
var encumbrancepenalty = 0;
var statbonusone = 0;
switch(one){
case "St":
statbonusone = str;
break;
case "Co":
statbonusone = con;
break;
case "Ag":
statbonusone = agi;
armorpenalty = armor;
encumbrancepenalty = encumbrance;
break;
case "Qu":
statbonusone = qui;
armorpenalty = armor;
encumbrancepenalty = encumbrance;
break;
case "SD":
statbonusone = sld;
break;
case "Re":
statbonusone = rea;
break;
case "In":
statbonusone = ins;
break;
case "Pr":
statbonusone = pre;
break;
}
var statbonustwo = 0;
switch(two){
case "St":
statbonustwo = str;
break;
case "Co":
statbonustwo = con;
break;
case "Ag":
statbonustwo = agi;
if(armorpenalty == 0){
armorpenalty = armor;
}
encumbrancepenalty = encumbrance;
break;
case "Qu":
statbonustwo = qui;
if(armorpenalty == 0){
armorpenalty = armor;
}
encumbrancepenalty = encumbrance;
break;
case "SD":
statbonustwo = sld;
break;
case "Re":
statbonustwo = rea;
break;
case "In":
statbonustwo = ins;
break;
case "Pr":
statbonustwo = pre;
break;
}
var totalstatbonus = statbonusone + statbonustwo;
var totalbonus = rankbonus + totalstatbonus + otherbonus
setAttrs({
repeating_physical_physical_rank: rank,
repeating_physical_physical_rank_bonus: rankbonus,
repeating_physical_physical_stat_bonus: totalstatbonus,
repeating_physical_physical_total: totalbonus,
repeating_physical_physical_armor_penalty: armorpenalty,
repeating_physical_physical_encumbrance_penalty: encumbrancepenalty,
repeating_physical_physical_roll: roll
});
});
});
on("change:repeating_subterfuge:subterfuge_rank change:repeating_subterfuge:subterfuge_stat_one change:repeating_subterfuge:subterfuge_stat_two change:repeating_subterfuge:subterfuge_other_bonus change:repeating_subterfuge:subterfuge_stat_bonus", function() {
getAttrs(["repeating_subterfuge_subterfuge_rank","repeating_subterfuge_subterfuge_stat_one", "repeating_subterfuge_subterfuge_stat_two","repeating_subterfuge_subterfuge_other_bonus",
"strength_total","constitution_total","agility_total","quickness_total","self_discipline_total","reasoning_total","insight_total","presence_total", "max_skill_level",
"armor_maneuver_penalty","encumbrance_modifier","default_roll_template"], function(values) {
var rank = parseInt(values.repeating_subterfuge_subterfuge_rank)||0;
var one = values.repeating_subterfuge_subterfuge_stat_one;
var two = values.repeating_subterfuge_subterfuge_stat_two;
var otherbonus = parseInt(values.repeating_subterfuge_subterfuge_other_bonus)||0;
var str = parseInt(values.strength_total)||0;
var con = parseInt(values.constitution_total)||0;
var qui = parseInt(values.quickness_total)||0;
var agi = parseInt(values.agility_total)||0;
var sld = parseInt(values.self_discipline_total)||0;
var rea = parseInt(values.reasoning_total)||0;
var ins = parseInt(values.insight_total)||0;
var pre = parseInt(values.presence_total)||0;
var max = parseInt(values.max_skill_level)||0;
var armor = parseInt(values.armor_maneuver_penalty)||0;
var encumbrance = parseInt(values.encumbrance_modifier)||0;
var template = values.default_roll_template;
var rollmod = "&{template:mod} {{name=@{character_name}}} {{Category=Subterfuge}} {{action=@{subterfuge_name}}} {{roll=[[1d100!>96cs>96cf<5+@{subterfuge_total}+?{Modifiers?|0}+@{subterfuge_armor_penalty}+@{subterfuge_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{subterfuge_resolution}=[[1]]}} {{Armor Penalty=@{subterfuge_armor_penalty}}} {{Encumbrance Penalty=@{subterfuge_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=subterfuge}}";
var rollskill = "&{template:skill} {{name=@{character_name}}} {{Category=Subterfuge}} {{action=@{subterfuge_name}}} {{roll=[[1d100!>96cs>96cf<5+@{subterfuge_total}+?{Modifiers?|0}+@{subterfuge_armor_penalty}+@{subterfuge_encumbrance_penalty}]]}} {{fumble=[[6]]}} {{@{subterfuge_resolution}=[[1]]}} {{Armor Penalty=@{subterfuge_armor_penalty}}} {{Encumbrance Penalty=@{subterfuge_encumbrance_penalty}}} {{hidden=[[1d100]]}} {{color=subterfuge}}";
var roll = "";
if(template == "GCP-HARP-1000"){
roll = rollmod;
}
else{
roll = rollskill;
}
if(rank > max){
rank = max;
}
var rankbonus = SkillRankBonus(rank);
var armorpenalty = 0;
var encumbrancepenalty = 0;
var statbonusone = 0;
switch(one){
case "St":
statbonusone = str;
break;
case "Co":
statbonusone = con;
break;
case "Ag":
statbonusone = agi;
armorpenalty = armor;
encumbrancepenalty = encumbrance;
break;
case "Qu":
statbonusone = qui;
armorpenalty = armor;
encumbrancepenalty = encumbrance;
break;
case "SD":
statbonusone = sld;
break;
case "Re":
statbonusone = rea;
break;
case "In":
statbonusone = ins;
break;
case "Pr":
statbonusone = pre;
break;
}
var statbonustwo = 0;
switch(two){
case "St":
statbonustwo = str;
break;
case "Co":
statbonustwo = con;
break;
case "Ag":
statbonustwo = agi;
if(armorpenalty == 0){
armorpenalty = armor;
}
if(encumbrancepenalty ==0){
encumbrancepenalty = encumbrance;
}
break;
case "Qu":
statbonustwo = qui;
if(armorpenalty == 0){
armorpenalty = armor;
}
if(encumbrancepenalty ==0){
encumbrancepenalty = encumbrance;
}
break;
case "SD":
statbonustwo = sld;
break;
case "Re":
statbonustwo = rea;
break;
case "In":
statbonustwo = ins;
break;
case "Pr":
statbonustwo = pre;
break;
}
var totalstatbonus = statbonusone + statbonustwo;
var totalbonus = rankbonus + totalstatbonus + otherbonus
setAttrs({
repeating_subterfuge_subterfuge_rank: rank,
repeating_subterfuge_subterfuge_rank_bonus: rankbonus,
repeating_subterfuge_subterfuge_stat_bonus: totalstatbonus,
repeating_subterfuge_subterfuge_total: totalbonus,
repeating_subterfuge_subterfuge_armor_penalty: armorpenalty,
repeating_subterfuge_subterfuge_encumbrance_penalty: encumbrancepenalty,
repeating_subterfuge_subterfuge_roll: roll
});
});
});
on("change:repeating_weapon:weapon_rank change:repeating_weapon:weapon_other_bonus change:repeating_weapon:weapon_stat_bonus", function() {
getAttrs(["repeating_weapon_weapon_rank","repeating_weapon_weapon_other_bonus",
"strength_total","agility_total","max_skill_level","repeating_weapon_weapon_category","repeating_weapon_weapon_name","default_roll_template"], function(values) {
var rank = parseInt(values.repeating_weapon_weapon_rank)||0;
var one = values.repeating_weapon_weapon_stat_one;
var two = values.repeating_weapon_weapon_stat_two;
var otherbonus = parseInt(values.repeating_weapon_weapon_other_bonus)||0;
var str = parseInt(values.strength_total)||0;
var agi = parseInt(values.agility_total)||0;
var max = parseInt(values.max_skill_level)||0;
var weaponcat = values.repeating_weapon_weapon_category;
var weaponname = values.repeating_weapon_weapon_name
var template = values.default_roll_template;
var fumble = 6;
var standardroll = "&{template:skill} {{name=@{character_name}}} {{Category=Combat}} {{action=@{weapon_name}}} {{roll=[[1d100!>96cs>96cf<@{weapon_fumble}+@{weapon_total}+?{Modifier?|0}+@{weapon_damage_size}-@{target|Enemy|db_total}+@{armor_maneuver_penalty}+@{encumbrance_modifier}]]}} {{fumble=[[@{weapon_fumble}]]}} {{cbt=[[1]]}} {{Damage Type=@{weapon_damage_type}}} {{Attack Size Modifier=[[@{weapon_damage_size}]]}} {{Armor Penalty=@{armor_maneuver_penalty}}} {{Encumbrance Penalty=@{encumbrance_modifier}}} {{hidden=[[1d100]]}} {{color=combat}}";
var brawlroll = "&{template:skill} {{name=@{character_name}}} {{Category=Combat}} {{action=@{weapon_name}}} {{roll=[[1d100!>96cs>96cf<@{weapon_fumble}+@{weapon_total}+?{Modifier?|0}+@{weapon_damage_size}-@{target|Enemy|db_total}+@{armor_maneuver_penalty}+@{encumbrance_modifier}]]}} {{fumble=[[@{weapon_fumble}]]}} {{cbt=[[1]]}} {{Damage Type=?{Attack Type?|Crush|Puncture|Slash|Grapple}}} {{Attack Size Modifier=[[@{weapon_damage_size}]]}} {{Armor Penalty=@{armor_maneuver_penalty}}} {{Encumbrance Penalty=@{encumbrance_modifier}}} {{hidden=[[1d100]]}} {{color=combat}}";
var standardrollmod = "&{template:mod} {{name=@{character_name}}} {{Category=Combat}} {{action=@{weapon_name}}} {{roll=[[1d100!>96cs>96cf<@{weapon_fumble}+@{weapon_total}+?{Modifier?|0}+@{weapon_damage_size}-@{target|Enemy|db_total}+@{armor_maneuver_penalty}+@{encumbrance_modifier}]]}} {{fumble=[[@{weapon_fumble}]]}} {{cbt=[[1]]}} {{damagetype=@{weapon_damage_type}}} {{hitlocation=[[1d20]]}} {{Attack Size Modifier=[[@{weapon_damage_size}]]}} {{sizemod=@{weapon_damage_size}}} {{Armor Penalty=@{armor_maneuver_penalty}}} {{Encumbrance Penalty=@{encumbrance_modifier}}} {{hidden=[[1d100]]}} {{color=combat}}";
var brawlrollmod = "&{template:mod} {{name=@{character_name}}} {{Category=Combat}} {{action=@{weapon_name}}} {{roll=[[1d100!>96cs>96cf<@{weapon_fumble}+@{weapon_total}+?{Modifier?|0}+@{weapon_damage_size}-@{target|Enemy|db_total}+@{armor_maneuver_penalty}+@{encumbrance_modifier}]]}} {{fumble=[[@{weapon_fumble}]]}} {{cbt=[[1]]}} {{damagetype=?{Attack Type?|Crush|Puncture|Slash|Grapple}}} {{hitlocation=[[1d20]]}} {{Attack Size Modifier=[[@{weapon_damage_size}]]}} {{sizemod=@{weapon_damage_size}}} {{Armor Penalty=@{armor_maneuver_penalty}}} {{Encumbrance Penalty=@{encumbrance_modifier}}} {{hidden=[[1d100]]}} {{color=combat}}";
var modroll = "";
var roll = "";
if(rank > max){
rank = max;
}
if(weaponname.toLowerCase() == "brawl"){
if(template == "GCP-HARP-1000"){
roll = brawlrollmod;
}
else{
roll = brawlroll;
}
}
else{
if(template == "GCP-HARP-1000"){
roll = standardrollmod;
}
else{
roll = standardroll;
}
}
var rankbonus = SkillRankBonus(rank);
var statbonusone = str;
var statbonustwo = agi;
var totalstatbonus = statbonusone + statbonustwo;
var totalbonus = rankbonus + totalstatbonus + otherbonus
switch(weaponcat){
case "Axes":
case "ShortBlades":
case "Clubs":
case "Crossbows":
case "Brawl":
case "MartialArtsStrikes":
fumble = 3;
break;
case "LongBlades":
case "ThrustingBlades":
case "ThrownBlades":
case "Bows":
case "LongSpikes":
case "MartialArtsSweeps":
fumble = 4;
break;
case "PoleArmsThrown":
case "Slings":
case "PoleArms":
case "GreatBlades":
case "Staves":
fumble = 5;
break;
case "ChainsPlus":
fumble = 6;
break;
case "ThrownProjectiles":
case "GreatChains":
fumble = 7
break;
}
setAttrs({
repeating_weapon_weapon_rank: rank,
repeating_weapon_weapon_rank_bonus: rankbonus,
repeating_weapon_weapon_stat_bonus: totalstatbonus,
repeating_weapon_weapon_total: totalbonus,
repeating_weapon_weapon_fumble: fumble,
repeating_weapon_weapon_roll: roll
});
});
});
on("change:repeating_spell:spell_rank change:repeating_spell:spell_sphere change:repeating_spell:spell_other_bonus change:repeating_spell:spell_stat_bonus change:repeating_spell:spell_type change:repeating_spell:spell_resistance", function() {
getAttrs(["repeating_spell_spell_rank","repeating_spell_spell_sphere", "repeating_spell_spell_other_bonus", "repeating_spell_spell_type",
"self_discipline_total","reasoning_total","insight_total","presence_total","max_skill_level","default_roll_template"], function(values) {
var rank = parseInt(values.repeating_spell_spell_rank)||0;
var sphere = values.repeating_spell_spell_sphere;
var otherbonus = parseInt(values.repeating_spell_spell_other_bonus)||0;
var sld = parseInt(values.self_discipline_total)||0;
var rea = parseInt(values.reasoning_total)||0;
var ins = parseInt(values.insight_total)||0;
var pre = parseInt(values.presence_total)||0;
var max = parseInt(values.max_skill_level)||0;
var type = values.repeating_spell_spell_type;
var template = values.default_roll_template;
var roll = "&{template:skill} {{name=@{character_name}}} {{Category=Mystical Arts}} {{action=@{spell_name}}} {{fumble=[6]}} {{roll=[[1d100!>96cs>96cf<5+@{spell_total}-@{armor_casting_penalty}+(0*@{spell_base_pp}) + ((?{Scaling Power Points|0} * (-5)) + ((ceil(((@{spell_base_pp} + ?{Scaling Power Points})/5)) - ?{Rounds to Cast|1})* (-10)))]]}} {{Spell Type=@{spell_type}}} {{Resistance=@{spell_resistance}}} {{Armor Penalty=-@{armor_casting_penalty}}} {{hidden=[[1d100]]}} {{color=mystical}}";
if(type == "Utility"){
if(template == "GCP-HARP-1000"){
roll = "&{template:mod} {{name=@{character_name}}} {{Category=Mystical Arts}} {{action=@{spell_name}}} {{fumble=[6]}} {{roll=[[1d100!>96cs>96cf<5+@{spell_total}-@{armor_casting_penalty}+(0*@{spell_base_pp}) + ((?{Scaling Power Points|0} * (-5)) + ((ceil(((@{spell_base_pp} + ?{Scaling Power Points})/5)) - ?{Rounds to Cast|1})* (-10)))]]}} {{Spell Type=@{spell_type}}} {{Resistance=@{spell_resistance}}} {{Armor Penalty=-@{armor_casting_penalty}}} {{hidden=[[1d100]]}} {{color=mystical}} {{util=[[1]]}}";
}
else{
roll = "&{template:skill} {{name=@{character_name}}} {{Category=Mystical Arts}} {{action=@{spell_name}}} {{fumble=[6]}} {{roll=[[1d100!>96cs>96cf<5+@{spell_total}-@{armor_casting_penalty}+(0*@{spell_base_pp}) + ((?{Scaling Power Points|0} * (-5)) + ((ceil(((@{spell_base_pp} + ?{Scaling Power Points})/5)) - ?{Rounds to Cast|1})* (-10)))]]}} {{Spell Type=@{spell_type}}} {{Resistance=@{spell_resistance}}} {{Armor Penalty=-@{armor_casting_penalty}}} {{hidden=[[1d100]]}} {{color=mystical}}";
}
}
if(type == "Attack"){
if(template == "GCP-HARP-1000"){
roll = "&{template:mod} {{name=@{character_name}}} {{Category=Mystical Arts}} {{action=@{spell_name}}} {{fumble=[6]}} {{roll=[[1d100!>96cs>96cf<5+@{spell_total}-@{armor_casting_penalty}+(0*@{spell_base_pp}) + ((?{Scaling Power Points|0} * (-5)) + ((ceil(((@{spell_base_pp} + ?{Scaling Power Points})/5)) - ?{Rounds to Cast|1})* (-10)))]]}} {{Spell Type=@{spell_type}}} {{Resistance=@{spell_resistance}}} {{Armor Penalty=-@{armor_casting_penalty}}} {{hidden=[[1d100]]}} {{color=mystical}} {{res=[[1]]}} {{rtype=@{spell_resistance}}}";
}
else{
roll = "&{template:skill} {{name=@{character_name}}} {{Category=Mystical Arts}} {{action=@{spell_name}}} {{fumble=[6]}} {{roll=[[1d100!>96cs>96cf<5+@{spell_total}-@{armor_casting_penalty}+(0*@{spell_base_pp}) + ((?{Scaling Power Points|0} * (-5)) + ((ceil(((@{spell_base_pp} + ?{Scaling Power Points})/5)) - ?{Rounds to Cast|1})* (-10)))]]}} {{Spell Type=@{spell_type}}} {{Resistance=@{spell_resistance}}} {{Armor Penalty=-@{armor_casting_penalty}}} {{hidden=[[1d100]]}} {{color=mystical}} {{res=[[1]]}} {{rtype=@{spell_resistance}}}";
}
}
if(type == "Electrical" || type == "Impact" || type == "Heat" || type == "Cold" ||type == "Acid" ){
if(template == "GCP-HARP-1000"){
roll = "&{template:mod} {{name=@{character_name}}} {{Category=Mystical Arts}} {{action=@{spell_name}}} {{fumble=[6]}} {{roll=[[1d100!>96cs>96cf<5+@{spell_total}-@{target|Enemy|db_total}-@{armor_casting_penalty}+?{Attack Size|Tiny,-20|Small,-10|Medium,0|Large,10|Huge,20}+(0*@{spell_base_pp}) + ((?{Scaling Power Points|0} * (-5)) + ((ceil(((@{spell_base_pp} + ?{Scaling Power Points})/5)) - ?{Rounds to Cast|1})* (-10)))]]}} {{Spell Type=Elemental Attack}} {{damagetype=@{spell_type}}} {{sizemod=?{Attack Size|Tiny,-20|Small,-10|Medium,0|Large,10|Huge,20}}} {{hitlocation=[[1d20]]}} {{Armor Penalty=-@{armor_casting_penalty}}} {{hidden=[[1d100]]}} {{color=mystical}} {{cbt=[[1]]}}";
}
else{
roll = "&{template:skill} {{name=@{character_name}}} {{Category=Mystical Arts}} {{action=@{spell_name}}} {{fumble=[6]}} {{roll=[[1d100!>96cs>96cf<5+@{spell_total}-@{target|Enemy|db_total}-@{armor_casting_penalty}+(0*@{spell_base_pp}) + ((?{Scaling Power Points|0} * (-5)) + ((ceil(((@{spell_base_pp} + ?{Scaling Power Points})/5)) - ?{Rounds to Cast|1})* (-10)))]]}} {{Spell Type=Elemental Attack}} {{Damage Type=@{spell_type}}} {{Armor Penalty=-@{armor_casting_penalty}}} {{hidden=[[1d100]]}} {{color=mystical}} {{cbt=[[1]]}}";
}
}
log(roll);
if(rank > max){
rank = max;
}
var rankbonus = SkillRankBonus(rank);
var statbonusone = 0;
switch(sphere){
case "cleric":
case "ranger":
statbonusone = ins;
break;
case "harper":
statbonusone = pre;
break;
default:
statbonusone = rea;
break;
}
var statbonustwo = sld;
var totalstatbonus = statbonusone + statbonustwo;
var totalbonus = rankbonus + totalstatbonus + otherbonus
setAttrs({
repeating_spell_spell_rank: rank,
repeating_spell_spell_rank_bonus: rankbonus,
repeating_spell_spell_stat_bonus: totalstatbonus,
repeating_spell_spell_total: totalbonus,
repeating_spell_spell_roll: roll
});
});
});
on("change:strength_total change:agility_total change:self_discipline_total change:reasoning_total change:insight_total change:presence_total", function() {
getAttrs(["strength_total","constitution_total", "agility_total", "quickness_total","self_discipline_total","reasoning_total" , "insight_total", "presence_total"],function(values){
var str = parseInt(values.strength_total)||0;
var con = parseInt(values.constitution_total)||0;
var agi = parseInt(values.agility_total)||0;
var qui = parseInt(values.quickness_total)||0;
var sdi = parseInt(values.self_discipline_total)||0;
var rea = parseInt(values.reasoning_total)||0;
var ins = parseInt(values.insight_total)||0;
var pre = parseInt(values.presence_total)||0;
// process the weapons repeater to update the stat score bonuses
getSectionIDs("repeating_weapon", function(idarray) {
_.each(idarray, function(currentid,i){
var bonus = str + agi;
let attrsToSet = {["repeating_weapon_" + idarray[i] +'_weapon_stat_bonus']: bonus};
setAttrs(attrsToSet);
});
});
// process the spells repeater to update the stat bonuses
getSectionIDs("repeating_spell", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_spell_" + currentid + "_spell_sphere"],function(values){
var sphere = values["repeating_spell_" + currentid + "_spell_sphere"];
bonus = 0
switch(sphere){
case "harper":
bonus = pre + sdi;
break;
case "cleric":
case "ranger":
bonus = ins + sdi;
break;
default:
bonus = rea + sdi;
break;
}
let attrsToSet = {["repeating_spell_" + idarray[i] +'_spell_stat_bonus']: bonus};
setAttrs(attrsToSet);
});
});
});
// process the artistic repeater to update stat boonuses
getSectionIDs("repeating_artistic", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_artistic_" + currentid + "_artistic_stat_one","repeating_artistic_" + currentid + "_artistic_stat_two"],function(values){
var statone = values["repeating_artistic_" + currentid + "_artistic_stat_one"];
var stattwo = values["repeating_artistic_" + currentid + "_artistic_stat_two"];
bonus = 0
switch(statone){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
switch(stattwo){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
let attrsToSet = {["repeating_artistic_" + idarray[i] +'_artistic_stat_bonus']: bonus};
setAttrs(attrsToSet);
});
});
});
// process athlettic
getSectionIDs("repeating_athletic", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_athletic_" + currentid + "_athletic_stat_one","repeating_athletic_" + currentid + "_athletic_stat_two"],function(values){
var statone = values["repeating_athletic_" + currentid + "_athletic_stat_one"];
var stattwo = values["repeating_athletic_" + currentid + "_athletic_stat_two"];
bonus = 0
switch(statone){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
switch(stattwo){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
let attrsToSet = {["repeating_athletic_" + idarray[i] +'_athletic_stat_bonus']: bonus};
setAttrs(attrsToSet);
});
});
});
// process combat
getSectionIDs("repeating_combat", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_combat_" + currentid + "_combat_stat_one","repeating_combat_" + currentid + "_combat_stat_two"],function(values){
var statone = values["repeating_combat_" + currentid + "_combat_stat_one"];
var stattwo = values["repeating_combat_" + currentid + "_combat_stat_two"];
bonus = 0
switch(statone){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
switch(stattwo){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
let attrsToSet = {["repeating_combat_" + idarray[i] +'_combat_stat_bonus']: bonus};
setAttrs(attrsToSet);
});
});
});
//process concentration
getSectionIDs("repeating_concentration", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_concentration_" + currentid + "_concentration_stat_one","repeating_concentration_" + currentid + "_concentration_stat_two"],function(values){
var statone = values["repeating_concentration_" + currentid + "_concentration_stat_one"];
var stattwo = values["repeating_concentration_" + currentid + "_concentration_stat_two"];
bonus = 0
switch(statone){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
switch(stattwo){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
let attrsToSet = {["repeating_concentration_" + idarray[i] +'_concentration_stat_bonus']: bonus};
setAttrs(attrsToSet);
});
});
});
//proc3ss genral
getSectionIDs("repeating_general", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_general_" + currentid + "_general_stat_one","repeating_general_" + currentid + "_general_stat_two"],function(values){
var statone = values["repeating_general_" + currentid + "_general_stat_one"];
var stattwo = values["repeating_general_" + currentid + "_general_stat_two"];
bonus = 0
switch(statone){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
switch(stattwo){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
let attrsToSet = {["repeating_general_" + idarray[i] +'_general_stat_bonus']: bonus};
setAttrs(attrsToSet);
});
});
});
//process influence
getSectionIDs("repeating_influence", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_influence_" + currentid + "_influence_stat_one","repeating_influence_" + currentid + "_influence_stat_two"],function(values){
var statone = values["repeating_influence_" + currentid + "_influence_stat_one"];
var stattwo = values["repeating_influence_" + currentid + "_influence_stat_two"];
bonus = 0
switch(statone){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
switch(stattwo){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
let attrsToSet = {["repeating_influence_" + idarray[i] +'_influence_stat_bonus']: bonus};
setAttrs(attrsToSet);
});
});
});
//process mystical arts
getSectionIDs("repeating_mysticalarts", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_mysticalarts_" + currentid + "_mystical_arts_stat_one","repeating_mysticalarts_" + currentid + "_mystical_arts_stat_two"],function(values){
var statone = values["repeating_mysticalarts_" + currentid + "_mystical_arts_stat_one"];
var stattwo = values["repeating_mysticalarts_" + currentid + "_mystical_arts_stat_two"];
bonus = 0
switch(statone){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
switch(stattwo){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
let attrsToSet = {["repeating_mysticalarts_" + idarray[i] +'_mystical_arts_stat_bonus']: bonus};
setAttrs(attrsToSet);
});
});
});
//process outdoor
getSectionIDs("repeating_outdoor", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_outdoor_" + currentid + "_outdoor_stat_one","repeating_outdoor_" + currentid + "_outdoor_stat_two"],function(values){
var statone = values["repeating_outdoor_" + currentid + "_outdoor_stat_one"];
var stattwo = values["repeating_outdoor_" + currentid + "_outdoor_stat_two"];
bonus = 0
switch(statone){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
switch(stattwo){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
let attrsToSet = {["repeating_outdoor_" + idarray[i] +'_outdoor_stat_bonus']: bonus};
setAttrs(attrsToSet);
});
});
});
// process physical
getSectionIDs("repeating_physical", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_physical_" + currentid + "_physical_stat_one","repeating_physical_" + currentid + "_physical_stat_two"],function(values){
var statone = values["repeating_physical_" + currentid + "_physical_stat_one"];
var stattwo = values["repeating_physical_" + currentid + "_physical_stat_two"];
bonus = 0
switch(statone){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
switch(stattwo){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
let attrsToSet = {["repeating_physical_" + idarray[i] +'_physical_stat_bonus']: bonus};
setAttrs(attrsToSet);
});
});
});
//process subterfuge
getSectionIDs("repeating_subterfuge", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_subterfuge_" + currentid + "_subterfuge_stat_one","repeating_subterfuge_" + currentid + "_subterfuge_stat_two"],function(values){
var statone = values["repeating_subterfuge_" + currentid + "_subterfuge_stat_one"];
var stattwo = values["repeating_subterfuge_" + currentid + "_subterfuge_stat_two"];
bonus = 0
switch(statone){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
switch(stattwo){
case "St":
bonus += str;
break;
case "Co":
bonus += con;
break;
case "Ag":
bonus += agi;
break;
case "Qu":
bonus += qui;
break;
case "SD":
bonus += sdi;
break;
case "Re":
bonus += rea;
break;
case "In":
bonus += ins;
break;
case "Pr":
bonus += pre;
break;
}
let attrsToSet = {["repeating_subterfuge_" + idarray[i] +'_subterfuge_stat_bonus']: bonus};
setAttrs(attrsToSet);
});
});
});
});
});
on("change:db_stats change:db_magic change:db_other change:db_armor_shield",function(eventInfo){
getAttrs(["db_stats","db_magic","db_other","db_armor_shield"],function(values){
var armor = parseInt(values.db_armor_shield)||0;
var stat = parseInt(values.db_stats)||0;
var magic = parseInt(values.db_magic)||0;
var other = parseInt(values.db_other)||0;
total = armor + stat + magic + other;
setAttrs({
db_total: total
});
});
});
on("change:shield_type change:shield_trained change:shield_other_bonus change:shield_in_use sheet:opened",function(eventInfo){
getAttrs(["shield_type","shield_trained","shield_defensive_bonus","shield_other_bonus","shield_in_use","armor_switch","full_suit_db_total","piecemeal_db_total"],function(values){
var type = values.shield_type;
var trained = parseInt(values.shield_trained)||0;
var other = parseInt(values.shield_other_bonus)||0;
var armor = parseInt(values.db_armor_shield)||0;
var inuse = parseInt(values.shield_in_use)||0;
var armorswitch = parseInt(values.armor_switch)||0;
var fullsuitdb = parseInt(values.full_suit_db_total)||0;
var piecemealdb = parseInt(values.piecemeal_db_total)||0;
var value = 0;
var dbval = 0;
var total = 0;
var totaldb = 0;
switch(type){
case "wall":
if(trained == 1){
value = 40;
}else{
value = 20;
}
break;
case "full":
if(trained == 1){
value = 30;
}else{
value = 15;
}
break;
case "normal":
if(trained == 1){
value = 25;
}else{
value = 10;
}
break;
case "target":
if(trained == 1){
value = 20;
}else{
value = 5;
}
break;
case "buckler":
if(trained == 1){
value = 15;
}else{
value = 0;
}
break;
case "maingauche":
if(trained == 1){
value = 15;
}else{
value = 0;
}
break;
case "sai":
if(trained == 1){
value = 15;
}else{
value = 0;
}
break;
}
dbval = value + other;
if(inuse ==1){
total = dbval;
}
if(armorswitch == 0){
// full suit
totaldb = fullsuitdb + total;
}else{
// piecemeal
totaldb = piecemealdb + total;
}
setAttrs({
shield_defensive_bonus: value,
shield_total_db: dbval,
db_armor_shield: totaldb
});
});
});
on("change:repeating_equipment:equipment_equipped change:repeating_equipment:equipment_qty change:repeating_equipment:equipment_weight", function() {
var runningweight = 0;
setAttrs({
encumbrance_current: runningweight
});
getSectionIDs("repeating_equipment", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_equipment_" + currentid + "_equipment_equipped","repeating_equipment_" + currentid + "_equipment_qty","repeating_equipment_" + currentid + "_equipment_weight"],function(values){
var equipped = parseInt(values["repeating_equipment_" + currentid + "_equipment_equipped"])||0;
var qty = parseInt(values["repeating_equipment_" + currentid + "_equipment_qty"])||0;
var weight = parseInt(values["repeating_equipment_" + currentid + "_equipment_weight"])||0;
var current = Math.ceil((qty * weight)-0.5);
if(current ==0){current = 1;}
if(equipped == 1){
runningweight += current;
setAttrs({
encumbrance_current: runningweight
});
}
});
});
});
});
on("change:encumbrance_current sheet:opened", function() {
getAttrs(["encumbrance_current","encumbrance_non","encumbrance_light","encumbrance_medium","encumbrance_heavy"], function(values) {
var current = parseInt(values.encumbrance_current)||0;
var non = parseInt(values.encumbrance_non)||0;
var light = parseInt(values.encumbrance_light)||0;
var medium = parseInt(values.encumbrance_medium)||0;
var heavy = parseInt(values.encumbrance_heavy)||0;
var heavier = non*5;
var reallyheavy = non*6;
var stupidheavy = non*7;
var modifier = 0;
var pace = "Dash";
if(current > reallyheavy){
modifier -240;
pace = "Walk";
}
else{
if(current > heavier){
modifier = -120;
pace = "Walk";
}
else{
if(current > heavy){
modifier = -60;
pace = "Run";
}
else{
if(current > medium){
modifier = -30;
pace = "Run";
}
else{
if(current > light){
modifier = -20;
pace = "Fast Run";
}
else{
if(current > non){
modifier = -10;
pace = "Sprint";
}
}
}
}
}
}
setAttrs({
encumbrance_modifier: modifier,
encumbrance_pace: pace
});
});
});
on("change:full_suit_type change:full_suit_fitted change:full_suit_bonus",function(eventInfo){
getAttrs(["full_suit_type","full_suit_fitted","full_suit_bonus","shield_in_use","shield_total_db"],function(values){
var type = values.full_suit_type;
var fitted = parseInt(values.full_suit_fitted)||0;
var bonus = parseInt(values.full_suit_bonus)||0;
var inuse = parseInt(values.shield_in_use)||0;
var shielddb = parseInt(values.shield_total_db)||0;
var total = 0;
var armorshieldtotal = 0;
var dbvalue = 0;
var min = 0;
var max = 0;
var cast = 0;
if(fitted == 1){
switch(type){
case "softleather":
dbvalue = 20;
min = 0;
max = -20;
cast = 2;
break;
case "rigidleather":
dbvalue = 30;
min = -5;
max = -40;
cast = 4;
break;
case "chain":
dbvalue = 40;
min = -10;
max = -60;
cast = 6;
break;
case "platechain":
dbvalue = 50;
min = -15;
max = -80;
cast = 8;
break;
case "plate":
dbvalue = 60;
min = -20;
max = -100;
cast = 10;
break;
default:
dbvalue = 0;
min = 0;
max = 0;
cast = 0;
break;
}
}else{
switch(type){
case "softleather":
dbvalue = 20;
min = -6;
max = -26;
cast = 2;
break;
case "rigidleather":
dbvalue = 30;
min = -10;
max = -80;
cast = 4;
break;
case "chain":
dbvalue = 40;
min = -20;
max = -120;
cast = 6;
break;
case "platechain":
dbvalue = 50;
min = -30;
max = -160;
cast = 8;
break;
case "plate":
dbvalue = 60;
min = -40;
max = -200;
cast = 10;
break;
default:
dbvalue = 0;
min = 0;
max = 0;
cast = 0;
break;
}
}
total = dbvalue + bonus;
if(inuse == 1){
armorshieldtotal = total + shielddb;
}else{
armorshieldtotal = total;
}
setAttrs({
full_suit_db_total: total,
full_suit_db: dbvalue,
full_suit_min_penalty: min,
full_suit_max_penalty: max,
full_suit_cast_penalty: cast,
db_armor_shield: armorshieldtotal
});
});
});
on("change:repeating_piecearmor:piece_suit_type change:repeating_piecearmor:piece_suit_location change:repeating_piecearmor:piece_suit_fitted change:repeating_piecearmor:piece_suit_bonus",function(eventInfo){
getAttrs(["repeating_piecearmor_piece_suit_type","repeating_piecearmor_piece_suit_fitted","repeating_piecearmor_piece_suit_bonus","repeating_piecearmor_piece_suit_location"],function(values){
var type = values.repeating_piecearmor_piece_suit_type;
var location = values.repeating_piecearmor_piece_suit_location;
var fitted = parseInt(values.repeating_piecearmor_piece_suit_fitted)||0;
var bonus = parseInt(values.repeating_piecearmor_piece_suit_bonus)||0;
var dbvalue = 0;
var min = 0;
var max = 0;
var cast = 0;
//console.log("location: " + location + " type: " + type);
if(fitted == 1){
switch(type){
case "softleather":
//console.log("WE HAVE LEATHER!");
switch(location){
case "head":
//console.log("Head!");
dbvalue = 2;
min = 0;
max = 2;
cast = 0;
break;
case "neck":
dbvalue = 2;
min = 0;
max = 2;
cast = 0;
break;
case "shoulders":
dbvalue = 2;
min = 0;
max = 2;
cast = 1;
break;
case "arms":
dbvalue = 2;
min = 0;
max = 2;
cast = 0;
break;
case "hands":
dbvalue = 2;
min = 0;
max = 2;
cast = 0;
break;
case "torso":
dbvalue = 8;
min = 0;
max = 8;
cast = 2;
break;
case "legs":
dbvalue = 2;
min = 0;
max = 2;
cast = 1;
break;
case "feet":
dbvalue = 2;
min = 0;
max = 2;
cast = 0;
break;
}
break;
case "rigidleather":
switch(location){
case "head":
dbvalue = 3;
min = -1;
max = -4;
cast = 0;
break;
case "neck":
dbvalue = 3;
min = -1;
max = -4;
cast = 0;
break;
case "shoulders":
dbvalue = 3;
min = -1;
max = -4;
cast = 1;
break;
case "arms":
dbvalue = 3;
min = -1;
max = -4;
cast = 0;
break;
case "hands":
dbvalue = 3;
min = -1;
max = -4;
cast = 0;
break;
case "torso":
dbvalue = 12;
min = -4;
max = -16;
cast = 3;
break;
case "legs":
dbvalue = 3;
min = -1;
max = -4;
cast = 1;
break;
case "feet":
dbvalue = 3;
min = -1;
max = -4;
cast = 0;
break;
}
break;
case "chain":
switch(location){
case "head":
dbvalue = 4;
min = -1;
max = -6;
cast = 0;
break;
case "neck":
dbvalue = 4;
min = -1;
max = -6;
cast = 0;
break;
case "shoulders":
dbvalue = 4;
min = -2;
max = -6;
cast = 1;
break;
case "arms":
dbvalue = 4;
min = -2;
max = -6;
cast = 1;
break;
case "hands":
dbvalue = 4;
min = -1;
max = -6;
cast = 1;
break;
case "torso":
dbvalue = 16;
min = -4;
max = -24;
cast = 4;
break;
case "legs":
dbvalue = 4;
min = -1;
max = -6;
cast = 1;
break;
case "feet":
dbvalue = 4;
min = -1;
max = -6;
cast = 1;
break;
}
break;
case "platechain":
switch(location){
case "head":
dbvalue = 5;
min = -1;
max = -8;
cast = 1;
break;
case "neck":
dbvalue = 5;
min = -2;
max = -8;
cast = 1;
break;
case "shoulders":
dbvalue = 5;
min = -3;
max = -8;
cast = 1;
break;
case "arms":
dbvalue = 5;
min = -2;
max = -8;
cast = 0;
break;
case "hands":
dbvalue = 5;
min = -2;
max = -8;
cast = 0;
break;
case "torso":
dbvalue = 20;
min = -6;
max = -32;
cast = 4;
break;
case "legs":
dbvalue = 5;
min = -2;
max = -8;
cast = 1;
break;
case "feet":
dbvalue = 5;
min = -2;
max = -8;
cast = 0;
break;
}
break;
case "plate":
switch(location){
case "head":
dbvalue = 6;
min = -2;
max = -10;
cast = 1;
break;
case "neck":
dbvalue = 6;
min = -2;
max = -10;
cast = 1;
break;
case "shoulders":
dbvalue = 6;
min = -2;
max = -10;
cast = 1;
break;
case "arms":
dbvalue = 6;
min = -2;
max = -10;
cast = 1;
break;
case "hands":
dbvalue = 6;
min = -2;
max = -10;
cast = 1;
break;
case "torso":
dbvalue = 24;
min = -8;
max = -40;
cast = 4;
break;
case "legs":
dbvalue = 6;
min = -2;
max = -10;
cast = 1;
break;
case "feet":
dbvalue = 6;
min = -2;
max = -10;
cast = 1;
break;
}
break;
default:
dbvalue = 0;
min = 0;
max = 0;
cast = 0;
break;
}
}else{
switch(type){
case "softleather":
switch(location){
case "head":
dbvalue = 2;
min = 0;
max = 2;
cast = 0;
break;
case "neck":
dbvalue = 2;
min = 1;
max = 2;
cast = 0;
break;
case "shoulders":
dbvalue = 2;
min = 1;
max = 2;
cast = 1;
break;
case "arms":
dbvalue = 2;
min = 1;
max = 2;
cast = 0;
break;
case "hands":
dbvalue = 2;
min = 1;
max = 2;
cast = 0;
break;
case "torso":
dbvalue = 8;
min = 2;
max = 9;
cast = 2;
break;
case "legs":
dbvalue = 2;
min = 1;
max = 2;
cast = 1;
break;
case "feet":
dbvalue = 2;
min = 0;
max = 2;
cast = 0;
break;
}
break;
case "rigidleather":
switch(location){
case "head":
dbvalue = 3;
min = -1;
max = -8;
cast = 0;
break;
case "neck":
//console.log("neck leather --------")
dbvalue = 3;
min = -1;
max = -8;
cast = 0;
break;
case "shoulders":
dbvalue = 3;
min = -1;
max = -8;
cast = 1;
break;
case "arms":
dbvalue = 3;
min = -1;
max = -8;
cast = 0;
break;
case "hands":
dbvalue = 3;
min = -1;
max = -8;
cast = 0;
break;
case "torso":
dbvalue = 12;
min = -3;
max = -25;
cast = 3;
break;
case "legs":
dbvalue = 3;
min = -1;
max = -8;
cast = 1;
break;
case "feet":
dbvalue = 3;
min = -1;
max = -8;
cast = 0;
break;
}
break;
case "chain":
switch(location){
case "head":
dbvalue = 4;
min = -2;
max = -12;
cast = 0;
break;
case "neck":
dbvalue = 4;
min = -2;
max = -12;
cast = 0;
break;
case "shoulders":
dbvalue = 4;
min = -2;
max = -12;
cast = 1;
break;
case "arms":
dbvalue = 4;
min = -2;
max = -12;
cast = 0;
break;
case "hands":
dbvalue = 4;
min = -2;
max = -12;
cast = 0;
break;
case "torso":
dbvalue = 16;
min = -8;
max = -48;
cast = 4;
break;
case "legs":
dbvalue = 4;
min = -2;
max = -12;
cast = 1;
break;
case "feet":
dbvalue = 4;
min = -2;
max = -12;
cast = 0;
break;
}
break;
case "platechain":
switch(location){
case "head":
dbvalue = 5;
min = -3;
max = -16;
cast = 1;
break;
case "neck":
dbvalue = 5;
min = -3;
max = -16;
cast = 1;
break;
case "shoulders":
dbvalue = 5;
min = -3;
max = -16;
cast = 1;
break;
case "arms":
dbvalue = 5;
min = -3;
max = -16;
cast = 0;
break;
case "hands":
dbvalue = 5;
min = -3;
max = -16;
cast = 0;
break;
case "torso":
dbvalue = 20;
min = -12;
max = -64;
cast = 4;
break;
case "legs":
dbvalue = 5;
min = -3;
max = -16;
cast = 1;
break;
case "feet":
dbvalue = 5;
min = -3;
max = -16;
cast = 0;
break;
}
break;
case "plate":
switch(location){
case "head":
dbvalue = 6;
min = -4;
max = -20;
cast = 1;
break;
case "neck":
dbvalue = 6;
min = -4;
max = -20;
cast = 1;
break;
case "shoulders":
dbvalue = 6;
min = -4;
max = -20;
cast = 1;
break;
case "arms":
dbvalue = 6;
min = -4;
max = -20;
cast = 0;
break;
case "hands":
dbvalue = 6;
min = -4;
max = -20;
cast = 1;
break;
case "torso":
dbvalue = 24;
min = -16;
max = -80;
cast = 4;
break;
case "legs":
dbvalue = 6;
min = -4;
max = -20;
cast = 1;
break;
case "feet":
dbvalue = 6;
min = -4;
max = -20;
cast = 1;
break;
}
break;
default:
dbvalue = 0;
min = 0;
max = 0;
cast = 0;
break;
}
}
setAttrs({
repeating_piecearmor_piece_suit_db: dbvalue,
repeating_piecearmor_piece_suit_min_penalty: min,
repeating_piecearmor_piece_suit_max_penalty: max,
repeating_piecearmor_piece_suit_cast_penalty: cast,
});
ProcessPeicmealDB();
});
});
function ProcessPeicmealDB(){
var runningdb = 0;
var runningmin = 0;
var runningmax = 0;
var runningcast = 0;
getSectionIDs("repeating_piecearmor", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_piecearmor_" + currentid + "_piece_suit_bonus","repeating_piecearmor_" + currentid + "_piece_suit_db","repeating_piecearmor_" + currentid + "_piece_suit_min_penalty","repeating_piecearmor_" + currentid + "_piece_suit_max_penalty","repeating_piecearmor_" + currentid + "_piece_suit_cast_penalty"],function(values){
var bonus = parseInt(values["repeating_piecearmor_" + currentid + "_piece_suit_bonus"])||0;
var db = parseInt(values["repeating_piecearmor_" + currentid + "_piece_suit_db"])||0;
var min = parseInt(values["repeating_piecearmor_" + currentid + "_piece_suit_min_penalty"])||0;
var max = parseInt(values["repeating_piecearmor_" + currentid + "_piece_suit_max_penalty"])||0;
var cast = parseInt(values["repeating_piecearmor_" + currentid + "_piece_suit_cast_penalty"])||0;
var dbvalue = bonus + db;
runningdb += dbvalue;
runningmin += min;
runningmax += max;
runningcast += cast;
setAttrs({
piecemeal_db_total: runningdb,
piecemeal_min_total: runningmin,
piecemeal_max_total: runningmax,
piecemeal_cast_total: runningcast
});
});
});
});
}
on("change:armor_switch change:shield_in_use change:piecemeal_db_total change:full_suit_db_total",function(eventInfo){
getAttrs(["armor_switch","shield_in_use","piecemeal_db_total","full_suit_db_total","shield_total_db"],function(values){
//console.log("-------------" + JSON.stringify(values));
var armorswitch = parseInt(values.armor_switch)||0; //0 = full suit 1=Piecemeal armor
var shieldinuse = parseInt(values.shield_in_use)||0; //0=no shield 1=shield used
var piecesuitdb = parseInt(values.piecemeal_db_total)||0;
var fullsuitdb = parseInt(values.full_suit_db_total)||0;
var shielddb = parseInt(values.shield_total_db)||0;
var db = 0;
if(armorswitch == 0){
db += fullsuitdb;
}else{
db += piecesuitdb;
}
if(shieldinuse == 1){
db += shielddb;
}
setAttrs({
db_armor_shield: db
});
});
});
on("change:armor_switch change:full_suit_min_penalty change:piecemeal_min_total",function(eventInfo){
getAttrs(["armor_switch","full_suit_min_penalty","full_suit_max_penalty","full_suit_cast_penalty",
,"piecemeal_min_total","piecemeal_max_total","piecemeal_cast_total","armor_total"],function(values){
var armorswitch = parseInt(values.armor_switch)||0; //0 = full suit 1=Piecemeal armor
var fullmin = parseInt(values.full_suit_min_penalty)||0; //0=no shield 1=shield used
var fullmax = parseInt(values.full_suit_max_penalty)||0;
var fullcast = parseInt(values.full_suit_cast_penalty)||0;
var pcmin = parseInt(values.piecemeal_min_total)||0;
var pcmax = parseInt(values.piecemeal_max_total)||0;
var pccast = parseInt(values.piecemeal_cast_total)||0;
var armor = parseInt(values.armor_total)||0;
var castpen = 0;
var manpen = 0;
if(armorswitch ==0){
//full suit
if(armor ==0){
manpen = fullmax;
}
else
{
var modifiedfull = fullmax + armor;
console.log("modified full +++ " + modifiedfull + " max; " + fullmax + " armor: " + armor + " min " + fullmin);
if(modifiedfull <= fullmin){
console.log("greater");
manpen = modifiedfull;
}
else
{
console.log("else");
manpen = fullmin;
}
}
castpen = fullcast;
}
else
{
//piece suit
if(armor ==0){
manpen = pcmax;
}
else
{
var modifiedpc = pcmax + armor;
console.log("modified pc +++ " + modifiedpc + " max; " + pcmax + " armor: " + armor + " min " + pcmin);
if(modifiedpc <= pcmin){
manpen = modifiedpc;
}
else
{
manpen = pcmin;
}
}
castpen = pccast;
}
setAttrs({
armor_maneuver_penalty: manpen,
armor_casting_penalty: castpen
});
});
});
//max_skill_level character_level
on("change:character_level sheet:opened",function(eventInfo){
getAttrs(["character_level"],function(values){
var level = parseInt(values.character_level)||0; //0 = full suit 1=Piecemeal armor
var max = (level * 3) + 3;
setAttrs({
max_skill_level: max
});
});
});
on("change:repeating_profession:profession_level remove:repeating_profession sheet:opened", function() {
var runninglevel = 0;
getSectionIDs("repeating_profession", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_profession_" + currentid + "_profession_level"],function(values){
var current = parseInt(values["repeating_profession_" + currentid + "_profession_level"])||0;
runninglevel += current;
setAttrs({
character_level: runninglevel
});
});
});
});
});
on("sheet:opened", function() {
UpdateRaceCount();
});
function UpdateRaceCount(){
getSectionIDs("repeating_race", function(idarray) {
var racecount = idarray.length;
setAttrs({
race_count: racecount
});
});
};
on("change:range_select sheet:opened", function() {
getAttrs(["range_select","rangeroll_roll"], function(values) {
var roll = values.range_select;
setAttrs({
rangeroll_roll: roll
});
});
});
on("change:armor_maneuver_penalty change:encumbrance_modifier",function(){
getAttrs(["armor_maneuver_penalty","encumbrance_modifier"], function(values){
var armorpen = parseInt(values.armor_maneuver_penalty)||0;
var encumbrancepen = parseInt(values.encumbrance_modifier)||0;
var bonus = 0;
var ebonus = 0;
console.log("Armor: " + armorpen)
console.log("Encumbrance: " + encumbrancepen)
getSectionIDs("repeating_artistic", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_artistic_" + currentid + "_artistic_stat_one","repeating_artistic_" + currentid + "_artistic_stat_two"],function(values){
var statone = values["repeating_artistic_" + currentid + "_artistic_stat_one"];
var stattwo = values["repeating_artistic_" + currentid + "_artistic_stat_two"];
console.log("one: " + statone + " Two: " + stattwo);
if (statone == "Ag" || stattwo == "Ag" || statone == "Qu" || stattwo == "Qu")
{
bonus = armorpen;
ebonus = encumbrancepen;
console.log("Artistic penalties set. Armor: " + bonus + " Encumbrance: " + ebonus);
}
else
{
bonus = 0;
ebonus = 0;
}
console.log("Update Artistic Armor and Encumbrance penalties. a(" + bonus + ") e(" + ebonus + ")");
let attrsToSet = {["repeating_artistic_" + idarray[i] +"_artistic_armor_penalty"]: bonus,["repeating_artistic_" + idarray[i] +"_artistic_encumbrance_penalty"]: ebonus};
setAttrs(attrsToSet);
/*let attrsToSet = {["repeating_artistic_" + idarray[i] +"_artistic_encumbrance_penalty"]: ebonus};
setAttrs(attrsToSet);*/
});
});
});
getSectionIDs("repeating_athletic", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_athletic_" + currentid + "_athletic_stat_one","repeating_athletic_" + currentid + "_athletic_stat_two"],function(values){
var statone = values["repeating_athletic_" + currentid + "_athletic_stat_one"];
var stattwo = values["repeating_athletic_" + currentid + "_athletic_stat_two"];
console.log("one: " + statone + " Two: " + stattwo);
if (statone == "Ag" || stattwo == "Ag" || statone == "Qu" || stattwo == "Qu")
{
bonus = armorpen;
ebonus = encumbrancepen;
}
else
{
bonus = 0;
ebonus = 0;
}
console.log("Update Athletic Armor and encumbrance penalties: a(" + bonus + ") e(" + ebonus + ")");
let attrsToSet = {["repeating_athletic_" + idarray[i] +"_athletic_armor_penalty"]: bonus,["repeating_athletic_" + idarray[i] +"_athletic_encumbrance_penalty"]: ebonus};
setAttrs(attrsToSet);
});
});
});
getSectionIDs("repeating_combat", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_combat_" + currentid + "_combat_stat_one","repeating_combat_" + currentid + "_combat_stat_two"],function(values){
var statone = values["repeating_combat_" + currentid + "_combat_stat_one"];
var stattwo = values["repeating_combat_" + currentid + "_combat_stat_two"];
console.log("one: " + statone + " Two: " + stattwo);
if (statone == "Ag" || stattwo == "Ag" || statone == "Qu" || stattwo == "Qu")
{
ebonus = encumbrancepen;
}
else
{
ebonus = 0;
}
console.log("Update Combat encumbrance penalties: e(" + ebonus + ")");
let attrsToSet = {["repeating_combat_" + idarray[i] +"_combat_encumbrance_penalty"]: ebonus};
setAttrs(attrsToSet);
});
});
});
getSectionIDs("repeating_concentration", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_concentration_" + currentid + "_concentration_stat_one","repeating_concentration_" + currentid + "_concentration_stat_two"],function(values){
var statone = values["repeating_concentration_" + currentid + "_concentration_stat_one"];
var stattwo = values["repeating_concentration_" + currentid + "_concentration_stat_two"];
console.log("one: " + statone + " Two: " + stattwo);
if (statone == "Ag" || stattwo == "Ag" || statone == "Qu" || stattwo == "Qu")
{
bonus = armorpen;
ebonus = encumbrancepen;
}
else
{
bonus = 0;
ebonus = 0;
}
console.log("Update Concentration Armor and encumbrance penalties: a(" + bonus + ") e(" + ebonus + ")");
let attrsToSet = {["repeating_concentration_" + idarray[i] +"_concentration_armor_penalty"]: bonus,["repeating_concentration_" + idarray[i] +"_concentration_encumbrance_penalty"]: ebonus};
setAttrs(attrsToSet);
});
});
});
getSectionIDs("repeating_general", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_general_" + currentid + "_general_stat_one","repeating_general_" + currentid + "_general_stat_two"],function(values){
var statone = values["repeating_general_" + currentid + "_general_stat_one"];
var stattwo = values["repeating_general_" + currentid + "_general_stat_two"];
console.log("one: " + statone + " Two: " + stattwo);
if (statone == "Ag" || stattwo == "Ag" || statone == "Qu" || stattwo == "Qu")
{
bonus = armorpen;
ebonus = encumbrancepen;
}
else
{
bonus = 0;
ebonus = 0;
}
console.log("Update General Armor and encumbrance penalties: a(" + bonus + ") e(" + ebonus + ")");
let attrsToSet = {["repeating_general_" + idarray[i] +"_general_armor_penalty"]: bonus,["repeating_general_" + idarray[i] +"_general_encumbrance_penalty"]: ebonus};
setAttrs(attrsToSet);
});
});
});
getSectionIDs("repeating_outdoor", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_outdoor_" + currentid + "_outdoor_stat_one","repeating_outdoor_" + currentid + "_outdoor_stat_two"],function(values){
var statone = values["repeating_outdoor_" + currentid + "_outdoor_stat_one"];
var stattwo = values["repeating_outdoor_" + currentid + "_outdoor_stat_two"];
console.log("one: " + statone + " Two: " + stattwo);
if (statone == "Ag" || stattwo == "Ag" || statone == "Qu" || stattwo == "Qu")
{
bonus = armorpen;
ebonus = encumbrancepen;
}
else
{
bonus = 0;
ebonus = 0;
}
console.log("Update Outdoor Armor and encumbrance penalties: a(" + bonus + ") e(" + ebonus + ")");
let attrsToSet = {["repeating_outdoor_" + idarray[i] +"_outdoor_armor_penalty"]: bonus,["repeating_outdoor_" + idarray[i] +"_outdoor_encumbrance_penalty"]: ebonus};
setAttrs(attrsToSet);
});
});
});
getSectionIDs("repeating_physical", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_physical_" + currentid + "_physical_stat_one","repeating_physical_" + currentid + "_physical_stat_two"],function(values){
var statone = values["repeating_physical_" + currentid + "_physical_stat_one"];
var stattwo = values["repeating_physical_" + currentid + "_physical_stat_two"];
console.log("one: " + statone + " Two: " + stattwo);
if (statone == "Ag" || stattwo == "Ag" || statone == "Qu" || stattwo == "Qu")
{
bonus = armorpen;
ebonus = encumbrancepen;
}
else
{
bonus = 0;
ebonus = 0;
}
console.log("Update Physical Armor and encumbrance penalties: a(" + bonus + ") e(" + ebonus + ")");
let attrsToSet = {["repeating_physical_" + idarray[i] +"_physical_armor_penalty"]: bonus,["repeating_physical_" + idarray[i] +"_physical_encumbrance_penalty"]: ebonus};
setAttrs(attrsToSet);
});
});
});
getSectionIDs("repeating_subterfuge", function(idarray) {
_.each(idarray, function(currentid,i){
getAttrs(["repeating_subterfuge_" + currentid + "_subterfuge_stat_one","repeating_subterfuge_" + currentid + "_subterfuge_stat_two"],function(values){
var statone = values["repeating_subterfuge_" + currentid + "_subterfuge_stat_one"];
var stattwo = values["repeating_subterfuge_" + currentid + "_subterfuge_stat_two"];
console.log("one: " + statone + " Two: " + stattwo);
if (statone == "Ag" || stattwo == "Ag" || statone == "Qu" || stattwo == "Qu")
{
bonus = armorpen;
ebonus = encumbrancepen;
}
else
{
bonus = 0;
ebonus = 0;
}
console.log("Update Subterfuge Armor and encumbrance penalties: a(" + bonus + ") e(" + ebonus + ")");
let attrsToSet = {["repeating_subterfuge_" + idarray[i] +"_subterfuge_armor_penalty"]: bonus,["repeating_subterfuge_" + idarray[i] +"_subterfuge_encumbrance_penalty"]: ebonus};
setAttrs(attrsToSet);
});
});
});
})
})
</script>