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

2317 lines
163 KiB
HTML

<!DOCTYPE html>
<html>
<script type="text/worker">
var translationLang = getTranslationLanguage();
function compareDieToBase(baseDie, newDie) {
if(newDie < baseDie) {
return "reduced"
} else if (newDie > baseDie) {
return "increased"
} else {
return "default"
}
}
function htmlEncodeString(string){
var codedLetters = "";
for (let letter of string) {
codedLetters = codedLetters + `&#${letter.charCodeAt()};`
}
return codedLetters;
}
function sheetVersionUpdater(currentVersion){
if (currentVersion < 1) {
console.log("Updating to version 1")
getSectionIDs("repeating_skills", skillsArray => {
skillsArray.forEach( id => {
updateRepeatingSkill("A", id)
updateRepeatingSkill("B", id)
});
});
getAttrs(["version"], function(values) {setAttrs({version: 1});});
}
}
function formatStatLetters(statA, statB) {
console.log(statB)
if (statA == 'empty-string' && statB == 'empty-string'){
return ""
} else {
return " [" + getTranslationByKey(statA) + "+" + getTranslationByKey(statB) + "]"
}
}
function updateRepeatingSkill(letter, id=null) {
let base;
id ? base = `repeating_skills_${id}` : base = `repeating_skills`
getAttrs([`${base}_skillName${letter}`,`${base}_skillName${letter}Button`,`${base}_skillDie1${letter}`,`${base}_skillDie2${letter}` ],
function(values) {
newName = values[`${base}_skillName${letter}`] + formatStatLetters(values[`${base}_skillDie1${letter}`], values[`${base}_skillDie2${letter}`])
setAttrs({
[`${base}_skillName${letter}Button`]: newName
});
}
);
}
on('sheet:opened', () => {
getAttrs(['version'], v => {
sheetVersionUpdater(parseFloat(v.version) || 0);
});
});
on("change:injury change:condition", function() {
getAttrs(["condition", "injury"], function(values) {
setAttrs({
injured: parseInt(values.injury) > parseInt(values.condition) ? 2 : 0
});
});
});
on("change:poison change:condition", function() {
getAttrs(["condition", "poison"], function(values) {
setAttrs({
poisoned: parseInt(values.poison) > parseInt(values.condition) ? 2 : 0
});
});
});
on("change:sickness change:condition", function() {
getAttrs(["condition", "sickness"], function(values) {
setAttrs({
sick: parseInt(values.sickness) > parseInt(values.condition) ? 2 : 0
});
});
});
on("change:exhaustion change:condition", function() {
getAttrs(["condition", "exhaustion"], function(values) {
setAttrs({
exhausted: parseInt(values.exhaustion) > parseInt(values.condition) ? 2 : 0
});
});
});
on("change:muddle change:condition", function() {
getAttrs(["condition", "muddle"], function(values) {
setAttrs({
muddled: parseInt(values.muddle) > parseInt(values.condition) ? 2 : 0
});
});
});
on("change:shock change:condition", function() {
getAttrs(["condition", "shock"], function(values) {
setAttrs({
shocked: parseInt(values.shock) > parseInt(values.condition) ? 2 : 0
});
});
});
on("change:str change:poisoned change:sick change:shocked change:bonus change:condition", function() {
getAttrs(["str", "poisoned", "sick", "shocked", "bonus", "condition", "strDieStatus"], function(values) {
const newDiceCalc = Math.min(
12, Math.max(
4, parseInt(values.str)
- parseInt(values.poisoned)
- parseInt(values.sick)
- (translationLang == 'fr' ? 0 : parseInt(values.shocked))
+ (values.bonus == 'STR' && parseInt(values.condition) >= 10 ? 2 : 0)
)
)
setAttrs({
currentStr: newDiceCalc,
strDieStatus: compareDieToBase(values.str, newDiceCalc)
});
});
});
on("change:dex change:injured change:sick change:shocked change:bonus change:condition", function() {
getAttrs(["dex", "injured", "sick", "shocked", "bonus", "condition", "dexDieStatus"], function(values) {
const newDiceCalc = Math.min(
12, Math.max(
4, parseInt(values.dex)
- parseInt(values.injured)
- parseInt(values.sick)
- (translationLang == 'fr' ? 0 : parseInt(values.shocked))
+ (values.bonus == 'DEX' && parseInt(values.condition) >= 10 ? 2 : 0)
)
)
setAttrs({
currentDex: newDiceCalc,
dexDieStatus: compareDieToBase(values.dex, newDiceCalc)
});
});
});
on("change:int change:muddled change:sick change:shocked change:bonus change:condition", function() {
getAttrs(["int", "muddled", "sick", "shocked", "bonus", "condition", "intDieStatus"], function(values) {
const newDiceCalc = Math.min(
12, Math.max(
4, parseInt(values.int)
- parseInt(values.muddled)
- (translationLang == 'fr' ? 0 : parseInt(values.sick))
- parseInt(values.shocked)
+ (values.bonus == 'INT' && parseInt(values.condition) >= 10 ? 2 : 0)
)
)
setAttrs({
currentInt: newDiceCalc,
intDieStatus: compareDieToBase(values.int, newDiceCalc)
});
});
});
on("change:spi change:exhausted change:sick change:shocked change:bonus change:condition", function() {
getAttrs(["spi", "exhausted", "sick", "shocked", "bonus", "condition", "spiDieStatus"], function(values) {
const newDiceCalc = Math.min(
12, Math.max(
4, parseInt(values.spi)
- parseInt(values.exhausted)
- (translationLang == 'fr' ? 0 : parseInt(values.sick))
- parseInt(values.shocked)
+ (values.bonus == 'SPI' && parseInt(values.condition) >= 10 ? 2 : 0)
)
)
setAttrs({
currentSpi: newDiceCalc,
spiDieStatus: compareDieToBase(values.spi, newDiceCalc)
});
});
});
on("change:condition change:class1 change:class2", function() {
getAttrs(["condition", "class1", "class2"], function(values) {
var tipTopShape = 10 - (values.class1 == 'Navigator' ? 1 : 0) - (values.class2 == 'Navigator' ? 1 : 0);
setAttrs({
outOfShape: parseInt(values.condition) <= 2 && parseInt(values.condition) > 0 ? 1 : 0,
tipTopShape: parseInt(values.condition) >= tipTopShape ? 1 : 0,
conditionDeath: parseInt(values.condition) <= 0 ? 1 : 0
});
});
});
on("change:healthPoints change:healthPoints_max change:condition", function() {
getAttrs(["healthPoints", "healthPoints_max", "condition"], function(values) {
setAttrs({
hpUnconscious: parseInt(values.healthPoints) <= 0 && parseInt(values.healthPoints) > (0 - parseInt(values.condition)) ? 1 : 0,
hpDeath: parseInt(values.healthPoints) <= (0 - parseInt(values.condition)) ? 1 : 0
});
});
});
on("change:mentalPoints", function() {
getAttrs(["mentalPoints"], function(values) {
setAttrs({
mpUnconscious: parseInt(values.mentalPoints) <= 0 ? 1 : 0
});
});
});
on("change:type1 change:type2", function() {
getAttrs(["type1", "type2"], function(values) {
setAttrs({
typeDamageMod: (values.type1 == 'Attack' ? 1 : 0) + (values.type2 == 'Attack' ? 1 : 0),
typeInitiativeMod: (values.type1 == 'Technical' ? 1 : 0) + (values.type2 == 'Technical' ? 1 : 0),
showAttackTypeMastery: (values.type1 == 'Attack' || values.type2 == 'Attack' ? 1 : 0),
showSecondAttackTypeMastery: (values.type1 == 'Attack' && values.type2 == 'Attack' ? 1 : 0)
});
});
});
on("change:showAttackTypeMastery", function() {
getAttrs(["showAttackTypeMastery"], function(values) {
if (parseInt(values.showAttackTypeMastery) == 0) {
setAttrs({
attackTypeMastery: 0
});
}
});
});
on("change:showSecondAttackTypeMastery", function() {
getAttrs(["showSecondAttackTypeMastery"], function(values) {
if (parseInt(values.showSecondAttackTypeMastery) == 0) {
setAttrs({
attackTypeMastery2: 0
});
}
});
});
on("change:class1 change:class2 change:class1Other change:class2Other", function() {
getAttrs(["class1", "class2", "class1Other", "class2Other"], function(values) {
setAttrs({
classTravelMod: (values.class1 == 'Minstrel' ? 1 : 0) + (values.class2 == 'Minstrel' ? 1 : 0),
classDirectionMod: (values.class1 == 'Minstrel' ? 1 : 0) + (values.class2 == 'Minstrel' ? 1 : 0) + (values.class1 == 'Navigator' ? 2 : 0) + (values.class2 == 'Navigator' ? 2 : 0) - (values.class1 == 'Navigator' && values.class2 == 'Navigator' ? 1 : 0),
classCampMod: (values.class1 == 'Minstrel' ? 1 : 0) + (values.class2 == 'Minstrel' ? 1 : 0),
classNegotiationMod: (values.class1 == 'Merchant' ? 1 : 0) + (values.class2 == 'Merchant' ? 1 : 0),
classConditionMod: (values.class1 == 'Farmer' ? 1 : 0) + (values.class2 == 'Farmer' ? 1 : 0),
classSkillBonus: (values.class1 != null && values.class1 == values.class2 && (values.class1 != 'Other' || values.class1Other == values.class2Other) ? 1 : 0),
showArtisanSkills: (values.class1 == 'Artisan' || values.class2 == 'Artisan' ? 1 : 0),
showFarmerSkills: (values.class1 == 'Farmer' || values.class2 == 'Farmer' ? 1 : 0),
showHealerSkills: (values.class1 == 'Healer' || values.class2 == 'Healer' ? 1 : 0),
showHunterSkills: (values.class1 == 'Hunter' || values.class2 == 'Hunter' ? 1 : 0),
showNavigatorSkills: (values.class1 == 'Navigator' || values.class2 == 'Navigator' ? 1 : 0),
showMerchantSkills: (values.class1 == 'Merchant' || values.class2 == 'Merchant' ? 1 : 0),
showMinstrelSkills: (values.class1 == 'Minstrel' || values.class2 == 'Minstrel' ? 1 : 0),
showNobleSkills: (values.class1 == 'Noble' || values.class2 == 'Noble' ? 1 : 0),
showWeaponGrace: (values.class1 == 'Noble' || values.class2 == 'Noble' ? 1 : 0),
showSecondWeaponGrace: (values.class1 == 'Noble' && values.class2 == 'Noble' ? 1 : 0),
animals_max: 1 + (values.class1 == 'Merchant' || values.class1 == 'Farmer' ? 2 : 0) + (values.class2 == 'Merchant' || values.class2 == 'Farmer' ? 2 : 0)
});
});
});
on("change:showWeaponGrace", function() {
getAttrs(["showWeaponGrace"], function(values) {
if (parseInt(values.showWeaponGrace) == 0) {
setAttrs({
weaponGrace: 0
});
}
});
});
on("change:showSecondWeaponGrace", function() {
getAttrs(["showSecondWeaponGrace"], function(values) {
if (parseInt(values.showSecondWeaponGrace) == 0) {
setAttrs({
weaponGrace2: 0
});
}
});
});
on("change:repeating_containers remove:repeating_containers change:repeating_animals remove:repeating_animals change:currentStr change:level change:type1 change:type2 change:class1 change:class2 change:species", function() {
getSectionIDs("repeating_containers", function(containerIdArray) {
getSectionIDs("repeating_animals", function(animalIdArray) {
var fieldNames = ["currentStr", "level", "type1", "type2", "class1", "class2", "species"]
for(var i=0; i < containerIdArray.length; i++) {
fieldNames.push("repeating_containers_" + containerIdArray[i] + "_containerCapacity");
fieldNames.push("repeating_containers_" + containerIdArray[i] + "_containerWater");
}
for (var i=0; i < animalIdArray.length; i++) {
fieldNames.push("repeating_animals_" + animalIdArray[i] + "_animalCapacity");
}
var containerItemCapacities = 0;
var containerWaterCapacities = 0;
getAttrs(fieldNames, function(values) {
for (var i=0; i < containerIdArray.length; i++) {
if (values["repeating_containers_" + containerIdArray[i] + "_containerWater"] == 1) {
containerWaterCapacities += parseInt(values["repeating_containers_" + containerIdArray[i] + "_containerCapacity"]);
} else {
containerItemCapacities += parseInt(values["repeating_containers_" + containerIdArray[i] + "_containerCapacity"]);
}
}
for (var i=0; i < animalIdArray.length; i++) {
containerItemCapacities += parseInt(values["repeating_animals_" + animalIdArray[i] + "_animalCapacity"]);
}
var maximumLoad = parseInt(values.currentStr) + parseInt(values.level) + 2 + (values.type1 == 'Technical' ? 3 : 0) + (values.type2 == 'Technical' ? 3 : 0) + (values.class1 == 'Farmer' ? 3 : 0) + (values.class2 == 'Farmer' ? 3 : 0) + (values.species == 'Koneko Goblin' ? 3 : 0);
setAttrs({
capacity_max: maximumLoad + containerItemCapacities,
weaponCapacity_max: maximumLoad,
water_max: containerWaterCapacities
});
});
});
});
});
on("change:repeating_containers remove:repeating_containers change:repeating_items remove:repeating_items", function() {
getSectionIDs("repeating_containers", function(containerIdArray) {
getSectionIDs("repeating_items", function(itemIdArray) {
var fieldNames = [];
for(var i=0; i < containerIdArray.length; i++) {
fieldNames.push("repeating_containers_" + containerIdArray[i] + "_containerSize");
}
for (var i=0; i < itemIdArray.length; i++) {
fieldNames.push("repeating_items_" + itemIdArray[i] + "_itemSize");
fieldNames.push("repeating_items_" + itemIdArray[i] + "_itemCount");
}
var totalBurden = 0;
getAttrs(fieldNames, function(values) {
for (var i=0; i < containerIdArray.length; i++) {
totalBurden += parseInt(values["repeating_containers_" + containerIdArray[i] + "_containerSize"]);
}
for (var i=0; i < itemIdArray.length; i++) {
totalBurden += parseInt(values["repeating_items_" + itemIdArray[i] + "_itemSize"]) * parseInt(values["repeating_items_" + itemIdArray[i] + "_itemCount"]);
}
setAttrs({
capacity: totalBurden
});
});
});
});
});
on("change:capacity change:capacity_max change:applyOverburdenPenalty", function() {
getAttrs(["capacity", "capacity_max", "applyOverburdenPenalty"], function(values) {
setAttrs({
overburdenPenalty: parseInt(values.applyOverburdenPenalty) * Math.max(0, parseInt(values.capacity) - parseInt(values.capacity_max)),
overCapacity: parseInt(values.capacity) > parseInt(values.capacity_max) ? 1 : 0
});
});
});
on("change:overburdenPenalty", function() {
getAttrs(["overburdenPenalty"], function(values) {
setAttrs({
overBurdened: parseInt(values.overburdenPenalty) > 0 ? 1 : 0,
});
});
});
on("change:repeating_armor:armorPenalty remove:repeating_armor", function() {
getSectionIDs("repeating_armor", function(armorIdArray) {
var fieldNames = [];
for (var i=0; i < armorIdArray.length; i++) {
fieldNames.push("repeating_armor_" + armorIdArray[i] + "_armorPenalty");
}
var totalPenalty = 0;
getAttrs(fieldNames, function(values) {
for (var i=0; i < armorIdArray.length; i++) {
totalPenalty += parseInt(values["repeating_armor_" + armorIdArray[i] + "_armorPenalty"]);
}
setAttrs({
armorPenalty: totalPenalty
});
});
});
});
on("change:repeating_animals remove:repeating_animals", function() {
getSectionIDs("repeating_animals", function(idarray) {
setAttrs({
animals: idarray.length
});
});
});
on("change:animals change:animals_max", function() {
getAttrs(["animals", "animals_max"], function(values) {
setAttrs({
tooManyAnimals: parseInt(values.animals) > parseInt(values.animals_max) ? 1 : 0
});
});
});
on("change:water", function() {
getAttrs(["water"], function(values) {
setAttrs({
outOfWater: parseInt(values.water) == 0 ? 1 : 0
});
});
});
on("change:repeating_weapons:weaponClassification", function() {
getAttrs(["repeating_weapons_weaponClassification", "initialMastery", "attackTypeMastery", "attackTypeMastery2", "weaponGrace", "weaponGrace2"], function(values) {
var masteries = [values.initialMastery, values.attackTypeMastery, values.attackTypeMastery2];
setAttrs({
repeating_weapons_weaponGraceMod: ((values.repeating_weapons_weaponClassification == values.weaponGrace && masteries.indexOf(values.weaponGrace) > -1) ? 1 : 0) + ((values.repeating_weapons_weaponClassification == values.weaponGrace2 && masteries.indexOf(values.weaponGrace2) > -1) ? 1 : 0)
});
});
});
on("change:initialMastery change:attackTypeMastery change:attackTypeMastery2 change:weaponGrace change:weaponGrace2", function() {
getSectionIDs("repeating_weapons", function(weaponIdArray) {
var fieldNames = ["initialMastery", "attackTypeMastery", "attackTypeMastery2", "weaponGrace", "weaponGrace2"];
for (var i=0; i < weaponIdArray.length; i++) {
fieldNames.push("repeating_weapons_" + weaponIdArray[i] + "_weaponClassification");
}
getAttrs(fieldNames, function(values) {
var masteries = [values.initialMastery, values.attackTypeMastery, values.attackTypeMastery2];
var attrsToSet = {};
for (var i=0; i < weaponIdArray.length; i++) {
var weaponClassification = values["repeating_weapons_" + weaponIdArray[i] + "_weaponClassification"];
var weaponGraceMod1 = weaponClassification == values.weaponGrace && masteries.indexOf(values.weaponGrace) > -1 ? 1 : 0;
var weaponGraceMod2 = weaponClassification == values.weaponGrace2 && masteries.indexOf(values.weaponGrace2) > -1 ? 1 : 0;
var weaponGraceModId = "repeating_weapons_" + weaponIdArray[i] + "_weaponGraceMod";
attrsToSet[weaponGraceModId] = weaponGraceMod1 + weaponGraceMod2;
}
setAttrs(attrsToSet);
});
});
});
on("change:fumble", function() {
getAttrs(["fumble", "concentrationFumble"], function(values) {
setAttrs({
showFumbleConcentration: parseInt(values.fumble) > 0 ? 1 : 0,
concentrationFumble: parseInt(values.fumble) > 0 ? parseInt(values.concentrationFumble) : 0
});
});
});
on("change:concentrationMP change:concentrationFumble change:type1 change:type2", function() {
getAttrs(["concentrationMP", "concentrationFumble", "type1", "type2"], function(values) {
var applyConcentration = parseInt(values.concentrationMP) + parseInt(values.concentrationFumble) > 0 ? true : false;
setAttrs({
concentrationBonus: applyConcentration ? parseInt(values.concentrationMP) + parseInt(values.concentrationFumble) + (values.type1 == 'Technical' ? 1 : 0) + (values.type2 == 'Technical' ? 1 : 0) : 0
});
});
});
on("change:repeating_weapons:weaponSize change:repeating_armor:armorSize remove:repeating_weapons remove:repeating_armor", function() {
var fieldNames = [];
getSectionIDs("repeating_weapons", function(weaponIdArray) {
for (var i=0; i < weaponIdArray.length; i++) {
console.log("pushing " + "repeating_weapons_" + weaponIdArray[i] + "_weaponSize")
fieldNames.push("repeating_weapons_" + weaponIdArray[i] + "_weaponSize");
}
getSectionIDs("repeating_armor", function(armorIdArray) {
for (var i=0; i < armorIdArray.length; i++) {
console.log("pushing " + "repeating_armor_" + armorIdArray[i] + "_armorSize")
fieldNames.push("repeating_armor_" + armorIdArray[i] + "_armorSize");
}
var totalBurden = 0;
console.log("burden starts at 0")
getAttrs(fieldNames, function(values) {
for (var key in values) {
totalBurden += parseInt(values[key])
console.log("burden is now" + totalBurden + " because " + parseInt(values[key]) + " was added to it")
}
setAttrs({
weaponCapacity: totalBurden
});
});
});
});
});
on("change:weaponCapacity change:weaponCapacity_max", function() {
getAttrs(["weaponCapacity", "weaponCapacity_max"], function(values) {
setAttrs({
overEncumbered: parseInt(values.weaponCapacity) > parseInt(values.weaponCapacity_max) ? 1 : 0
});
});
});
on("change:species change:currentSeason", function() {
getAttrs(["species", "currentSeason"], function(values) {
console.log(values.species)
setAttrs({
speciesConditionMod: (values.species == 'Koneko Goblin' && values.currentSeason == 'Spring' ? 1 : 0),
speciesInitiativeMod: (values.species == 'Koneko Goblin' && values.currentSeason == 'Spring' ? 1 : 0)
});
});
});
on("change:headerColorSelect", function(event) {
getAttrs(["headerColorSelect", "headerBgColor"], function(values) {
setAttrs({
headerBgColor: values.headerColorSelect
});
});
});
on("change:mainBgColorSelect", function(event) {
getAttrs(["mainBgColorSelect", "mainBgColor"], function(values) {
setAttrs({
mainBgColor: values.mainBgColorSelect
});
});
});
on("change:iconBgColorSelect", function(event) {
getAttrs(["iconBgColorSelect", "iconBgColor"], function(values) {
setAttrs({
iconBgColor: values.iconBgColorSelect
});
});
});
on("change:radioBgColorSelect", function(event) {
getAttrs(["radioBgColorSelect", "radioBgColor"], function(values) {
setAttrs({
radioBgColor: values.radioBgColorSelect
});
});
});
on("change:level", function(event) {
getAttrs(["level", "benedictionSlots"], function(values) {
setAttrs({
benedictionSlots: parseInt(values.level)-1
});
});
});
on("change:repeating_skills:skillNameA change:repeating_skills:skillDie1A change:repeating_skills:skillDie2A", function(event) {
updateRepeatingSkill('A')
});
on("change:repeating_skills:skillNameB change:repeating_skills:skillDie1B change:repeating_skills:skillDie2B", function(event) {
updateRepeatingSkill('B')
});
on("sheet:opened", () => {
getAttrs(["npc_switch"], v => {
if (v.npc_switch == "on") {
setAttrs({
npc_switch: 3
});
} else if (parseInt(v.npc_switch) == 0 ) {
setAttrs({
npc_switch: 1
});
};
});
});
on("sheet:opened", () => {
getAttrs(["character_name", "safeCharacterName"], v => {
encodedName = htmlEncodeString(v.character_name)
if (encodedName != v.safeCharacterName){
setAttrs({
safeCharacterName: encodedName
});
};
});
});
</script>
<div>
<div class="charSheetType">
<select name="attr_npc_switch" value="1" class="block-switch">
<option value="1" selected="selected" data-i18n="pc">PC</option>
<option value="2" data-i18n="gm">GM</option>
<option value="3" data-i18n="npc">NPC</option>
</select>
</div>
<!-- Color theme hidden fields -->
<input class="headerBgColor" name="attr_headerBgColor" type="hidden" value="default"/>
<input class="mainBgColor" name="attr_mainBgColor" type="hidden" value="default"/>
<input class="iconBgColor" name="attr_iconBgColor" type="hidden" value="default"/>
<input class="radioBgColor" name="attr_radioBgColor" type="hidden" value="default"/>
<!-- End Color Theme fields -->
<input type="checkbox" name="attr_npc_switch" value="1" class="hidden hider" checked>
<div class="block-a characterSheet">
<!-- Hidden Fields -->
<div class="hidden">
<input type="number" name="attr_version" value="0"/>
<input type="number" name="attr_typeInitiativeMod" value="0"/>
<input type="number" name="attr_typeDamageMod" value="0"/>
<input type="number" name="attr_classTravelMod" value="0"/>
<input type="number" name="attr_classDirectionMod" value="0"/>
<input type="number" name="attr_classCampMod" value="0"/>
<input type="number" name="attr_classConditionMod" value="0"/>
<input type="number" name="attr_classNegotiationMod" value="0"/>
<input type="number" name="attr_classSkillBonus" value="0"/>
<input type="number" name="attr_armorPenalty" value="0"/>
<input type="number" name="attr_concentrationBonus" value="0"/>
<input type="number" name="attr_speciesConditionMod" value="0"/>
<input type="number" name="attr_speciesInitiativeMod" value="0"/>
<input type="hidden" name="attr_safeCharacterName" value=""/>
</div>
<!-- End Hidden Fields -->
<!-- High Level Tabs -->
<input type="radio" class="tab tab1" name="attr_core-tab" value="1" title="Details" checked="checked"/>
<span class="tab tab1" data-i18n="tab-info">Info</span>
<input type="radio" class="tab tab2" name="attr_core-tab" value="2" title="Class"/>
<span class="tab tab2" data-i18n="tab-class">Class</span>
<input type="radio" class="tab tab3" name="attr_core-tab" value="3" title="Stats"/>
<span class="tab tab3" data-i18n="tab-stats">Stats</span>
<input type="radio" class="tab tab4" name="attr_core-tab" value="4" title="Checks"/>
<span class="tab tab4" data-i18n="tab-modifiers">Modifiers</span>
<input type="radio" class="tab tab5" name="attr_core-tab" value="5" title="Equipment"/>
<span class="tab tab5" data-i18n="tab-inv">Inventory</span>
<input type="radio" class="tab tab6" name="attr_core-tab" value="6" title="Settings"/>
<span class="tab tab6">y</span>
<!-- End High Level Tabs -->
<!-- Tabs -->
<span class="characterDetails">
<div class="flex">
<img class="logo" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ryuutama/images/rtlogo.svg">
<div class="flex-column round-box">
<div class="flex">
<div class="flex-column">
<label data-i18n="name">Name</label>
<input name="attr_character_name" data-i18n-placeholder="char-name" placeholder="Character Name" title="@{character_name}" type="text" value="" />
</div>
<div class="flex-column">
<label data-i18n="species">Species</label>
<select name="attr_species">
<option value="Human" data-i18n="human">Human</option>
<option value="Koneko Goblin" data-i18n="koneko">Koneko Goblin</option>
</select>
</div>
</div>
<div class="flex">
<div class="flex-column">
<label data-i18n="level">Level</label>
<input type="number" name="attr_level" value="1" min="1"/>
</div>
<div class="flex-column">
<label data-i18n="exp">Experience</label>
<input type="number" name="attr_exp" value="0" min="0" style="width:70px"/>
</div>
<div class="flex-column">
<label data-i18n="age">Age</label>
<input type="number" name="attr_charAge" min="1"/>
</div>
<div class="flex-column">
<label data-i18n="gender">Gender</label>
<input type="text" name="attr_charGender"/>
</div>
</div>
</div>
</div>
<div class="flex personalItems">
<div class="flex-column">
<label class="header attrLabel" data-i18n="personalitem">Personal Item</label>
<input type="text" name="attr_personalItem"/>
</div>
<div class="flex-column">
<label class="header attrLabel" data-i18n="partyrole">Party Role</label>
<select name="attr_role" data-i18n-list="role-list">
<option value=""></option>
<option value="Journal Keeper" data-i18n-list-item="role-journalkeeper" data-i18n="role-journalkeeper">Journal Keeper</option>
<option value="Leader" data-i18n-list-item="role-leader" data-i18n="role-leader">Leader</option>
<option value="Mapper" data-i18n-list-item="role-mapper" data-i18n="role-mapper">Mapper</option>
<option value="Quartermaster" data-i18n-list-item="role-quartermaster" data-i18n="role-quartermaster">Quartermaster</option>
</select>
</div>
</div>
<div class="flex-column">
<label class="header attrLabel" data-i18n="appearance">Image Color/Appearance</label>
<textarea name="attr_charAppearance"></textarea>
</div>
<div class="flex-column">
<label class="header attrLabel" data-i18n="hometown">Hometown/Reason for Travel</label>
<textarea name="attr_charHometown"></textarea>
</div>
<div class="flex-column">
<label class="header attrLabel" data-i18n="notes">Notes</label>
<textarea name="attr_charNotes"></textarea>
</div>
</span>
<span class="characterClass">
<div class="sheet-2colrow">
<label class="header headerLabel" data-i18n="class">Class</label>
</div>
<div class="sheet-2colrow">
<div class="sheet-col">
<span data-i18n="class">Class</span> 1:
<select name="attr_class1" class="charoptions" data-i18n-list="class-list">
<option value=""></option>
<option value="Artisan" data-i18n-list-item="artisan" data-i18n="artisan">Artisan</option>
<option value="Farmer" data-i18n-list-item="farmer" data-i18n="farmer">Farmer</option>
<option value="Healer" data-i18n-list-item="healer" data-i18n="healer">Healer</option>
<option value="Hunter" data-i18n-list-item="hunter" data-i18n="hunter">Hunter</option>
<option value="Merchant" data-i18n-list-item="merchant" data-i18n="merchant">Merchant</option>
<option value="Minstrel" data-i18n-list-item="minstrel" data-i18n="minstrel">Minstrel</option>
<option value="Navigator" data-i18n-list-item="navigator" data-i18n="navigator">Navigator</option>
<option value="Noble" data-i18n-list-item="noble" data-i18n="noble">Noble</option>
<option value="Other" data-i18n-list-item="other" data-i18n="other">Other</option>
</select>
<input type="text" name="attr_class1Other" class="classOtherinput" placeholder="If other, type class name here" data-i18n-placeholder="class-other-ph"/>
</div>
<div class="sheet-col">
<span data-i18n="class">Class</span> 2:
<select name="attr_class2" class="charoptions" data-i18n-list="class-list">
<option value=""></option>
<option value="Artisan" data-i18n-list-item="artisan" data-i18n="artisan">Artisan</option>
<option value="Farmer" data-i18n-list-item="farmer" data-i18n="farmer">Farmer</option>
<option value="Healer" data-i18n-list-item="healer" data-i18n="healer">Healer</option>
<option value="Hunter" data-i18n-list-item="hunter" data-i18n="hunter">Hunter</option>
<option value="Merchant" data-i18n-list-item="merchant" data-i18n="merchant">Merchant</option>
<option value="Minstrel" data-i18n-list-item="minstrel" data-i18n="minstrel">Minstrel</option>
<option value="Navigator" data-i18n-list-item="navigator" data-i18n="navigator">Navigator</option>
<option value="Noble" data-i18n-list-item="noble" data-i18n="noble">Noble</option>
<option value="Other" data-i18n-list-item="other" data-i18n="other">Other</option>
</select>
<input type="text" name="attr_class2Other" class="classOtherinput" placeholder="If other, type class name here" data-i18n-placeholder="class-other-ph"/>
</div>
</div>
<label class="header headerLabel checkLabel">Type</label>
<div class="sheet-2colrow">
<div class="sheet-col">
<span data-i18n="type">Type</span> 1:
<select name="attr_type1" class="charoptions">
<option value=""></option>
<option value="Attack" data-i18n="type-attack">Attack</option>
<option value="Magic" data-i18n="type-magic">Magic</option>
<option value="Technical" data-i18n="type-technical">Technical</option>
</select>
</div>
<div class="sheet-col">
<span data-i18n="season">Season</span> 1:
<select name="attr_season1" class="charoptions">
<option value=""></option>
<option value="Spring" data-i18n="season-spring">Spring</option>
<option value="Summer" data-i18n="season-summer">Summer</option>
<option value="Fall" data-i18n="season-fall">Fall</option>
<option value="Winter" data-i18n="season-winter">Winter</option>
</select>
</div>
</div>
<div class="sheet-2colrow">
<div class="sheet-col">
<span data-i18n="type">Type</span> 2:
<select name="attr_type2" class="charoptions">
<option value=""></option>
<option value="Attack" data-i18n="type-attack">Attack</option>
<option value="Magic" data-i18n="type-magic">Magic</option>
<option value="Technical" data-i18n="type-technical">Technical</option>
</select>
</div>
<div class="sheet-col">
<span data-i18n="season">Season</span> 2:
<select name="attr_season2" class="charoptions">
<option value=""></option>
<option value="Spring" data-i18n="season-spring">Spring</option>
<option value="Summer" data-i18n="season-summer">Summer</option>
<option value="Fall" data-i18n="season-fall">Fall</option>
<option value="Winter" data-i18n="season-winter">Winter</option>
</select>
</div>
</div>
<label class="header headerLabel checkLabel" data-i18n="mastered-weapons">Mastered Weapons</label>
<div>
<div data-i18n="weaponmastery-initial">Select initial weapon mastery:</div>
<div class="flex">
<input type="radio" class="radioChoice radioChoice2" name="attr_initialMastery" value="2" title="Blade"/>
<span class="radioChoice radioChoice2" data-i18n="weapon-blade">Blade</span>
<input type="radio" class="radioChoice radioChoice3" name="attr_initialMastery" value="3" title="Polearm"/>
<span class="radioChoice radioChoice3" data-i18n="weapon-polearm">Polearm</span>
<input type="radio" class="radioChoice radioChoice5" name="attr_initialMastery" value="5" title="Bow"/>
<span class="radioChoice radioChoice5" data-i18n="weapon-bow">Bow</span>
<input type="radio" class="radioChoice radioChoice1" name="attr_initialMastery" value="1" title="Light Blade"/>
<span class="radioChoice radioChoice1" data-i18n="weapon-lightblade">Light Blade</span>
<input type="radio" class="radioChoice radioChoice4" name="attr_initialMastery" value="4" title="Axe"/>
<span class="radioChoice radioChoice4" data-i18n="weapon-axe">Axe</span>
<input type="radio" class="radioChoice radioChoice6" name="attr_initialMastery" value="6" title="Unarmed"/>
<span class="radioChoice radioChoice6" data-i18n="weapon-unarmed">Unarmed</span>
</div>
</div>
<span>
<input type="checkbox" class="showDiv" name="attr_showAttackTypeMastery" value="1">
<div>
<div data-i18n="weaponmastery-attacktype">Select bonus weapon mastery gained from the attack type:</div>
<div class="flex">
<input type="radio" class="radioChoice radioChoice2" name="attr_attackTypeMastery" value="2" title="Blade"/>
<span class="radioChoice radioChoice2" data-i18n="weapon-blade">Blade</span>
<input type="radio" class="radioChoice radioChoice3" name="attr_attackTypeMastery" value="3" title="Polearm"/>
<span class="radioChoice radioChoice3" data-i18n="weapon-polearm">Polearm</span>
<input type="radio" class="radioChoice radioChoice5" name="attr_attackTypeMastery" value="5" title="Bow"/>
<span class="radioChoice radioChoice5" data-i18n="weapon-bow">Bow</span>
<input type="radio" class="radioChoice radioChoice1" name="attr_attackTypeMastery" value="1" title="Light Blade"/>
<span class="radioChoice radioChoice1" data-i18n="weapon-lightblade">Light Blade</span>
<input type="radio" class="radioChoice radioChoice4" name="attr_attackTypeMastery" value="4" title="Axe"/>
<span class="radioChoice radioChoice4" data-i18n="weapon-axe">Axe</span>
<input type="radio" class="radioChoice radioChoice6" name="attr_attackTypeMastery" value="6" title="Unarmed"/>
<span class="radioChoice radioChoice6" data-i18n="weapon-unarmed">Unarmed</span>
</div>
</div>
</span>
<span>
<input type="checkbox" class="showDiv" name="attr_showSecondAttackTypeMastery" value="1">
<div>
<div data-i18n="weaponmastery-attacktype2">Select additional bonus weapon mastery gained from having the attack type twice:</div>
<div class="flex">
<input type="radio" class="radioChoice radioChoice2" name="attr_attackTypeMastery2" value="2" title="Blade"/>
<span class="radioChoice radioChoice2" data-i18n="weapon-blade">Blade</span>
<input type="radio" class="radioChoice radioChoice3" name="attr_attackTypeMastery2" value="3" title="Polearm"/>
<span class="radioChoice radioChoice3" data-i18n="weapon-polearm">Polearm</span>
<input type="radio" class="radioChoice radioChoice5" name="attr_attackTypeMastery2" value="5" title="Bow"/>
<span class="radioChoice radioChoice5" data-i18n="weapon-bow">Bow</span>
<input type="radio" class="radioChoice radioChoice1" name="attr_attackTypeMastery2" value="1" title="Light Blade"/>
<span class="radioChoice radioChoice1" data-i18n="weapon-lightblade">Light Blade</span>
<input type="radio" class="radioChoice radioChoice4" name="attr_attackTypeMastery2" value="4" title="Axe"/>
<span class="radioChoice radioChoice4" data-i18n="weapon-axe">Axe</span>
<input type="radio" class="radioChoice radioChoice6" name="attr_attackTypeMastery2" value="6" title="Unarmed"/>
<span class="radioChoice radioChoice6" data-i18n="weapon-unarmed">Unarmed</span>
</div>
</div>
</span>
<span>
<input type="checkbox" class="showDiv" name="attr_showWeaponGrace" value="1">
<div>
<div data-i18n="weaponmastery-noble">Select bonus weapon mastery gained from the noble class (can be the same as a previously selected weapon mastery):</div>
<div class="weaponBar">
<input type="radio" class="radioChoice radioChoice2" name="attr_weaponGrace" value="2" title="Blade"/>
<span class="radioChoice radioChoice2" data-i18n="weapon-blade">Blade</span>
<input type="radio" class="radioChoice radioChoice3" name="attr_weaponGrace" value="3" title="Polearm"/>
<span class="radioChoice radioChoice3" data-i18n="weapon-polearm">Polearm</span>
<input type="radio" class="radioChoice radioChoice5" name="attr_weaponGrace" value="5" title="Bow"/>
<span class="radioChoice radioChoice5" data-i18n="weapon-bow">Bow</span>
</div>
</div>
</span>
<span>
<input type="checkbox" class="showDiv" name="attr_showSecondWeaponGrace" value="1">
<div>
<div data-i18n="weaponmastery-noble2">Select additional bonus weapon mastery gained from having the noble class twice:</div>
<div class="weaponBar">
<input type="radio" class="radioChoice radioChoice2" name="attr_weaponGrace2" value="2" title="Blade"/>
<span class="radioChoice radioChoice2" data-i18n="weapon-blade">Blade</span>
<input type="radio" class="radioChoice radioChoice3" name="attr_weaponGrace2" value="3" title="Polearm"/>
<span class="radioChoice radioChoice3" data-i18n="weapon-polearm">Polearm</span>
<input type="radio" class="radioChoice radioChoice5" name="attr_weaponGrace2" value="5" title="Bow"/>
<span class="radioChoice radioChoice5" data-i18n="weapon-bow">Bow</span>
</div>
</div>
</span>
<label class="header headerLabel spellsLabel" data-i18n="spells-music-other">Spells/Music/Other Abilities</label>
<div class="spell-details checkboxLabel">
<span class="spellName"> </span>
<span class="spellCost" data-i18n="mp">MP</span>
<span class="spellDuration" data-i18n="duration">Duration</span>
<span class="spellTarget" data-i18n="target">Target</span>
<span class="spellRange" data-i18n="range">Range</span>
<span class="spellType" data-i18n="type">Type</span>
</div>
<fieldset class="repeating_spells">
<div class="spellRow">
<div class="spell-details">
<button class="spellName skill-check-button" type="roll" value="&{template:spell} {{name=@{spellName}}} {{cost=@{spellCost}}} {{duration=@{spellDuration}}} {{target=@{spellTarget}}} {{range=@{spellRange}}} {{effect=@{spellEffect}}} {{charname=@{safeCharacterName}}}" name="roll_repeatingSpellCard">
<span name="attr_spellName"></span>
</button>
<span class="spellCost" name="attr_spellCost"></span>
<span class="spellDuration spellWrap" name="attr_spellDuration"></span>
<span class="spellTarget spellWrap" name="attr_spellTarget"></span>
<span class="spellRange spellWrap" name="attr_spellRange"></span>
<span class="spellTypes" name="attr_spellType" data-i18n-dynamic></span>
</div>
<input class="config-toggles config-checkbox" name="attr_settings" type="checkbox" value="settings"/>
<span class="config-toggles settings-toggle ">p</span>
<input class="config-toggles collapse-toggle config-checkbox" name="attr_collapse" type="checkbox" value="collapse"/>
<span class="config-toggles collapse-toggle">i</span>
<div class="flex settings full-width">
<div class="flex-column">
<span data-i18n="name">Name</span>
<input type="text" name="attr_spellName" class="spellName" placeholder="Hold Hands" data-i18n-placeholder="holdhands"/>
</div>
<div class="flex-column">
<span data-i18n="mp">MP</span>
<input type="number" name="attr_spellCost" min="0"/>
</div>
<div class="flex-column">
<span data-i18n="duration">Duration</span>
<input type="text" name="attr_spellDuration" class="spellDuration" placeholder="Instant" data-i18n-placeholder="instant"/>
</div>
<div class="flex-column">
<span data-i18n="target">Target</span>
<input type="text" name="attr_spellTarget" class="spellTarget" placeholder="1 Target" data-i18n-placeholder="onetarget"/>
</div>
<div class="flex-column">
<span data-i18n="range">Range</span>
<input type="text" name="attr_spellRange" class="spellRange" placeholder="Touch" data-i18n-placeholder="touch"/>
</div>
<div class="flex-column">
<span data-i18n="type">Type</span>
<select name="attr_spellType" class="spellTypes">
<option value="empty-string" data-i18n="empty-string"></option>
<option value="incantation" data-i18n="incantation">Incantation</option>
<option value="incantation-ritual" data-i18n="incantation-ritual">Incantation (Ritual)</option>
<option value="music" data-i18n="music">Music</option>
<option value="season-spring" data-i18n="season-spring">Spring</option>
<option value="season-spring-ritual" data-i18n="season-spring-ritual">Spring (Ritual)</option>
<option value="season-summer" data-i18n="season-summer">Summer</option>
<option value="season-summer-ritual" data-i18n="season-summer-ritual">Summer (Ritual)</option>
<option value="season-fall" data-i18n="season-fall">Fall</option>
<option value="season-fall-ritual" data-i18n="season-fall-ritual">Fall (Ritual) </option>
<option value="season-winter" data-i18n="season-winter">Winter</option>
<option value="season-winter-ritual" data-i18n="season-winter-ritual">Winter (Ritual)</option>
<option value="Other" data-i18n="other">Other</option>
</select>
</div>
</div>
<div class="settings">
<textarea name="attr_spellEffect" class="spellEffect" placeholder="Effect" data-i18n-placeholder="effect"></textarea>
</div>
<div class="collapse">
<span name="attr_spellEffect" class="spellEffectDisplay"></span>
</div>
</div>
</fieldset>
</span>
<span class="characterStats">
<div class="hpmpgrid">
<div class="hpHeader"><div class="flex header hpmpHeader" data-i18n="hp-words">Hit Points</div></div>
<div class="mpHeader"><div class="flex header hpmpHeader" data-i18n="mp-words">Mental Points</div></div>
<div class="condHeader">
<div class="flex header hpmpHeader"><span data-i18n="condition">Condition</span>&nbsp;(<span data-i18n="condition-bonus">If >=10 add 1 dice size to</span>:
<select name="attr_bonus" class="condAttribute">
<option value=""></option>
<option value="STR" data-i18n="str">STR</option>
<option value="DEX" data-i18n="dex">DEX</option>
<option value="INT" data-i18n="int">INT</option>
<option value="SPI" data-i18n="spi">SPI</option>
</select>
)
</div>
</div>
<div class="hp">
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ryuutama/images/heart.png" alt="whiteheart" class="icon">
<input type="checkbox" class="penaltyCondition" name="attr_hpUnconscious" value="1"/>
<input type="checkbox" class="deathCondition" name="attr_hpDeath" value="1"/>
<input type="number" class="stats" name="attr_healthPoints" value="8"/> /
<input type="number" class="stats" name="attr_healthPoints_max" value="8" min="1"/>
</div>
<div class="mp">
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ryuutama/images/sevenpointstar.png" alt="sevenpointstar" class="icon">
<input type="checkbox" class="penaltyCondition" name="attr_mpUnconscious" value="1"/>
<input type="number" class="stats" name="attr_magicPoints" value="8" min="0"/> /
<input type="number" class="stats" name="attr_magicPoints_max" value="8" min="1"/>
</div>
<div class="condition flex">
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ryuutama/images/condition.png" alt="condition" class="icon">
<label class="flex-column condionBar">2<input type="radio" name="attr_condition" value="2"></label>
<label class="flex-column condionBar">3<input type="radio" name="attr_condition" value="3"></label>
<label class="flex-column condionBar">4<input type="radio" name="attr_condition" value="4"></label>
<label class="flex-column condionBar">5<input type="radio" name="attr_condition" value="5"></label>
<label class="flex-column condionBar">6<input type="radio" name="attr_condition" value="6"></label>
<label class="flex-column condionBar">7<input type="radio" name="attr_condition" value="7"></label>
<label class="flex-column condionBar">8<input type="radio" name="attr_condition" value="8"></label>
<label class="flex-column condionBar">9<input type="radio" name="attr_condition" value="9"></label>
<label class="flex-column condionBar">10<input type="radio" name="attr_condition" value="10">&#9733;</label>
<label class="flex-column condionBar">11<input type="radio" name="attr_condition" value="11"></label>
<label class="flex-column condionBar">12<input type="radio" name="attr_condition" value="12"></label>
<label class="flex-column condionBar">13<input type="radio" name="attr_condition" value="13"></label>
<label class="flex-column condionBar">14<input type="radio" name="attr_condition" value="14"></label>
<label class="flex-column condionBar">15<input type="radio" name="attr_condition" value="15"></label>
<label class="flex-column condionBar">16<input type="radio" name="attr_condition" value="16"></label>
<label class="flex-column condionBar">17<input type="radio" name="attr_condition" value="17"></label>
<label class="flex-column condionBar">18<input type="radio" name="attr_condition" value="18"></label>
<label class="flex-column condionBar">19<input type="radio" name="attr_condition" value="19"></label>
<label class="flex-column condionBar">20<input type="radio" name="attr_condition" value="20"></label>
</div>
</div>
<hr>
<div class="coreAttributes">
<div class="str">
<div class="coreStatGrid">
<div class="coreStatText" data-i18n="str">STR</div>
<div class="coreStatBaseDie flex-column">
<select name="attr_str" class="dtype">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
</select>
<span data-i18n="base">Base</span>
</div>
<div class="coreStatCurrentDie flex-column">
<input class="diceAdjustment" name="attr_strDieStatus" type="hidden" value="default"/>
<input type="number" name="attr_currentStr" value="4" min="4" step="2" max="12"/>
<span data-i18n="current">Current</span>
</div>
</div>
</div>
<div class="dex">
<div class="coreStatGrid">
<div class="coreStatText" data-i18n="dex">DEX</div>
<div class="coreStatBaseDie flex-column">
<select name="attr_dex" class="dtype">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
</select>
<span data-i18n="base">Base</span>
</div>
<div class="coreStatCurrentDie flex-column">
<input class="diceAdjustment" name="attr_dexDieStatus" type="hidden" value="default"/>
<input type="number" name="attr_currentDex" value="4" min="4" step="2" max="12"/>
<span data-i18n="current">Current</span>
</div>
</div>
</div>
<div class="int">
<div class="coreStatGrid">
<div class="coreStatText" data-i18n="int">INT</div>
<div class="coreStatBaseDie flex-column">
<select name="attr_int" class="dtype">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
</select>
<span data-i18n="base">Base</span>
</div>
<div class="coreStatCurrentDie flex-column">
<input class="diceAdjustment" name="attr_intDieStatus" type="hidden" value="default"/>
<input type="number" name="attr_currentInt" value="4" min="4" step="2" max="12"/>
<span data-i18n="current">Current</span>
</div>
</div>
</div>
<div class="spi">
<div class="coreStatGrid">
<div class="coreStatText" data-i18n="spi">SPI</div>
<div class="coreStatBaseDie flex-column">
<select name="attr_spi" class="dtype">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
</select>
<span data-i18n="base">Base</span>
</div>
<div class="coreStatCurrentDie flex-column">
<input class="diceAdjustment" name="attr_spiDieStatus" type="hidden" value="default"/>
<input type="number" name="attr_currentSpi" value="4" min="4" step="2" max="12"/>
<span data-i18n="current">Current</span>
</div>
</div>
</div>
</div>
<hr>
<div class="flex">
<div class="flex-column">
<label class="header" data-i18n="status-injury">Injury</label>
<div class="flex">
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ryuutama/images/bandaids.png" alt="bandaids" class="icon icon-small">
<input type="checkbox" class="penaltyCondition" name="attr_injured" value="2"/>
<input type="number" name="attr_injury" value="0" min="0"/>
</div>
<span class="font-12" data-i18n="status-lowerdex">lowers DEX die size</span>
</div>
<div class="flex-column">
<label class="header" data-i18n="status-poison">Poison</label>
<div class="flex">
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ryuutama/images/skullcrossbones.png" alt="skullcrossbones" class="icon icon-small">
<input type="checkbox" class="penaltyCondition" name="attr_poisoned" value="2"/>
<input type="number" name="attr_poison" value="0" min="0"/>
</div>
<span class="font-12" data-i18n="status-lowerstr">lowers STR die size</span>
</div>
<div class="flex-column">
<label class="header" data-i18n="status-sickness">Sickness</label>
<div class="flex">
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ryuutama/images/bedmeds.png" alt="bed" class="icon icon-small">
<input type="checkbox" class="penaltyCondition" name="attr_sick" value="2"/>
<input type="number" name="attr_sickness" value="0" min="0"/>
</div>
<span class="font-12" data-i18n="status-lowerall">lowers all dice sizes</span>
</div>
<div class="flex-column">
<label class="header" data-i18n="status-exhaustion">Exhaustion</label>
<div class="flex">
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ryuutama/images/moonstars.png" alt="exhaustion" class="icon icon-small">
<input type="checkbox" class="penaltyCondition" name="attr_exhausted" value="2"/>
<input type="number" name="attr_exhaustion" value="0" min="0"/>
</div>
<span class="font-12" data-i18n="status-lowerspi">lowers SPI die size</span>
</div>
<div class="flex-column">
<label class="header" data-i18n="status-muddled">Muddled</label>
<div class="flex">
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ryuutama/images/questionmarks.png" alt="questionmarks" class="icon icon-small">
<input type="checkbox" class="penaltyCondition" name="attr_muddled" value="2"/>
<input type="number" name="attr_muddle" value="0" min="0"/>
</div>
<span class="font-12" data-i18n="status-lowerint">lowers INT die size</span>
</div>
<div class="flex-column">
<label class="header" data-i18n="status-shock">Shock</label>
<div class="flex">
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ryuutama/images/brokenheart.png" alt="brokenheart" class="icon icon-small">
<input type="checkbox" class="penaltyCondition" name="attr_shocked" value="2"/>
<input type="number" name="attr_shock" value="0" min="0"/>
</div>
<span class="font-12" data-i18n="status-lowerall">lowers all dice sizes</span>
</div>
</div>
<hr>
<div class="journeyRules">
<div class="journeyRulesGrid">
<div class="journeyRulesTitle" data-i18n="journey-rules">Journey Rules</div>
<div class="journeyRulesTravelCheck">
<button class="skill-check-button " type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{travel}}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{travelMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classTravelMod}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{armorPenalty}-@{overburdenPenalty}[Overburden]]]}}" name="roll_travelRoll">
1) <span data-i18n="travel">Travel</span> [<span data-i18n="str">STR</span>+<span data-i18n="dex">DEX</span>] +
</button>
<input type="number" name="attr_travelMod" value="0"/>
</div>
<div class="journeyRulesDirectionCheck">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{direction}}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{directionMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classDirectionMod}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_directionRoll">
2) <span data-i18n="direction">Direction</span> [<span data-i18n="int">INT</span>+<span data-i18n="int">INT</span>] +
</button>
<input type="number" name="attr_directionMod" value="0"/>
</div>
<div class="journeyRulesCampCheck">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{camp}}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{campMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classCampMod}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_campRoll">
3) <span data-i18n="camp">Camp</span> [<span data-i18n="dex">DEX</span>+<span data-i18n="int">INT</span>] +
</button>
<input type="number" name="attr_campMod" value="0"/>
</div>
</div>
</div>
<hr>
<div class="flex" data-i18n-list="skills-list">
<div class="flex-column skillCheckColumn">
<div data-i18n-list-item="condition" class="flex-between">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{condition}}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{conditionMod}[Skill Mod]+@{classConditionMod}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]+@{speciesConditionMod}-@{overburdenPenalty}[Overburden]]]}}" name="roll_conditionRoll">
<span data-i18n="condition">Condition</span> [<span data-i18n="str">STR</span>+<span data-i18n="spi">SPI</span>]
</button>
<input type="number" name="attr_conditionMod" value="0" class="journeyMod"/>
</div>
<div data-i18n-list-item="delicate-work" class="flex-between">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{delicate-work}}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{delicateWorkMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_delicateWorkRoll">
<span data-i18n="delicate-work">Delicate Work</span> [<span data-i18n="dex">DEX</span>+<span data-i18n="spi">SPI</span>]
</button>
<input type="number" name="attr_delicateWorkMod" value="0" class="journeyMod"/>
</div>
<div data-i18n-list-item="dodge" class="flex-between">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{dodge}}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{dodgeMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_dodgeRoll">
<span data-i18n="dodge">Dodge</span> [<span data-i18n="dex">DEX</span>+<span data-i18n="int">INT</span>]
</button>
<input type="number" name="attr_dodgeMod" value="0" class="journeyMod"/>
</div>
<div data-i18n-list-item="drinking" class="flex-between">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{drinking}}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{drinkingMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_drinkingRoll">
<span data-i18n="drinking">Drinking</span> [<span data-i18n="str">STR</span>+<span data-i18n="spi">SPI</span>]</button>
<input type="number" name="attr_drinkingMod" value="0" class="journeyMod"/>
</div>
<div data-i18n-list-item="hard-exercise" class="flex-between">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{hard-exercise}}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{hardExerciseMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_hardExerciseRoll">
<span data-i18n="hard-exercise">Hard Exercise</span> [<span data-i18n="str">STR</span>+<span data-i18n="dex">DEX</span>]
</button>
<input type="number" name="attr_hardExerciseMod" value="0" class="journeyMod"/>
</div>
</div>
<div class="flex-column skillCheckColumn">
<div data-i18n-list-item="initiative" class="flex-between">
<button class="skill-check-button" type="roll" value="&{template:oneDieCheck} {{season=@{currentSeason}}} {{name=@{character_name} ^{initiative}}} {{result=[[1d@{currentDex}+1d@{currentInt}+@{initiativeMod}+@{typeInitiativeMod}[Skill Mod]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]+@{speciesInitiativeMod}-@{armorPenalty}-@{overburdenPenalty}[Overburden] &{tracker}]]}}" name="roll_initiativeRoll">
<span data-i18n="initiative">Initiative</span> [<span data-i18n="dex">DEX</span>+<span data-i18n="int">INT</span>]
</button>
<input type="number" name="attr_initiativeMod" value="0" class="journeyMod"/>
</div>
<div data-i18n-list-item="job-knowledge" class="flex-between">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{job-knowledge}}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{jobKnowledgeMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_jobKnowledgeRoll">
<span data-i18n="job-knowledge">Job Knowledge</span> [<span data-i18n="int">INT</span>+<span data-i18n="int">INT</span>]
</button>
<input type="number" name="attr_jobKnowledgeMod" value="0" class="journeyMod"/>
</div>
<div data-i18n-list-item="magic" class="flex-between">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{magic}}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{magicCheckMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_magicRoll">
<span data-i18n="magic">Magic</span> [<span data-i18n="int">INT</span>+<span data-i18n="spi">SPI</span>]
</button>
<input type="number" name="attr_magicCheckMod" value="0" class="journeyMod"/>
</div>
<div data-i18n-list-item="monster-knowledge" class="flex-between">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{monster-knowledge}}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{monsterKnowledgeMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_monsterKnowledgeRoll">
<span data-i18n="monster-knowledge">Monster Knowledge</span> [<span data-i18n="int">INT</span>+<span data-i18n="int">INT</span>]
</button>
<input type="number" name="attr_monsterKnowledgeMod" value="0" class="journeyMod"/>
</div>
<div data-i18n-list-item="negotiation" class="flex-between">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{negotiation}}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{negotiationMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classNegotiationMod}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_negotiationRoll">
<span data-i18n="negotiation">Negotiation</span> [<span data-i18n="int">INT</span>+<span data-i18n="spi">SPI</span>]
</button>
<input type="number" name="attr_negotiationMod" value="0" class="journeyMod"/>
</div>
</div>
<div class="flex-column skillCheckColumn">
<div data-i18n-list-item="perception" class="flex-between">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{perception}}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{perceptionMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_perceptionRoll">
<span data-i18n="perception">Perception</span> [<span data-i18n="dex">DEX</span>+<span data-i18n="int">INT</span>]
</button>
<input type="number" name="attr_perceptionMod" value="0" class="journeyMod"/>
</div>
<div data-i18n-list-item="search-for-food" class="flex-between">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{search-for-food}}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{foragingMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_foragingRoll">
<span data-i18n="search-for-food">Search for Food</span> [<span data-i18n="str">STR</span>+<span data-i18n="int">INT</span>]
</button>
<input type="number" name="attr_foragingMod" value="0" class="journeyMod"/>
</div>
<div data-i18n-list-item="sense" class="flex-between">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{sense}}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{senseMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_senseRoll">
<span data-i18n="sense">Sense</span> [<span data-i18n="int">INT</span>+<span data-i18n="spi">SPI</span>]
</button>
<input type="number" name="attr_senseMod" value="0" class="journeyMod"/>
</div>
<div data-i18n-list-item="stealth" class="flex-between">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{stealth}}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{stealthMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_stealthRoll">
<span data-i18n="stealth">Stealth</span> [<span data-i18n="dex">DEX</span>+<span data-i18n="dex">DEX</span>]
</button>
<input type="number" name="attr_stealthMod" value="0" class="journeyMod"/>
</div>
</div>
</div>
<span>
<input type="checkbox" class="showDiv" name="attr_showFarmerSkills" value="1">
<div class="flex-column">
<label class="header headerLabel itemLabel"><span data-i18n="side-job">Side Job</span></label>
<span data-i18n="automatic-negativeone"></span>
<div>
<span data-i18n="name">Name</span>:
<input type="text" name="attr_farmerSkillName"/>
<span data-i18n="effect">Effect</span>:
<input type="text" name="attr_farmerSkillEffect" class="spellEffect"/>
<button type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=@{farmerSkillName}}} {{die1=[[1d@{farmerSkillDie1}]]}} {{die2=[[1d@{farmerSkillDie2}]]}} {{bonusesAndPenalties=[[@{farmerSkillMod}-1[Skill Mod]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_farmerSkillRoll"></button>
<select name="attr_farmerSkillDie1" class="attributeType">
<option value="@{currentStr}" data-i18n="str">STR</option>
<option value="@{currentDex}" data-i18n="dex">DEX</option>
<option value="@{currentInt}" data-i18n="int">INT</option>
<option value="@{currentSpi}" data-i18n="spi">SPI</option>
</select> +
<select name="attr_farmerSkillDie2" class="attributeType">
<option value="@{currentStr}" data-i18n="str">STR</option>
<option value="@{currentDex}" data-i18n="dex">DEX</option>
<option value="@{currentInt}" data-i18n="int">INT</option>
<option value="@{currentSpi}" data-i18n="spi">SPI</option>
</select> +
<input type="number" name="attr_farmerSkillMod" value="0"/>
</div>
</div>
</span>
<span>
<input type="checkbox" class="showDiv" name="attr_showArtisanSkills" value="1">
<div class="sheet-2colrow">
<label class="header headerLabel checkLabel" data-i18n="artisan-checks">Artisan Checks</label>
<div class="sheet-col">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{crafting}}}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{craftingMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_craftingRoll">
<span data-i18n="crafting">Crafting</span> [<span data-i18n="str">STR</span>+<span data-i18n="dex">DEX</span>]
</button>
<input type="number" name="attr_craftingMod" value="0" class="journeyMod"/>
</div>
<div class="sheet-col">
<button class="skill-check skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{trapping}}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{artisanTrappingMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_artisanTrappingRoll">
<span data-i18n="trapping">Trapping</span> [<span data-i18n="dex">DEX</span>+<span data-i18n="int">INT</span>]
</button>
<input type="number" name="attr_artisanTrappingMod" value="0" class="journeyMod"/>
</div>
</div>
<div class="sheet-2colrow">
<div class="sheet-col">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{repair}}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{repairMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_repairRoll">
<span data-i18n="repair">Repair</span> [<span data-i18n="str">STR</span>+<span data-i18n="dex">DEX</span>]
</button>
<input type="number" name="attr_repairMod" value="0" class="journeyMod"/>
</div>
</div>
</span>
<span>
<input type="checkbox" class="showDiv" name="attr_showHealerSkills" value="1">
<div class="sheet-2colrow">
<label class="header headerLabel checkLabel" data-i18n="healer-checks">Healer Checks</label>
<div class="sheet-col">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{firstaid} (^{out-of-combat})}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{firstAidOocMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_firstAidOocRoll">
<span data-i18n="firstaid">First Aid</span> [<span data-i18n="int">INT</span>+<span data-i18n="spi">SPI</span>] (<span data-i18n="out-of-combat">out of combat</span>)
</button>
<input type="number" name="attr_firstAidOocMod" value="0" class="journeyMod"/>
</div>
<div class="sheet-col">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{healing}}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{healingMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_healingRoll">
<span data-i18n="healing">Healing</span> [<span data-i18n="int">INT</span>+<span data-i18n="spi">SPI</span>]
</button>
<input type="number" name="attr_healingMod" value="0" class="journeyMod"/>
</div>
</div>
<div class="sheet-2colrow">
<div class="sheet-col">
<button class="skill-check-button" type="roll" value="&{template:oneDieCheck} {{season=@{currentSeason}}} {{name=^{firstaid}}} {{result=[[1d@{currentInt}+@{firstAidIcMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_firstAidIcRoll">
<span data-i18n="firstaid">First Aid</span> [<span data-i18n="int">INT</span>] (<span data-i18n="in-combat">in combat</span>)
</button>
<input type="number" name="attr_firstAidIcMod" value="0" class="journeyMod"/>
</div>
<div class="sheet-col">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{herb-gathering}}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{herbGatheringMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_musicRoll">
<span data-i18n="herb-gathering">Herb Gathering</span> [<span data-i18n="str">STR</span>+<span data-i18n="int">INT</span>]
</button>
<input type="number" name="attr_herbGatheringMod" value="0" class="journeyMod"/>
</div>
</div>
</span>
<span>
<input type="checkbox" class="showDiv" name="attr_showHunterSkills" value="1">
<div class="sheet-2colrow">
<label class="header headerLabel checkLabel" data-i18n="hunter-checks">Hunter Checks</label>
<div class="sheet-col">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{animal-tracking}}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{animalTrackingMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_animalTrackingRoll">
<span data-i18n="animal-tracking">Animal Tracking</span> [<span data-i18n="str">STR</span>+<span data-i18n="int">INT</span>]
</button>
<input type="number" name="attr_animalTrackingMod" value="0" class="journeyMod"/>
</div>
<div class="sheet-col">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=Trapping}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{hunterTrappingMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_hunterTrappingRoll">
<span data-i18n="trapping">Trapping</span> [<span data-i18n="dex">DEX</span>+<span data-i18n="int">INT</span>]
</button>
<input type="number" name="attr_hunterTrappingMod" value="0" class="journeyMod"/>
</div>
</div>
<div class="sheet-2colrow">
<div class="sheet-col">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{hunting}}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{huntingMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_huntingRoll">
<span data-i18n="hunting">Hunting</span> [<span data-i18n="dex">DEX</span>+<span data-i18n="int">INT</span>]
</button>
<input type="number" name="attr_huntingMod" value="0" class="journeyMod"/>
</div>
</div>
</span>
<span>
<input type="checkbox" class="showDiv" name="attr_showMerchantSkills" value="1">
<div class="sheet-2colrow">
<label class="header headerLabel checkLabel" data-i18n="merchant-checks">Merchant Checks</label>
<div class="sheet-col">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{trader}}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{traderMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_traderRoll">
<span data-i18n="trader">Trader</span> [<span data-i18n="int">INT</span>+<span data-i18n="spi">SPI</span>]
</button>
<input type="number" name="attr_traderMod" value="0" class="journeyMod"/>
</div>
</div>
</span>
<span>
<input type="checkbox" class="showDiv" name="attr_showMinstrelSkills" value="1">
<div class="sheet-2colrow">
<label class="header headerLabel checkLabel" data-i18n="minstrel-checks">Minstrel Checks</label>
<div class="sheet-col">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{knowledge-of-tradition}}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{knowledgeOfTraditionMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_knowledgeOfTraditionRoll">
<span data-i18n="knowledge-of-tradition">Knowledge of Tradition</span> [<span data-i18n="int">INT</span>+<span data-i18n="int">INT</span>]
</button>
<input type="number" name="attr_knowledgeOfTraditionMod" value="0" class="journeyMod"/>
</div>
<div class="sheet-col">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{music}}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{musicMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_musicRoll">
<span data-i18n="music">Music</span> [<span data-i18n="dex">DEX</span>+<span data-i18n="spi">SPI</span>]
</button>
<input type="number" name="attr_musicMod" value="0" class="journeyMod"/>
</div>
</div>
</span>
<span>
<input type="checkbox" class="showDiv" name="attr_showNavigatorSkills" value="1">
<div class="sheet-2colrow">
<label class="header headerLabel checkLabel" data-i18n="navigator-checks">Navigator Checks</label>
<div class="sheet-col">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{navigation}}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{navigationMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_navigationRoll">
<span data-i18n="navigation">Navigation</span> [<span data-i18n="str">STR</span>+<span data-i18n="dex">DEX</span>]
</button>
<input type="number" name="attr_navigationMod" value="0" class="journeyMod"/>
</div>
<div class="sheet-col">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=Repair}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{navigatorRepairMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_navigatorRepairRoll">
<span data-i18n="repair">Repair</span> [<span data-i18n="str">STR</span>+<span data-i18n="dex">DEX</span>]
</button>
<input type="number" name="attr_navigatorRepairMod" value="0" class="journeyMod"/>
</div>
</div>
</span>
<span>
<input type="checkbox" class="showDiv" name="attr_showNobleSkills" value="1">
<div class="sheet-2colrow">
<label class="header headerLabel checkLabel" data-i18n="noble-checks">Noble Checks</label>
<div class="sheet-col">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{etiquette}}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{etiquetteMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_etiquetteRoll">
<span data-i18n="etiquette">Etiquette</span> [<span data-i18n="dex">DEX</span>+<span data-i18n="int">INT</span>]
</button>
<input type="number" name="attr_etiquetteMod" value="0" class="journeyMod"/>
</div>
<div class="sheet-col">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=^{refined-education}}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{refinedEducationMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_refinedEducationRoll">
<span data-i18n="refined-education">Refined Education</span> [<span data-i18n="int">INT</span>+<span data-i18n="int">INT</span>]
</button>
<input type="number" name="attr_refinedEducationMod" value="0" class="journeyMod"/>
</div>
</div>
</span>
<label class="header headerLabel itemLabel" data-i18n="additional-checks">Additional Checks</label>
<fieldset class="repeating_skills">
<div class="sheet-2colrow">
<div class="sheet-col">
<input class="config-toggles config-checkbox add-skill-checkbox" name="attr_settings" type="checkbox" value="settings"/>
<div class="flex-between">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=@{skillNameA}}} {{die1=[[1d@{skillDie1A}]]}} {{die2=[[1d@{skillDie2A}]]}} {{bonusesAndPenalties=[[@{skillModA}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_otherRollA">
<span name="attr_skillNameAButton"></span>
</button>
<input type="number" name="attr_skillModA" value="0"/>
</div>
<div class="flex flex-vertical-center settings">
<input type="text" name="attr_skillNameA" data-i18n-placeholder="name" placeholder="name"/>
<div class="skillCheck classSkillRoll">
<select name="attr_skillDie1A" class="attributeType">
<option value="empty-string" data-i18n="empty-string" selected></option>
<option value="@{currentStr}" data-i18n="str">STR</option>
<option value="@{currentDex}" data-i18n="dex">DEX</option>
<option value="@{currentInt}" data-i18n="int">INT</option>
<option value="@{currentSpi}" data-i18n="spi">SPI</option>
</select> +
<select name="attr_skillDie2A" class="attributeType">
<option value="empty-string" data-i18n="empty-string" selected></option>
<option value="@{currentStr}" data-i18n="str">STR</option>
<option value="@{currentDex}" data-i18n="dex">DEX</option>
<option value="@{currentInt}" data-i18n="int">INT</option>
<option value="@{currentSpi}" data-i18n="spi">SPI</option>
</select>
</div>
</div>
</div>
<div class="sheet-col">
<input class="config-toggles config-checkbox add-skill-checkbox" name="attr_settings" type="checkbox" value="settings"/>
<span class="config-toggles settings-toggle add-skill-icon">p</span>
<div class="flex-between">
<button class="skill-check-button" type="roll" value="&{template:skillCheck} {{season=@{currentSeason}}} {{name=@{skillNameB}}} {{die1=[[1d@{skillDie1B}]]}} {{die2=[[1d@{skillDie2B}]]}} {{bonusesAndPenalties=[[@{skillModB}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}" name="roll_otherRollA">
<span name="attr_skillNameBButton"></span>
</button>
<input type="number" name="attr_skillModB" value="0"/>
</div>
<div class="flex flex-vertical-center settings">
<input type="text" name="attr_skillNameB" data-i18n-placeholder="name" placeholder="name"/>
<div class="skillCheck classSkillRoll">
<select name="attr_skillDie1B" class="attributeType">
<option value="empty-string" data-i18n="empty-string" selected></option>
<option value="@{currentStr}" data-i18n="str">STR</option>
<option value="@{currentDex}" data-i18n="dex">DEX</option>
<option value="@{currentInt}" data-i18n="int">INT</option>
<option value="@{currentSpi}" data-i18n="spi">SPI</option>
</select> +
<select name="attr_skillDie2B" class="attributeType">
<option value="empty-string" data-i18n="empty-string" selected></option>
<option value="@{currentStr}" data-i18n="str">STR</option>
<option value="@{currentDex}" data-i18n="dex">DEX</option>
<option value="@{currentInt}" data-i18n="int">INT</option>
<option value="@{currentSpi}" data-i18n="spi">SPI</option>
</select>
</div>
</div>
</div>
</div>
</fieldset>
</span>
<span class="characterChecks">
<div class="sheet-2colrow">
<div class="sheet-col flex">
<label class="header headerLabel healthLabel" data-i18n="fumble-points">Fumble Points</label>
<img src="https://raw.githubusercontent.com/jlvgit/roll20-character-sheets/ryuutama-restructuring/Ryuutama/images/fumble.png" alt="fumble" class="icon">
<input type="number" name="attr_fumble" value="0" min="0"/>
<span data-i18n="apply-concentration" title="*Can't apply concentration to initiative, condition, or damage rolls." data-i18n-title="concentration-note">Apply Concentration to next roll?</span>
</div>
<div class="sheet-col">
<div>
<label class="header headerLabel healthLabel" data-i18n="overburden-penalties">Overburden Penalties</label>
<input type="number" name="attr_overburdenPenalty" class="overburdenPenalty" value="0"/>
<input type="checkbox" class="penaltyCondition" name="attr_overburdened" value="1"/>
<label class="checkboxLabel">
<input type="checkbox" name="attr_applyOverburdenPenalty" value="1" checked="true">&nbsp;
<span data-i18n="apply-overburden">Apply overburden penalties</span>
</label>
</div>
</div>
</div>
<div class="sheet-2colrow">
<div class="sheet-col">
<label class="checkboxLabel">
<input type="checkbox" name="attr_concentrationMP" value="1">&nbsp;
<span data-i18n="use-mp">Use MP</span>
</label>
<label class="checkboxLabel">
<input type="checkbox" name="attr_concentrationFumble" value="1">&nbsp;
<span data-i18n="use-fumble">Use Fumble Point</span>
</label>
</div>
<div class="sheet-col">
</div>
</div>
<label class="header headerLabel loweredHeaderLabel" data-i18n="optional-modifiers">Optional Modifiers</label>
<div class="sheet-3colrow">
<div class="sheet-col">
<span data-i18n="current-season">Current Season</span>:
<select name="attr_currentSeason" class="terrain">
<option value=""></option>
<option value="Spring" data-i18n="season-spring">Spring</option>
<option value="Summer" data-i18n="season-summer">Summer</option>
<option value="Fall" data-i18n="season-fall">Fall</option>
<option value="Winter" data-i18n="season-winter">Winter</option>
</select>
</div>
<div class="sheet-col">
<span data-i18n="current-terrain">Current Terrain</span>:
<select name="attr_terrain" class="terrain" data-i18n-list="terrain-list">
<option value="0"></option>
<option value="@{alpineMod}" data-i18n-list-item="terrain-alpine" data-i18n="terrain-alpine">Alpine</option>
<option value="@{deepForestMod}" data-i18n-list-item="terrain-deepforest" data-i18n="terrain-deepforest">Deep Forest</option>
<option value="@{desertMod}" data-i18n-list-item="terrain-desert" data-i18n="terrain-desert">Desert</option>
<option value="@{grasslandMod}" data-i18n-list-item="terrain-grassland" data-i18n="terrain-grassland">Grassland</option>
<option value="@{highlandsMod}" data-i18n-list-item="terrain-highlands" data-i18n="terrain-highlands">Highlands</option>
<option value="@{jungleMod}" data-i18n-list-item="terrain-jungle" data-i18n="terrain-jungle">Jungle</option>
<option value="@{mountainMod}" data-i18n-list-item="terrain-mountain" data-i18n="terrain-mountain">Mountain</option>
<option value="@{rockyTerrainMod}" data-i18n-list-item="terrain-rocky" data-i18n="terrain-rocky">Rocky Terrain</option>
<option value="@{swampMod}" data-i18n-list-item="terrain-swamp" data-i18n="terrain-swamp">Swamp</option>
<option value="@{wastelandMod}" data-i18n-list-item="terrain-wasteland" data-i18n="terrain-wasteland">Wasteland</option>
<option value="@{woodsMod}" data-i18n-list-item="terrain-woods" data-i18n="terrain-woods">Woods</option>
</select>
</div>
<div class="sheet-col">
<span data-i18n="current-weather">Current Weather</span>:
<select name="attr_weather" class="terrain" data-i18n-list="weather-list">
<option value="0"></option>
<option value="@{blizzardMod}" data-i18n-list-item="weather-blizzard" data-i18n="weather-blizzard">Blizzard</option>
<option value="@{coldMod}" data-i18n-list-item="weather-cold" data-i18n="weather-cold">Cold</option>
<option value="@{darkMod}" data-i18n-list-item="weather-dark" data-i18n="weather-dark">Dark</option>
<option value="@{deepFogMod}" data-i18n-list-item="weather-deepfog" data-i18n="weather-deepfog">Deep Fog</option>
<option value="@{fogMod}" data-i18n-list-item="weather-fog" data-i18n="weather-fog">Fog</option>
<option value="@{hardRainMod}" data-i18n-list-item="weather-hardrain" data-i18n="weather-hardrain">Hard Rain</option>
<option value="@{hotMod}" data-i18n-list-item="weather-hot" data-i18n="weather-hot">Hot</option>
<option value="@{hurricaneMod}" data-i18n-list-item="weather-hurricane" data-i18n="weather-hurricane">Hurricane</option>
<option value="@{rainMod}" data-i18n-list-item="weather-rain" data-i18n="weather-rain">Rain</option>
<option value="@{snowMod}" data-i18n-list-item="weather-snow" data-i18n="weather-snow">Snow</option>
<option value="@{strongWindMod}" data-i18n-list-item="weather-strongwind" data-i18n="weather-strongwind">Strong Wind</option>
</select>
</div>
</div>
<div class="sheet-3colrow bonusPenaltyPreferences">
<div class="sheet-col"></div> <!--Empty column on purpose to move others under the right inputs-->
<div class="sheet-col">
<label class="checkboxLabel"><input type="checkbox" name="attr_applyTerrain" value="@{terrain}"> <span data-i18n="apply-terrain">Apply terrain bonuses/penalties</span></label>
</div>
<div class="sheet-col">
<label class="checkboxLabel"><input type="checkbox" name="attr_applyWeather" value="@{weather}"> <span data-i18n="apply-weather">Apply weather bonuses/penalties</span></label>
</div>
</div>
<div class="sheet-row">
<div class="sheet-col">
<label class="header headerLabel checkLabel terrainLabel" data-i18n="terrain-modifiers">Terrain Modifiers</label>
<span class="pictos notesIcon">W</span>
<input type="checkbox" name="attr_terrainNotesToggle" class="notesToggle hider">
<div class="terrainNotes">
<textarea name="attr_terrainNotes" class="notesArea" placeholder="Notes" data-i18n-placeholder="notes"></textarea>
</div>
<table>
<tr>
<th><span data-i18n="level">Level</span> 1=>6</th>
<th><span data-i18n="level">Level</span> 2=>8</th>
<th><span data-i18n="level">Level</span> 3=>10</th>
<th><span data-i18n="level">Level</span> 4=>12</th>
<th><span data-i18n="level">Level</span> 5=>14</th>
</tr>
<tr>
<td><input type="number" name="attr_grasslandMod" value="0"/> <span data-i18n="terrain-grassland">Grassland</span></td>
<td><input type="number" name="attr_woodsMod" value="0"/> <span data-i18n="terrain-woods">Woods</span></td>
<td><input type="number" name="attr_deepForestMod" value="0"/> <span data-i18n="terrain-deepforest">Deep Forest</span></td>
<td><input type="number" name="attr_desertMod" value="0"/> <span data-i18n="terrain-desert">Desert</span></td>
<td style="white-space: nowrap;"><input type="number" name="attr_alpineMod" value="0"/> <span data-i18n="terrain-alpine">Alpine</span></td>
</tr>
<tr>
<td><input type="number" name="attr_wastelandMod" value="0"/> <span data-i18n="terrain-wasteland">Wasteland</span></td>
<td><input type="number" name="attr_highlandsMod" value="0"/> <span data-i18n="terrain-highlands">Highlands</span></td>
<td><input type="number" name="attr_swampMod" value="0"/> <span data-i18n="terrain-swamp">Swamp</span></td>
<td><input type="number" name="attr_jungleMod" value="0"/> <span data-i18n="terrain-jungle">Jungle</span></td>
<td></td>
</tr>
<tr>
<td></td>
<td><input type="number" name="attr_rockyTerrainMod" value="0"/> <span data-i18n="terrain-rocky">Rocky Terrain</span></td>
<td><input type="number" name="attr_mountainMod" value="0"/> <span data-i18n="terrain-mountain">Mountain</span></td>
<td></td>
<td></td>
</tr>
</table>
</div>
</div>
<div class="sheet-row">
<div class="sheet-col">
<label class="header headerLabel checkLabel weatherLabel" data-i18n="weather-modifiers">Weather Modifiers</label>
<span class="pictos notesIcon">W</span>
<input type="checkbox" name="attr_weatherNotesToggle" class="notesToggle hider">
<div class="terrainNotes">
<textarea name="attr_weatherNotes" class="notesArea" placeholder="Notes" data-i18n-placeholder="notes"></textarea>
</div>
<table cellpadding=3>
<tr>
<th><span data-i18n="weather">Weather</span> +1</th>
<th><span data-i18n="weather">Weather</span> +3</th>
<th><span data-i18n="weather">Weather</span> +5</th>
</tr>
<tr>
<td><input type="number" name="attr_rainMod" value="0"/> <span data-i18n="weather-rain">Rain</span></td>
<td><input type="number" name="attr_hardRainMod" value="0"/> <span data-i18n="weather-hardrain">Hard Rain</span></td>
<td><input type="number" name="attr_hurricaneMod" value="0"/> <span data-i18n="weather-hurricane">Hurricane</span></td>
</tr>
<tr>
<td><input type="number" name="attr_strongWindMod" value="0"/> <span data-i18n="weather-strongwind">Strong Wind</span></td>
<td><input type="number" name="attr_snowMod" value="0"/> <span data-i18n="weather-snow">Snow</span></td>
<td><input type="number" name="attr_blizzardMod" value="0"/> <span data-i18n="weather-blizzard">Blizzard</span></td>
</tr>
<tr>
<td><input type="number" name="attr_fogMod" value="0"/> <span data-i18n="weather-fog">Fog</span></td>
<td><input type="number" name="attr_deepFogMod" value="0"/> <span data-i18n="weather-deepfog">Deep Fog</span></td>
<td></td>
</tr>
<tr>
<td><input type="number" name="attr_hotMod" value="0"/> <span data-i18n="weather-hot">Hot</span></td>
<td><input type="number" name="attr_darkMod" value="0"/> <span data-i18n="weather-dark">Dark</span></td>
<td></td>
</tr>
<tr>
<td><input type="number" name="attr_coldMod" value="0"/> <span data-i18n="weather-cold">Cold</span></td>
<td></td>
<td></td>
</tr>
</table>
</div>
</div>
</span>
<span class="characterEquipment">
<div class="sheet-2colrow">
<div class="sheet-col">
<label class="header headerLabel itemLabel" data-i18n="currency">Currency</label>
<input type="number" name="attr_currency" value="0" min="0" style="width:70px"/>
</div>
</div>
<div class="sheet-2colrow">
<div class="sheet-col">
<label class="header headerLabel headerLabel-eq itemLabel" data-i18n="capacity-weapon-armor">Equipped Weapon & Armor Capacity</label>
<input type="checkbox" class="penaltyCondition" name="attr_overEncumbered" value="1"/>
<input type="number" name="attr_weaponCapacity" value="0" min="0"/> / <input type="number" name="attr_weaponCapacity_max" value="0" min="0"/>
</div>
<div class="sheet-col">
<label class="header headerLabel itemLabel" data-i18n="capacity-item">Item Capacity</label>
<input type="checkbox" class="penaltyCondition" name="attr_overCapacity" value="1"/>
<input type="number" name="attr_capacity" value="0" min="0"/> / <input type="number" name="attr_capacity_max" value="0" min="0"/>
</div>
</div>
<div class="sheet-2colrow">
<div class="sheet-col">
<label class="header headerLabel itemLabel" data-i18n="capacity-water">Water Capacity</label>
<input type="checkbox" class="penaltyCondition" name="attr_outOfWater" value="1"/>
<input type="number" name="attr_water" value="0" min="0"/> / <input type="number" name="attr_water_max" value="0" min="0"/>
</div>
<div class="sheet-col">
<label class="header headerLabel itemLabel" data-i18n="capacity-animal">Animal Capacity</label>
<input type="checkbox" class="penaltyCondition" name="attr_tooManyAnimals" value="1"/>
<input type="number" name="attr_animals" value="0" min="0"/> / <input type="number" name="attr_animals_max" value="1" min="0"/>
</div>
</div>
<label class="header headerLabel itemLabel" data-i18n="weapons">Weapons</label>
<fieldset class="repeating_weapons">
<div class="sheet-row">
<input type="text" name="attr_weaponName" style="width: 150px;margin-right:4px" placeholder="Name" data-i18n-placeholder="name"/>
<input type="text" name="attr_weaponEffect" style="width: 200px; margin-right: 4px" placeholder="Effect" data-i18n-placeholder="effect"/>
<select name="attr_weaponClassification" style="width:120px;margin-right:4px;position:relative;top:5px">
<option value="1" data-i18n="weapon-lightblade">Light Blade</option>
<option value="2" data-i18n="weapon-blade">Blade</option>
<option value="3" data-i18n="weapon-polearm">Polearm</option>
<option value="4" data-i18n="weapon-axe">Axe</option>
<option value="5" data-i18n="weapon-bow">Bow</option>
<option value="6" data-i18n="weapon-unarmed">Unarmed</option>
</select>
<span data-i18n="durability">Durability</span>: <input type="number" name="attr_weaponDurability" value="0" min="0"/> / <input type="number" name="attr_weaponDurability_max" value="1" min="1" style="margin-right: 4px"/>
<span data-i18n="size">Size</span>: <input type="number" name="attr_weaponSize" value="0" min="0"/>
</div>
<div class="flex-between weaponRow2">
<div class="sheet-col skillCheck">
<input type="number" class="hidden" name="attr_weaponGraceMod" value="0">
<button type="roll" value="&{template:accuracyCheck} {{season=@{currentSeason}}} {{name=@{weaponName}}} {{die1=[[1d@{weaponAccuracyDie1}]]}} {{die2=[[1d@{weaponAccuracyDie2}]]}} {{bonusesAndPenalties=[[@{weaponAccuracyMod}[Accuracy Mod]+@{concentrationBonus}[Concentration]+@{weaponGraceMod}[Weapon Grace]-@{overburdenPenalty}[Overburden]]]}}" name="roll_weaponAccuracyRoll"></button>
<span data-i18n="accuracy">Accuracy</span>:
<select name="attr_weaponAccuracyDie1" class="attributeType">
<option value="@{currentStr}" data-i18n="str">STR</option>
<option value="@{currentDex}" data-i18n="dex">DEX</option>
<option value="@{currentInt}" data-i18n="int">INT</option>
<option value="@{currentSpi}" data-i18n="spi">SPI</option>
</select> +
<select name="attr_weaponAccuracyDie2" class="attributeType">
<option value="@{currentStr}" data-i18n="str">STR</option>
<option value="@{currentDex}" data-i18n="dex">DEX</option>
<option value="@{currentInt}" data-i18n="int">INT</option>
<option value="@{currentSpi}" data-i18n="spi">SPI</option>
</select> +
<input type="number" name="attr_weaponAccuracyMod" value="0"/>
</div>
<div class="sheet-col skillCheck damage">
<button type="roll" value="&{template:oneDieCheck} {{season=@{currentSeason}}} {{name=@{weaponName} ^{damage}}} {{result=[[[[1+@{weaponCriticalMod}]]d@{weaponDamageDie}+@{weaponDamageMod}[Wpn Bonus]+@{typeDamageMod}[Class Type Mod]-@{overburdenPenalty}[Overburden]]]}}" name="roll_weaponDamageRoll"></button>
<span data-i18n="damage">Damage</span>:
<select name="attr_weaponDamageDie" class="attributeType">
<option value="@{currentStr}" data-i18n="str">STR</option>
<option value="@{currentDex}" data-i18n="dex">DEX</option>
<option value="@{currentInt}" data-i18n="int">INT</option>
<option value="@{currentSpi}" data-i18n="spi">SPI</option>
</select> +
<input type="number" name="attr_weaponDamageMod" value="0"/>
<label class="checkboxLabel inlineCheckbox"><input type="checkbox" name="attr_weaponCriticalMod" value="1"/> <span data-i18n="add-crit-die">Add Critical Die</span></label>
</div>
</div>
</fieldset>
<label class="header headerLabel itemLabel" data-i18n="shields-armor">Shields & Armor</label>
<fieldset class="repeating_armor">
<div class="sheet-row">
<span data-i18n="name">Name</span>: <input type="text" name="attr_armorName"/>
<span data-i18n="effect">Effect</span>: <input type="text" name="attr_armorEffect"/>
<span data-i18n="durability">Durability</span>: <input type="number" name="attr_armorDurability" value="0" min="0"/> / <input type="number" name="attr_armorDurability_max" value="1" min="1"/>
<span data-i18n="size">Size</span>: <input type="number" name="attr_armorSize" value="0" min="0"/>
</div>
<div class="sheet-row">
<span data-i18n="defense-points">Defense Points</span>: <input type="number" name="attr_armorDefense" value="0" min="0"/>
<span data-i18n="penalty">Penalty</span>: <input type="number" name="attr_armorPenalty" value="0"/>
</div>
</fieldset>
<label class="header headerLabel itemLabel" data-i18n="travelers-outfit">Traveler's Outfit</label>
<fieldset class="repeating_outfit">
<div class="sheet-row">
<span data-i18n="name">Name</span>: <input type="text" name="attr_outfitName"/>
<span data-i18n="effect">Effect</span>: <input type="text" name="attr_outfitEffect"/>
</div>
</fieldset>
<label class="header headerLabel itemLabel" data-i18n="items">Items</label>
<fieldset class="repeating_items">
<div class="sheet-row">
<span data-i18n="name">Name</span>: <input type="text" name="attr_itemName"/>
<span data-i18n="effect">Effect</span>: <input type="text" name="attr_itemEffect"/>
<span data-i18n="size">Size</span>: <input type="number" name="attr_itemSize" value="0" min="0"/>
<span data-i18n="count-abbreviation">Ct</span>: <input type="number" name="attr_itemCount" value="0" min="0"/>
</div>
</fieldset>
<label class="header headerLabel itemLabel" data-i18n="containers">Containers</label>
<fieldset class="repeating_containers">
<div class="sheet-row">
<span data-i18n="name">Name</span>: <input type="text" name="attr_containerName"/>
<span data-i18n="effect">Effect</span>: <input type="text" name="attr_containerEffect"/>
<span data-i18n="size">Size</span>: <input type="number" name="attr_containerSize" value="0" min="0"/>
<span data-i18n="capacity">Capacity</span>: <input type="number" name="attr_containerCapacity" value="0" min="0"/>
<label class="checkboxLabel inlineCheckbox"><input type="checkbox" name="attr_containerWater" value="1"/> <span data-i18n="water">water</span></label>
</div>
</fieldset>
<label class="header headerLabel itemLabel" data-i18n="animals">Animals</label>
<fieldset class="repeating_animals">
<div class="sheet-row">
<span data-i18n="name">Name</span>: <input type="text" name="attr_animalName"/>
<span data-i18n="effect">Effect</span>: <input type="text" name="attr_animalEffect"/>
<span data-i18n="capacity">Capacity</span>: <input type="number" name="attr_animalCapacity" value="0" min="0"/>
</div>
</fieldset>
</span>
<span class="settingsTab">
<div>
<span data-i18n="background-color">Background color</span>:
<select name="attr_mainBgColorSelect" value="default">
<option value="default" data-i18n="default" style="background-color: #eeffff;" selected="selected">Default</option>
<option value="white" data-i18n="white" style="background-color: #fff;">White</option>
<option value="lilac" data-i18n="lilac" style="background-color: #fbeeff;">Lilac</option>
<option value="grayscale" data-i18n="grayscale" style="background-color: #f3f3f3;">Grayscale</option>
<option value="book" data-i18n="book" style="background-color: #f3efe6;">Book</option>
<option value="summer" data-i18n="season-summer" style="background-color: #fef7ed;">Summer</option>
<option value="fall" data-i18n="season-fall" style="background-color: #fde7e8;">Fall</option>
<option value="winter" data-i18n="season-winter" style="background-color: #fafefe;">Winter</option>
<option value="spring" data-i18n="season-spring" style="background-color: #f8f9f3;">Spring</option>
</select>
</div>
<div>
<span data-i18n="header-color">Header color</span>:
<select name="attr_headerColorSelect" value="default">
<option value="default" data-i18n="default" style="background-color: #aaeeaa;" selected="selected">Default</option>
<option value="blue" data-i18n="blue" style="background-color: #45619e; color: white;">Blue</option>
<option value="lilac" data-i18n="lilac" style="background-color: #b394d8; color: white;">Lilac</option>
<option value="grayscale" data-i18n="grayscale" style="background-color: #6d6d6d; color: white;">Grayscale</option>
<option value="book" data-i18n="book" style="background-color: #f5edac;">Book</option>
<option value="summer" data-i18n="season-summer" style="background-color: #e0861b; color: white;">Summer</option>
<option value="fall" data-i18n="season-fall" style="background-color: #d1425e; color: white;">Fall</option>
<option value="winter" data-i18n="season-winter" style="background-color: #318baa; color: white;">Winter</option>
<option value="spring" data-i18n="season-spring" style="background-color: #9ece84; color: white;">Spring</option>
</select>
</div>
<div>
<span data-i18n="icon-color">Icon background color</span>:
<select name="attr_iconBgColorSelect" value="default">
<option value="default" data-i18n="default" style="background-color: #88394d; color: white;" selected="selected">Default</option>
<option value="lilac" data-i18n="lilac" style="background-color: #915173; color: white;">Lilac</option>
<option value="grayscale" data-i18n="grayscale" style="background-color: #8f8f8f; color: white;">Grayscale</option>
<option value="book" data-i18n="book" style="background-color: #5bb2b6; color: white;">Book</option>
<option value="summer" data-i18n="season-summer" style="background-color: #c40b45; color: white;">Summer</option>
<option value="fall" data-i18n="season-fall" style="background-color: #e3801d; color: white;">Fall</option>
<option value="winter" data-i18n="season-winter" style="background-color: #0d7075; color: white;">Winter</option>
<option value="spring" data-i18n="season-spring" style="background-color: #87ceeb; color: white;">Spring</option>
</select>
</div>
<div>
<span data-i18n="selection-color">Selection color</span>:
<select name="attr_radioBgColorSelect" value="default">
<option value="default" data-i18n="default" style="background-color: #299; color: white;" selected="selected" >Default</option>
<option value="blue" data-i18n="blue" style="background-color: #45619e; color: white;">Blue</option>
<option value="lilac" data-i18n="lilac" style="background-color: #865abb; color: white;">Lilac</option>
<option value="grayscale" data-i18n="grayscale" style="background-color: #585858; color: white;">Grayscale</option>
<option value="book" data-i18n="book" style="background-color: #9f8156; color: white;">Book</option>
<option value="summer" data-i18n="season-summer" style="background-color: #f1c076; color: white;">Summer</option>
<option value="fall" data-i18n="season-fall" style="background-color: #bd3b55; color: white;">Fall</option>
<option value="winter" data-i18n="season-winter" style="background-color: #028493; color: white;">Winter</option>
<option value="spring" data-i18n="season-spring" style="background-color: #72aa75; color: white;">Spring</option>
</select>
</div>
<hr>
<div class="flex">
<label class="header headerLabel" data-i18n="header">Header</label>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ryuutama/images/heart.png" alt="whiteheart" class="icon">
<span class="tab tab-demo" data-i18n="selection">Selection</span>
</div>
Message Roll20 user Spren if you want to suggest more colors!
</span>
</div>
<!--- Start of NPC sheet -->
<input type="checkbox" name="attr_npc_switch" value="3" class="hidden hider">
<div class="block-b npc-sheet-container">
<table class="npc-header-table">
<tr>
<td class="npc-name"><input type="text" class="npc-name" name="attr_character_name" placeholder="Character Name" data-i18n-placeholder="char-name"></input></td>
<td class="npc-level-label">LEVEL</td>
<td><input class="npc-level-input" type="number" name="attr_npc_level" value="1"/></td>
</tr>
</table>
<table class="npc-data-table">
<tbody>
<!-- Top Half of Npc Table -->
<tr>
<td class="npc-table-section-top-left caps" data-i18n="habitat">Habitat</td>
<td class="npc-table-section-top-right" colspan="3">
<input type="text" name="attr_npc_habitat" placeholder="All" data-i18n-placeholder="all"/>
</td>
</tr>
<tr>
<td class="npc-table-section-top-left caps" data-i18n="season">Season</td>
<td class="npc-table-section-top-right" colspan="3">
<select name="attr_npc_season" class="npc-season">
<option value=""></option>
<option value="Spring" data-i18n="season-spring">Spring</option>
<option value="Summer" data-i18n="season-summer">Summer</option>
<option value="Fall" data-i18n="season-fall">Fall</option>
<option value="Winter" data-i18n="season-winter">Winter</option>
</select>
</td>
</tr>
<tr>
<td class="npc-table-section-top-left caps" data-i18n="materials">Materials</td>
<td class="npc-table-section-top-right" colspan="3">
<input type="text" name="attr_npc_materials" placeholder="Shell (1000G)" data-i18n-placeholder="price-example"/>
</td>
</tr>
<tr>
<td class="npc-table-section-top-left caps" data-i18n="draconica-number">Draconica Number</td>
<td class="npc-table-section-top-right" colspan="3">
<input type="text" name="attr_npc_dragonica_num" placeholder="001"/>
</td>
</tr>
<!-- Bottom Half of Npc Table-->
<tr>
<td class="npc-table-section-bottom-a" data-i18n="hp">HP</td>
<td class="npc-table-section-bottom-b">
<input type="number" name="attr_npc_hp" value="0"/> /
<input type="number" name="attr_npc_hp_max" value="0"/>
</td>
<td class="npc-table-section-bottom-c caps" data-i18n="abilities">Abilities</td>
<td class="npc-table-section-bottom-d">
<input type="number" name="attr_npc_str" placeholder="STR" data-i18n-placeholder="str"/>
<input type="number" name="attr_npc_dex" placeholder="DEX" data-i18n-placeholder="dex"/>
<input type="number" name="attr_npc_int" placeholder="INT" data-i18n-placeholder="int"/>
<input type="number" name="attr_npc_spi" placeholder="SPI" data-i18n-placeholder="spi"/>
</td>
</tr>
<tr>
<td class="npc-table-section-bottom-a" data-i18n="mp">MP</td>
<td class="npc-table-section-bottom-b">
<input type="number" name="attr_npc_mp" value="0"/> /
<input type="number" name="attr_npc_mp_max" value="0"/>
</td>
<td class="npc-table-section-bottom-c caps" data-i18n="accuracy">Accuracy</td>
<td class="npc-table-section-bottom-d">
<button type="roll" value="@{wtype} &{template:accuracyCheck} {{season=@{currentSeason}}} {{name=@{character_name}}} {{die1=[[1d@{npc_accuracy_dice1}]]}} {{die2=[[1d@{npc_accuracy_dice2}]]}} {{bonusesAndPenalties=[[@{npc_accuracy_bonus}]]}}]]" name="roll_npcAccuracyRoll"></button>
<select name="attr_npc_accuracy_dice1" class="dtype">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="20">d20</option>
</select>
<select name="attr_npc_accuracy_dice2" class="dtype">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="20">d20</option>
</select>
+
<input type="number" name="attr_npc_accuracy_bonus" value="0"/>
</td>
</tr>
<tr>
<td class="npc-table-section-bottom-a caps" data-i18n="initiative">Initiative</td>
<td class="npc-table-section-bottom-b">
<input type="number" name="attr_npc_initiative" value="0"/>
<button type="roll" value="@{wtype} &{template:oneDieCheck} {{season=@{currentSeason}}} {{name=@{character_name} Initiative}} {{result=[[@{npc_initiative} &{tracker}]]}}" name="roll_npcDamageRoll"></button>
</td>
<td class="npc-table-section-bottom-c caps" data-i18n="damage">Damage</td>
<td class="npc-table-section-bottom-d">
<button type="roll" value="@{wtype} &{template:oneDieCheck} {{season=@{currentSeason}}} {{name=@{character_name} Damage}} {{result=[[(1+@{npcCriticalMod})d@{npc_damage_dice} + @{npc_damage_bonus}]]}}" name="roll_npcDamageRoll"></button>
<select name="attr_npc_damage_dice" class="dtype">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
<option value="20">d20</option>
</select>
+
<input type="number" name="attr_npc_damage_bonus" value="0"/>&nbsp;
<label class="checkboxLabel inlineCheckbox"><input type="checkbox" name="attr_npcCriticalMod" value="1">
&nbsp;<span class="add-crit-die" data-i18n="add-crit-die">Add Critical Die</span>
</label>
</td>
</tr>
<tr>
<td class="npc-table-section-bottom-a caps" data-i18n="condition">Condition</td>
<td class="npc-table-section-bottom-b">
<input type="number" name="attr_npc_condition" /></td>
<td class="npc-table-section-bottom-c caps" data-i18n="armor">Armor</td>
<td class="npc-table-section-bottom-d">
<input type="number" name="attr_npc_armor" /></td>
</tr>
</tbody>
</table>
<textarea class="npc-details" name="attr_npc_details" placeholder="Space for npc details or special abilities. You can use inline rolls if needed, ex. [[1d6]]." data-i18n-placeholder="npc-freetext-instruction"></textarea>
<button type="roll" value="@{wtype} &{template:oneDieCheck} {{season=@{currentSeason}}} {{freetext=@{npc_details}}}" name="roll_npcDetails"></button>
&nbsp;<span data-i18n="output-description">Output Description Box to chat</span>
<select name="attr_wtype" class="npc-always-whisper-roll">
<option value="" data-i18n="whisper-never">Never Whisper Rolls</option>
<option value="?{Whisper?|Public Roll,|Whisper Roll,/w gm }" data-i18n="whisper-query">Query Whisper</option>
<option value="/w gm " data-i18n="whisper-always">Always Whisper Rolls</option>
</select>
</div>
<!--- End of NPC sheet -->
<!--- Start of GM Character sheet -->
<input type="checkbox" name="attr_npc_switch" value="2" class="hidden hider">
<div class="block-c characterSheet gm-sheet-container">
<!--- High Level Tabs-->
<input type="radio" class="tab gmtab1" name="attr_gm-tab" value="1" title="Details" checked="checked"/>
<span class="tab gmtab1" data-i18n="tab-character">Character</span>
<input type="radio" class="tab gmtab2" name="attr_gm-tab" value="2" title="Class"/>
<span class="tab gmtab2" data-i18n="tab-history">History</span>
<!--- --->
<span class="gmCharacterDetails">
<div class="flex">
<img class="logo" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ryuutama/images/rtlogo.svg">
<img class="gmlogo" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ryuutama/images/gmCharacterSheetBanner.svg">
</div>
<div class="flex-column">
<div class="flex-between">
<div class="flex-column">
<label class="header attrLabel" data-i18n="name">Name</label>
<input name="attr_character_name" placeholder="Character Name" title="@{character_name}" type="text" value="" data-i18n-placeholder="char-name"/>
</div>
<div class="flex-column">
<label class="header attrLabel" data-i18n="race">Race</label>
<input type="text" name="attr_gmpcRace"/>
</div>
<div class="flex-column">
<label class="header attrLabel" data-i18n="level">Level</label>
<input type="number" name="attr_level" value="1" min="1"/>
</div>
<div class="flex-column">
<label class="header attrLabel" data-i18n="alt-shape">Alt Shape</label>
<input type="text" name="attr_charGender"/>
</div>
</div>
</div>
<div class="flex gmpcLifepoints">
<div class="lp">
<label class="header headerLabel gmpc-label lifepointsHeader" data-i18n="lifepoints">Lifepoints</label>
<div class="hp">
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ryuutama/images/leaf.png" alt="whiteheart" class="icon">
<input type="number" class="stats" name="attr_lifePoints" value="1"/> /
<input type="number" class="stats" name="attr_lifePoints_max" value="1" min="1"/>
</div>
</div>
<div class="flex personalItems">
<div class="flex-column">
<label class="header attrLabel" data-i18n="artefact">Artefact</label>
<input type="text" name="attr_artefact"/>
</div>
<div class="flex-column">
<label class="header attrLabel" data-i18n="inscription">Inscription</label>
<input type="text" name="attr_inscription" class="full-width"/>
</div>
</div>
</div>
<div class="flex-column">
<div class="benedictions">
<label class="header headerLabel gmpc-label">
<span data-i18n="benediction">Bénédiction</span>
<input type="hidden" name="attr_benedictionSlots"/>
(<span data-i18n="number-of-slots"># of slots</span>:&nbsp;<span name="attr_benedictionSlots"></span>)
</label>
<fieldset class="repeating_benedictions">
<div>
<label class="gmpc-repeatingLabel">
<input type="checkbox" name="attr_benedictionUsed" class="benedictionUsed"/>
<span class="gmpc-repeatingName" name="attr_benedictionName"></span>
</label>
<input class="config-toggles config-checkbox" name="attr_settings" type="checkbox" value="settings"/>
<span class="config-toggles settings-toggle ">p</span>
<input class="config-toggles collapse-toggle config-checkbox" name="attr_collapse" type="checkbox" value="collapse"/>
<span class="config-toggles collapse-toggle">i</span>
<div class="settings">
<div class="flex-column">
<input type="text" name="attr_benedictionName" class="gmpcNameInput" placeholder="name" data-i18n-placeholder="name"/>
</div>
</div>
<div class="settings">
<textarea name="attr_benedictionEffect" class="spellEffect" placeholder="Effect" data-i18n-placeholder="effect"></textarea>
</div>
<div class="collapse">
<span name="attr_benedictionEffect" class="spellEffectDisplay"></span>
</div>
</div>
</fieldset>
</div>
<div>
<label class="header headerLabel gmpc-label" data-i18n="reveil">Réveil</label>
<fieldset class="repeating_reveils">
<div>
<div>
<span class="reveilName" name="attr_reveilName"></span>
<span data-i18n="lp-cost">LP Cost</span>:<span class="reveilCost" name="attr_reveilCost"></span>
</div>
<input class="config-toggles config-checkbox" name="attr_settings" type="checkbox" value="settings"/>
<span class="config-toggles settings-toggle ">p</span>
<input class="config-toggles collapse-toggle config-checkbox" name="attr_collapse" type="checkbox" value="collapse"/>
<span class="config-toggles collapse-toggle">i</span>
<div class="settings">
<div class="flex-column">
<span data-i18n="name">Name</span>
<input type="text" name="attr_reveilName" class="gmpcNameInput"/>
</div>
<div class="flex-column">
<span data-i18n="lp-cost">LP Cost</span>
<input type="number" name="attr_reveilCost" min="1"/>
</div>
</div>
<div class="settings">
<textarea name="attr_reveilEffect" class="spellEffect" placeholder="Effect"></textarea>
</div>
<div class="collapse">
<span name="attr_reveilEffect" class="spellEffectDisplay"></span>
</div>
</div>
</fieldset>
</div>
<div>
<label class="header headerLabel gmpc-label" data-i18n="appearance-personality">Appearance, Personality</label>
<textarea name="attr_gmAppearance"></textarea>
</div>
<div class="flex-column">
<label class="header headerLabel gmpc-label" data-i18n="goal">Goal</label>
<input type="text" name="attr_gmGoal" class="full-width"></input>
</div>
<div class="flex-column">
<label class="header headerLabel gmpc-label" data-i18n="living-quarters">Living Quarters</label>
<input type="text" name="attr_gmHometown" class="full-width"></input>
</div>
</div>
</span>
<span class="gmHistory">
<div class="flex-column">
<label class="header headerLabel gmpc-label" data-i18n="protected-travelers">Protected Travelers</label>
<textarea name="attr_protectedTravelers" class="protectedTravelers"></textarea>
</div>
<div class="flex-column">
<label class="header headerLabel gmpc-label" data-i18n="protected-worlds">Protected Worlds</label>
<input type="text" name="attr_protectedWorlds" class="full-width"></input>
</div>
<div class="flex-column">
<label class="header headerLabel gmpc-label" data-i18n="history-of-tales">History of Tales</label>
<div class="historyTales">
<span data-i18n="scenario-name">Scenario name</span>
<span data-i18n="date">Date</span>
<span data-i18n="travelers-names">Traveler's names</span>
</div>
<fieldset class="repeating_history">
<div class="historyTales">
<input type="text" name="attr_scenarioName" class="scenarioName historyInput" placeholder="First meeting with trouble" data-i18n-placeholder="first-meeting"/>
<input type="text" name="attr_scenarioDate" class="scenarioDate historyInput" placeholder="9/6" data-i18n-placeholder="date-example"/>
<input type="text" name="attr_scenarioTravelers" class="scenarioTravelers historyInput" placeholder="Haruka, Leo" data-i18n-placeholder="traveler-name-examples"/>
</div>
</fieldset>
</div>
</span>
</div>
<!--- End of GM character sheet -->
</div>
<!-- Roll Templates -->
<rolltemplate class="sheet-rolltemplate-skillCheck">
<div class="container">
<div class="sheet-rolltemplate-skillCheck">
<div class="rollTitle {{season}}">{{name}}</div>
<div class="rollResult">{{die1}} + {{die2}} + {{bonusesAndPenalties}}
{{#rollWasFumble() die1}}
{{#rollWasFumble() die2}}
<div class="fumble" data-i18n="fumble">FUMBLE!!!</div>
{{/rollWasFumble() die2}}
{{/rollWasFumble() die1}}
{{#rollWasCrit() die1}}
{{#rollWasCrit() die2}}
<div class="critical" data-i18n="critical">CRITICAL SUCCESS!!!</div>
{{/rollWasCrit() die2}}
{{/rollWasCrit() die1}}
{{#rollTotal() die1 6}}
{{#rollTotal() die2 6}}
{{#^rollWasCrit() die1}}
{{#^rollWasCrit() die2}}
<div class="critical" data-i18n="critical">CRITICAL SUCCESS!!!</div>
{{/^rollWasCrit() die2}}
{{/^rollWasCrit() die1}}
{{#rollWasCrit() die1}}
{{#^rollWasCrit() die2}}
<div class="critical" data-i18n="critical">CRITICAL SUCCESS!!!</div>
{{/^rollWasCrit() die2}}
{{/rollWasCrit() die1}}
{{#^rollWasCrit() die1}}
{{#rollWasCrit() die2}}
<div class="critical" data-i18n="critical">CRITICAL SUCCESS!!!</div>
{{/rollWasCrit() die2}}
{{/^rollWasCrit() die1}}
{{/rollTotal() die2 6}}
{{/rollTotal() die1 6}}
</div>
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-accuracyCheck">
<div class="container">
<div class="sheet-rolltemplate-accuracyCheck">
<div class="rollTitle {{season}}">{{name}} <span data-i18n="accuracy-check">accuracy check</span></div>
<div class="rollResult">{{die1}} + {{die2}} + {{bonusesAndPenalties}}
{{#rollWasFumble() die1}}
{{#rollWasFumble() die2}}
<div class="fumble" data-i18n="fumble">FUMBLE!!!</div>
{{/rollWasFumble() die2}}
{{/rollWasFumble() die1}}
{{#rollWasCrit() die1}}
{{#rollWasCrit() die2}}
<div class="critical" data-i18n="critical">CRITICAL HIT!!!</div>
{{/rollWasCrit() die2}}
{{/rollWasCrit() die1}}
{{#rollTotal() die1 6}}
{{#rollTotal() die2 6}}
{{#^rollWasCrit() die1}}
{{#^rollWasCrit() die2}}
<div class="critical" data-i18n="critical">CRITICAL HIT!!!</div>
{{/^rollWasCrit() die2}}
{{/^rollWasCrit() die1}}
{{#rollWasCrit() die1}}
{{#^rollWasCrit() die2}}
<div class="critical" data-i18n="critical">CRITICAL HIT!!!</div>
{{/^rollWasCrit() die2}}
{{/rollWasCrit() die1}}
{{#^rollWasCrit() die1}}
{{#rollWasCrit() die2}}
<div class="critical" data-i18n="critical">CRITICAL HIT!!!</div>
{{/rollWasCrit() die2}}
{{/^rollWasCrit() die1}}
{{/rollTotal() die2 6}}
{{/rollTotal() die1 6}}
</div>
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-oneDieCheck">
<div class="container">
<div class="sheet-rolltemplate-oneDieCheck">
<div class="rollTitle {{season}}">{{name}}</div>
{{#result}}
<div class="rollResult">{{result}}</div>
{{/result}}
{{#freetext}}
<div class="rollFreeText">{{freetext}}</div>
{{/freetext}}
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-spell">
<div class="rolltemplate-spellContainer">
<div class="rolltemplate-spellCard">
<div class="rolltemplate-spellAttr flex-column">
<div class="rolltemplate-spellTitle" data-i18n="name">Name</div>
<div class="rolltemplate-spellAttrText">[{{name}}](~{{charname}}|magicRoll)</div>
</div>
{{#cost}}
<div class="flex-column">
<div class="rolltemplate-spellTitle" data-i18n="mp">MP</div>
<div class="rolltemplate-spellAttrText">{{cost}}</div>
</div>
{{/cost}}
</div>
<div class="rolltemplate-spellCard">
{{#duration}}
<div class="rolltemplate-spellAttr flex-column">
<div class="rolltemplate-spellTitle" data-i18n="duration">Duration</div>
<div class="rolltemplate-spellAttrText">{{duration}}</div>
</div>
{{/duration}}
{{#target}}
<div class="rolltemplate-spellAttr flex-column">
<div class="rolltemplate-spellTitle" data-i18n="target">Target</div>
<div class="rolltemplate-spellAttrText">{{target}}</div>
</div>
{{/target}}
{{#range}}
<div class="flex-column">
<div class="rolltemplate-spellTitle" data-i18n="range">Range</div>
<div class="rolltemplate-spellAttrText">{{range}}</div>
</div>
{{/range}}
</div>
{{#effect}}
<div class="rolltemplate-spellEffect">{{effect}}</div>
{{/effect}}
</div>
</div>
</rolltemplate>
<!-- End Roll Templates -->
</html>