Files
roll20-character-sheets/Emberwind/emberwind.html
T
2023-09-27 11:47:18 -04:00

8184 lines
502 KiB
HTML
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
<div class="container">
<div class="sheet-row">
<img class="top-logo" width="200px;" alt="Emberwind" src="">
</div>
<div class="sheet-row">
<input class="page-control" type="hidden" name="attr_sheet_type" value="pc">
<details style="width: 350px">
<summary class="transparent" style="display: revert;">
<span>Settings</span>
</summary>
<div class="block-settings">
<div class="sheet-row">
<div class="sheet-col settings-col">
<div>
<span class="bold">DISPLAY MODE</span>
</div>
<div>
<div class="sheet-row">
<label>
<input type="radio" name="attr_sheet_type" value="pc" checked="checked"/>
PC
</label>
<label>
<input type="radio" name="attr_sheet_type" value="npc"/>
NPC
</label>
</div>
</div>
</div>
<div class="sheet-col settings-col">
<div>
<span class="bold">ROLL MODE</span>
</div>
<div>
<div class="sheet-row">
<label>
<input type="radio" name="attr_whisper_state" value="" checked="checked">
PUBLIC
</label>
<label>
<input type="radio" name="attr_whisper_state" value="/w gm ">
TO GM
</label>
</div>
</div>
</div>
<div class="sheet-col settings-col">
<div>
<span class="bold">MOD DISPLAY</span>
</div>
<div>
<div class="sheet-row">
<label>
<input type="radio" name="attr_mod_state" value="off" checked="checked">
HIDE
</label>
<label>
<input type="radio" name="attr_mod_state" value="on">
SHOW
</label>
</div>
</div>
</div>
</div>
<div class="sheet-row">
<input class="page-control" type="hidden" name="attr_sheet_type" value="pc">
<input type="hidden" name="attr_pre_gen_character" value="">
<div class="settings-row block-container block-pc">
<div class="sheet-row">
<div class="sheet-col">
<span>Character Card Version:</span>
</div>
<div class="sheet-col">
<label>
<input type="radio" name="attr_character_version" value="aspect" checked>
Aspect
</label>
</div>
<div class="sheet-col">
<label>
<input type="radio" name="attr_character_version" value="attribute">
Attribute
</label>
</div>
<div class="sheet-col">
<label>
<input type="radio" name="attr_character_version" value="none">
None
</label>
</div>
</div>
<div class="sheet-row">
<div class="sheet-col">
<label>
Pre-gen characters:
<select name="attr_pre_gen_character" class="selector-fit">
<option value="">Select</option>
<option value="clear">Clear</option>
<optgroup label="The Skies of Axia">
<option value="rook">Rook</option>
<option value="rath">Rath</option>
<option value="laureat">Laureat</option>
<option value="piper">Piper</option>
</optgroup>
<!--optgroup label="The Songweave Tapestry">
<option value="boots">Boots</option>
<option value="cecyl">Cecyl</option>
<option value="kara">Kara</option>
<option value="tyrella">Tyrella</option>
</optgroup-->
</select>
</label>
</div>
<div class="sheet-col padding-top-2">
<button type="action" name="act_character-gen">Generate!</button>
</div>
</div>
</div>
<div class="settings-row block-container block-npc">
<div class="sheet-row bold">
NPC ACTIONS:
</div>
<div class="sheet-row">
<div class="sheet-col">
<label>
<input type="radio" name="attr_enemy" value="1" checked="checked"/>
1 Ring
</label>
</div>
<div class="sheet-col">
<label>
<input type="radio" name="attr_enemy" value="2"/>
2 Rings
</label>
</div>
<div class="sheet-col">
<label>
<input type="radio" name="attr_enemy" value="3"/>
3 Rings
</label>
</div>
<div class="sheet-col">
<label>
<input type="radio" name="attr_enemy" value="4"/>
4 Rings
</label>
</div>
</div>
<!--div class="sheet-row">
<span>Pre-gen foes:</span>
<select name="attr_pre_gen_foe" class="selector-fit">
<option value="">Select</option>
<option value="blood_bound">Blood Hound</option>
<option value="hound_master">Hound Master</option>
<option value="rift_mage">Rift Mage</option>
<option value="slither_spine">Slither Spine</option>
<option value="slaughter_fish">Slaughter Fish</option>
<option value="slaughter_swarm">Slaughter Swarm</option>
<option value="chaser_streetjack">Chaser Streetjack</option>
<option value="chaser_mistwalker">Chaser Mistwalker</option>
<option value="chaser_doorcrasher">Chaser Doorcrasher</option>
<option value="riftslip_fox">Riftslip Fox</option>
<option value="riftborn_fox">Riftborn Fox</option>
<option value="reefspine_rumbler">Reefspine Rumbler</option>
</select>
<button type="action" name="act_foe_gen">Generate!</button>
</div-->
</div>
</div>
</div>
</details>
<div class="block-container block-pc">
<input type="hidden" class="tabs-toggle" name="attr_sheetTab" value="character"/>
<div>
<button type="action" class="tab" name="act_character">Character</button>
<button type="action" class="tab" name="act_inventory">Inventory & Bio</button>
<button type="action" class="tab" name="act_conditions">Conditions</button>
<button type="action" class="tab" name="act_guide">Quick Guide</button>
</div>
<div class="separator"></div>
<input class="page-control" type="hidden" name="attr_mod_state" value="off">
<div class="block-container mod-block">
<div class="flex-center padding-top5">
<!-- BARRIER/DEFENSE. MODS-->
<div class="sheet-col advantage-box width-third padding-right2">
<div class="header">
<span class="header">Barrier/Defense Modifiers</span>
</div>
<div class="center-text padding-top5">
<div class="sheet-col width20 center-text">
<div class="sheet-row mod-box-red padding-3">
<input class="cap transparent" type="number" name="attr_toughness_mod" value="0"/>
</div>
<span class="bold">Toughness</span>
</div>
<div class="sheet-col width20 center-text">
<div class="sheet-row mod-box-blue padding-3">
<input class="cap transparent" type="number" name="attr_resistance_mod" value="0"/>
</div>
<span class="bold">Resistance</span>
</div>
<div class="sheet-col width20 center-text">
<div class="sheet-row mod-box-green padding-3">
<input class="cap transparent" type="number" name="attr_dodge_mod" value="0"/>
</div>
<span class="bold">Dodge</span>
</div>
<div class="sheet-col width20 center-text">
<div class="sheet-row mod-box-yellow padding-3">
<input class="cap transparent" type="number" name="attr_willpower_mod" value="0"/>
</div>
<span class="bold">Willpower</span>
</div>
</div>
</div>
<!-- ADV/DISADV-->
<div class="sheet-col advantage-box width15 padding-right2">
<!-- <div class="header">-->
<!-- <span class="header">Roll Mod</span>-->
<!-- </div>-->
<div class="center-text padding-top5">
<div class="sheet-col">
<div class="sheet-row padding-top5">
<button class="toggle-advantage" type="action" name="act_advantage">
<span class="text-pictos">{</span>
</button>
</div>
<div class="sheet-row padding-top5">
<button class="toggle-normal" type="action" name="act_normal">
<span class="text-pictos">r</span>
</button>
</div>
<div class="sheet-row padding-top5">
<button class="toggle-advantage" type="action" name="act_disadvantage">
<span class="text-pictos">}</span>
</button>
</div>
</div>
<div class="sheet-col">
<div class="sheet-row">
<div class="hex advantage-hex">
<div class="inner">
<span class=""
style="width: 75%; height: 50%; text-align: center; font-size: 24px; z-index: 3"
name="attr_advantage_roll">0</span>
<span class="sheet-row" style="z-index: 3">Stack(s)</span>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
</div>
<div class="sheet-col">
<span class="kungfont" style="font-size: 20px; color: #EE5F57"
name="attr_advantage_stack_text">Normal Roll</span>
</div>
</div>
<input type="hidden" name="attr_advantage_roll" value="0"/>
<input type="hidden" name="attr_advantage_stack" value="0"/>
<input type="hidden" name="attr_advantage_stack_text" value="Advantage"/>
<input type="hidden" name="attr_advantage_dice" value=""/>
</div>
<div class="sheet-col advantage-box padding-bottom5">
<div class="sheet-row">
<!-- CAP MODS-->
<div class="sheet-col width55 padding-right2">
<div class="header">
<span class="header">CAP Modifiers</span>
</div>
<div class="center-text padding-top5">
<div class="sheet-col cap-main-col center-text">
<div class="sheet-row critical padding-3">
<label class="flex-center">
<span class="bold padding-right2">C:</span>
<input class="cap transparent" type="number" name="attr_critical_mod"
value="0"/>
</label>
</div>
<span class="bold">Critical</span>
</div>
<div class="sheet-col cap-main-col center-text">
<div class="sheet-row accuracy padding-3">
<label class="flex-center">
<span class="bold padding-right2">A:</span>
<input class="cap transparent" type="number" name="attr_accuracy_mod"
value="0"/>
</label>
</div>
<span class="bold">Accuracy</span>
</div>
<div class="sheet-col cap-main-col center-text">
<div class="sheet-row penetration padding-3">
<label class="flex-center">
<span class="bold padding-right2">P:</span>
<input class="cap transparent" type="number" name="attr_penetration_mod"
value="0"/>
</label>
</div>
<span class="bold">Penetration</span>
</div>
</div>
</div>
<!-- DAMAGE. MODS-->
<div class="sheet-col width40 padding-right2">
<input type="hidden" name="attr_damage_mod_text" value="">
<div class="header">
<span class="header">Damage Modifiers</span>
</div>
<div class="center-text padding-top5">
<div class="sheet-col width35 center-text">
<div class="sheet-row mod-box padding-3">
<input class="cap transparent" type="number" name="attr_damage_bonus_mod"
placeholder="0"/>
</div>
<span class="bold">Bonus</span>
</div>
<div class="sheet-col width50 center-text">
<div class="sheet-row mod-box padding-3">
<input class="width95 transparent" type="text" name="attr_damage_dice_mod"
placeholder="(ex. 1d6)"/>
</div>
<span class="bold">Dice</span>
</div>
</div>
</div>
</div>
<div class="sheet-row flex-center">
<div class="header width95">
<div class="flex-center">
<div class="sheet-col">
<label>
<input type="checkbox" name="attr_auto_crit"/>
<span class="white-text indicator">AUTO-CRIT</span>
</label>
</div>
<div class="sheet-col">
<label>
<input type="checkbox" name="attr_auto_hit"/>
<span class="white-text indicator">AUTO-HIT</span>
</label>
</div>
<div class="sheet-col">
<label>
<input type="checkbox" name="attr_auto_pierce"/>
<span class="white-text indicator">AUTO-PIERCE</span>
</label>
</div>
</div>
</div>
</div>
</div>
<div class="sheet-col width10">
<div class="center-text padding-top5">
<button class="toggle-normal 25-box" type="action" name="act_reset_mods">
<span class="text-pictos">r</span>
</button>
<div class=""><span class="bold">Reset All Mods</span></div>
</div>
</div>
</div>
<div class="separator"></div>
</div>
<div class="main tab-content tab1 tab-character">
<!-- Character information and stats-->
<div class="main-stats">
<input class="character-version-control" type="hidden" name="attr_character_version" value="aspect">
<!-- Image -->
<div class="image flex-center">
<img name="attr_character_avatar" style="height: 55px">
<button type="roll" class="init-btn tokenaction" name="roll_hero-slot"
value="@{whisper_state}&{template:turn} {{pc=[[0]]}} {{name=@{character_name}}} {{order=[[?{Hero Slot?|1,10|2,20|3,30|4,40} &{tracker}]]}}">
<input class="class-control" type="hidden" name="attr_class" value="">
<img class="class-img padding-right5" src="" alt=""/>
<span>Initiative</span>
</button>
</div>
<!-- Name Section-->
<div class="name section">
<div class="name-header">
<span>Name:</span>
</div>
<input class="kungfont transparent no-border" type="text" name="attr_character_name"/>
</div>
<!-- Information section. Includes: Tier and experience points-->
<div class="tier section">
<div class="sheet-col width-third info-tier-box">
<span>Tier:</span>
<select name="attr_tier"
class="transparent selector-fit no-border border-bottom-grey-1 padding-left10">
<option value="tier-1">1</option>
<option value="tier-2">2</option>
<option value="tier-3">3</option>
<option value="tier-4">4</option>
</select>
</div>
<div class="sheet-col padding-top4">
<span>Exp:
<input class="transparent no-border border-bottom-grey-1 width65" type="text"
name="attr_exp"/>
/ 1000
</span>
</div>
</div>
<!-- Information section. Includes: HP, Class and Subclass-->
<div class="info section">
<div class="sheet-row">
<div class="sheet-col info-hp-text">
<span>HP:</span>
</div>
<div class="sheet-col info-hp-box">
<input class="no-border transparent" type="number" name="attr_hp" value="10"/>
<span> / </span>
<input class="no-border transparent" type="number" name="attr_hp_max" value="10"/>
</div>
<div class="sheet-col info-class-box">
<label>
Class:
<select name="attr_class" class="selector-fit no-border border-bottom-grey-1">
<option value="">Select</option>
<option value="archer">Archer</option>
<option value="ardent">Ardent</option>
<option value="atlanta">Atlanta</option>
<option value="druid">Druid</option>
<option value="invoker">Invoker</option>
<option value="rogue">Rogue</option>
<option value="spiritualist">Spiritualist</option>
<option value="tactician">Tactician</option>
<option value="warrior">Warrior</option>
<option value="custom">Custom</option>
</select>
</label>
</div>
</div>
<div class="sheet-row">
<input class="class-control" type="hidden" name="attr_class" value="">
<div class="info-custom-class">
<label>
Custom Class:
<input type="text" name="attr_custom_class"
class="transparent no-border border-bottom-grey-1 width70"/>
</label>
</div>
</div>
<div class="sheet-row">
<div class="info-subclass-box">
<label>
Subclass:
<input type="text" name="attr_subclass"
class="transparent no-border border-bottom-grey-1 width80"/>
</label>
</div>
</div>
</div>
<!-- Aspects-->
<div class="aspects section">
<div class="header1 section">
<span class="header">Aspects</span>
</div>
<div class="sheet-row padding-bottom5">
<div class="sheet-col aspects-col">
<span class="subtitle bold">Offensive</span>
<label class="aspect-dropdown">
<input type="checkbox" class="aspect-off-switch" name="attr_show_aspect_off">
<div class="aspect-button">
<span name="attr_offensive" class="subtitle bold"></span>
</div>
</label>
</div>
<div class="sheet-col aspects-col">
<span class="subtitle bold">Defensive</span>
<label class="aspect-dropdown">
<input type="checkbox" class="aspect-def-switch" name="attr_show_aspect_def">
<div class="aspect-button">
<span name="attr_defensive" class="subtitle bold"></span>
</div>
</label>
</div>
<div class="sheet-col aspects-col">
<span class="subtitle bold">Utility</span>
<label class="aspect-dropdown">
<input type="checkbox" class="aspect-util-switch" name="attr_show_aspect_util">
<div class="aspect-button">
<span name="attr_utility" class="subtitle bold"></span>
</div>
</label>
</div>
</div>
<input type="checkbox" class="aspect-off-switch" name="attr_show_aspect_off">
<div class="aspect-off">
<div class="sheet-row displaySettings" style="margin: 0 0 5px;">
<div class="flex-center">
<span class="subtitle bold">Offensive</span>
</div>
<div class="grid-4-col">
<div class="sheet-col">
<span class="subtitle bold">Tier 1</span>
<select name="attr_offensive_1" class="selector">
<option value="">Select</option>
<option value="deadly">Deadly</option>
<option value="keen">Keen</option>
<option value="powerful">Powerful</option>
<option value="precise">Precise</option>
<option value="steady">Steady</option>
<option value="vicious">Vicious</option>
</select>
</div>
<div class="sheet-col">
<span class="subtitle bold">Tier 2</span>
<select name="attr_offensive_2" class="selector">
<option value="">Select</option>
<option value="deadly">Deadly</option>
<option value="keen">Keen</option>
<option value="powerful">Powerful</option>
<option value="precise">Precise</option>
<option value="steady">Steady</option>
<option value="vicious">Vicious</option>
</select>
</div>
<div class="sheet-col">
<span class="subtitle bold">Tier 3</span>
<select name="attr_offensive_3" class="selector">
<option value="">Select</option>
<option value="deadly">Deadly</option>
<option value="keen">Keen</option>
<option value="powerful">Powerful</option>
<option value="precise">Precise</option>
<option value="steady">Steady</option>
<option value="vicious">Vicious</option>
</select>
</div>
<div class="sheet-col">
<span class="subtitle bold">Tier 4</span>
<select name="attr_offensive_4" class="selector">
<option value="">Select</option>
<option value="deadly">Deadly</option>
<option value="keen">Keen</option>
<option value="powerful">Powerful</option>
<option value="precise">Precise</option>
<option value="steady">Steady</option>
<option value="vicious">Vicious</option>
</select>
</div>
</div>
</div>
</div>
<input type="checkbox" class="aspect-def-switch" name="attr_show_aspect_def">
<div class="aspect-def">
<div class="sheet-row displaySettings" style="margin: 0 0 5px;">
<div class="flex-center">
<span class="subtitle bold">Defensive</span>
</div>
<div class="grid-4-col">
<div class="sheet-col">
<span class="subtitle bold">Tier 1</span>
<select name="attr_defensive_1" class="selector">
<option value="">Select</option>
<option value="defiant">Defiant</option>
<option value="evasive">Evasive</option>
<option value="resistant">Resistant</option>
<option value="tough">Tough</option>
<option value="vigorous">Vigorous</option>
<option value="willful">Willful</option>
</select>
</div>
<div class="sheet-col">
<span class="subtitle bold">Tier 2</span>
<select name="attr_defensive_2" class="selector">
<option value="">Select</option>
<option value="defiant">Defiant</option>
<option value="evasive">Evasive</option>
<option value="resistant">Resistant</option>
<option value="tough">Tough</option>
<option value="vigorous">Vigorous</option>
<option value="willful">Willful</option>
</select>
</div>
<div class="sheet-col">
<span class="subtitle bold">Tier 3</span>
<select name="attr_defensive_3" class="selector">
<option value="">Select</option>
<option value="defiant">Defiant</option>
<option value="evasive">Evasive</option>
<option value="resistant">Resistant</option>
<option value="tough">Tough</option>
<option value="vigorous">Vigorous</option>
<option value="willful">Willful</option>
</select>
</div>
<div class="sheet-col">
<span class="subtitle bold">Tier 4</span>
<select name="attr_defensive_4" class="selector">
<option value="">Select</option>
<option value="defiant">Defiant</option>
<option value="evasive">Evasive</option>
<option value="resistant">Resistant</option>
<option value="tough">Tough</option>
<option value="vigorous">Vigorous</option>
<option value="willful">Willful</option>
</select>
</div>
</div>
</div>
</div>
<input type="checkbox" class="aspect-util-switch" name="attr_show_aspect_util">
<div class="aspect-util">
<div class="displaySettings" style="margin: 0 0 5px;">
<div class="flex-center">
<span class="subtitle bold">Utility</span>
</div>
<div class="grid-4-col">
<div class="sheet-col">
<span class="subtitle bold">Tier 1</span>
<select name="attr_utility_1" class="selector">
<option value="">Select</option>
<option value="charged">Charged</option>
<option value="dynamic">Dynamic</option>
<option value="focused">Focused</option>
<option value="heroic">Heroic</option>
<option value="spirited">Spirited</option>
<option value="swift">Swift</option>
</select>
</div>
<div class="sheet-col">
<span class="subtitle bold">Tier 2</span>
<select name="attr_utility_2" class="selector">
<option value="">Select</option>
<option value="charged">Charged</option>
<option value="dynamic">Dynamic</option>
<option value="focused">Focused</option>
<option value="heroic">Heroic</option>
<option value="spirited">Spirited</option>
<option value="swift">Swift</option>
</select>
</div>
<div class="sheet-col">
<span class="subtitle bold">Tier 3</span>
<select name="attr_utility_3" class="selector">
<option value="">Select</option>
<option value="charged">Charged</option>
<option value="dynamic">Dynamic</option>
<option value="focused">Focused</option>
<option value="heroic">Heroic</option>
<option value="spirited">Spirited</option>
<option value="swift">Swift</option>
</select>
</div>
<div class="sheet-col">
<span class="subtitle bold">Tier 4</span>
<select name="attr_utility_4" class="selector">
<option value="">Select</option>
<option value="charged">Charged</option>
<option value="dynamic">Dynamic</option>
<option value="focused">Focused</option>
<option value="heroic">Heroic</option>
<option value="spirited">Spirited</option>
<option value="swift">Swift</option>
</select>
</div>
</div>
</div>
</div>
</div>
<!-- Attributes 1-->
<div class="attribute1 section">
<div class="sheet-col width-half">
<div class="sheet-col attribute-col red">
Strength:
</div>
<div class="sheet-col light-red stat-value">
<input class="light-red no-border black-text" type="number" name="attr_strength"
value="0"/>
</div>
</div>
<div class="sheet-col width-half">
<div class="sheet-col attribute-col blue">
Intelligence:
</div>
<div class="sheet-col light-blue stat-value">
<input class="light-blue no-border black-text" type="number" name="attr_intelligence"
value="0"/>
</div>
</div>
</div>
<!-- Barrier Values-->
<div class="header1 section">
<span class="header">Barrier Values</span>
</div>
<div class="stats1 section">
<div class="sheet-col width-half">
<div class="sheet-col red stats-col">
<img class="toughness-image size-25-box">
Toughness:
</div>
<div class="sheet-col light-red stat-value">
<input class="light-red no-border black-text" type="number" name="attr_toughness"
value="4"/>
</div>
</div>
<div class="sheet-col width-half">
<div class="sheet-col blue stats-col">
<img class="resistance-image size-25-box">
Resistance:
</div>
<div class="sheet-col light-blue stat-value">
<input class="light-blue no-border black-text" type="number" name="attr_resistance"
value="4"/>
</div>
</div>
</div>
<div class="common1 section">
<div class="skills-grid">
<div class="skill-left">
<div class="skill">
<button type="roll" name="roll_skill"
value="@{whisper_state}&{template:skill} {{skill=Athletics}} {{name=@{character_name}}} {{roll=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<@{athletics}cf>[[@{athletics}+1]]]]}} {{no-roll=[[1]]}}">
Athletics:
</button>
<input class="small transparent" type="number" name="attr_athletics" value="8"/>
</div>
<div class="skill">
<button type="roll" name="roll_skill"
value="@{whisper_state}&{template:skill} {{skill=Endurance}} {{name=@{character_name}}} {{roll=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<@{endurance}cf>[[@{endurance}+1]]]]}} {{no-roll=[[1]]}}">
Endurance:
</button>
<input class="small transparent" type="number" name="attr_endurance" value="8"/>
</div>
<div class="skill">
<button type="roll" name="roll_skill"
value="@{whisper_state}&{template:skill} {{skill=Intimidate}} {{name=@{character_name}}} {{roll=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<@{intimidate}cf>[[@{intimidate}+1]]]]}} {{no-roll=[[1]]}}">
Intimidate:
</button>
<input class="small transparent" type="number" name="attr_intimidate" value="8"/>
</div>
</div>
<div class="skill-label">Skills</div>
<div class="skill-right">
<div class="skill">
<button type="roll" name="roll_skill"
value="@{whisper_state}&{template:skill} {{skill=Insight}} {{name=@{character_name}}} {{roll=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<@{insight}cf>[[@{insight}+1]]]]}} {{no-roll=[[1]]}}">
Insight:
</button>
<input class="small transparent" type="number" name="attr_insight" value="8"/>
</div>
<div class="skill">
<button type="roll" name="roll_skill" style="font-size: 1.2em;"
value="@{whisper_state}&{template:skill} {{skill=Knowledge}} {{name=@{character_name}}} {{roll=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<@{knowledge}cf>[[@{knowledge}+1]]]]}} {{no-roll=[[1]]}}">
Knowledge:
</button>
<input class="small transparent" type="number" name="attr_knowledge" value="8"/>
</div>
<div class="skill">
<button type="roll" name="roll_skill"
value="@{whisper_state}&{template:skill} {{skill=Mend}} {{name=@{character_name}}} {{roll=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<@{mend}cf>[[@{mend}+1]]]]}} {{no-roll=[[1]]}}">
Mend:
</button>
<input class="small transparent" type="number" name="attr_mend" value="8"/>
</div>
</div>
</div>
</div>
<!-- Attributes 2-->
<div class="attribute2 section">
<div class="sheet-col width-half">
<div class="sheet-col attribute-col green">
Dexterity:
</div>
<div class="sheet-col light-green stat-value">
<input class="light-green no-border black-text" type="number" name="attr_dexterity"
value="0"/>
</div>
</div>
<div class="sheet-col width-half">
<div class="sheet-col attribute-col yellow">
Resilience:
</div>
<div class="sheet-col light-yellow stat-value">
<input class="light-yellow no-border black-text" type="number" name="attr_resilience"
value="0"/>
</div>
</div>
</div>
<!-- Defense Values-->
<div class="header2 section">
<span class="header">Defense Values</span>
</div>
<div class="stats2 section">
<div class="sheet-col width-half">
<div class="sheet-col green stats-col">
<button class="custom-roll-button dodge-image" type='roll' name='roll_dodge'
value='@{whisper_state}&{template:skill} {{skill=Dodge}} {{name=@{character_name}}} {{roll=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<[[@{dodge}+@{dodge_mod}]]cf>[[@{dodge}+@{dodge_mod}+1]]]]}} {{no-roll=[[1]]}}'>
</button>
Dodge:
</div>
<div class="sheet-col light-green stat-value">
<input class="light-green no-border black-text" type="number" name="attr_dodge"
value="4"/>
</div>
</div>
<div class="sheet-col width-half">
<div class="sheet-col yellow stats-col">
<button class="custom-roll-button willpower-image" type='roll' name='roll_dodge'
value='@{whisper_state}&{template:skill} {{skill=Willpower}} {{name=@{character_name}}} {{roll=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<[[@{willpower}+@{willpower_mod}]]cf>[[@{willpower}+@{willpower_mod}+1]]]]}} {{no-roll=[[1]]}}'>
</button>
Willpower:
</div>
<div class="sheet-col light-yellow stat-value">
<input class="light-yellow no-border black-text" type="number" name="attr_willpower"
value="4"/>
</div>
</div>
</div>
<div class="common2 section">
<div class="skills-grid">
<div class="skill-left">
<div class="skill">
<button type="roll" name="roll_skill"
value="@{whisper_state}&{template:skill} {{skill=Acrobatics}} {{name=@{character_name}}} {{roll=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<@{acrobatics}cf>[[@{acrobatics}+1]]]]}} {{no-roll=[[1]]}}">
Acrobatics:
</button>
<input class="small transparent" type="number" name="attr_acrobatics" value="8"/>
</div>
<div class="skill">
<button type="roll" name="roll_skill"
value="@{whisper_state}&{template:skill} {{skill=Stealth}} {{name=@{character_name}}} {{roll=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<@{stealth}cf>[[@{stealth}+1]]]]}} {{no-roll=[[1]]}}">
Stealth:
</button>
<input class="small transparent" type="number" name="attr_stealth" value="8"/>
</div>
<div class="skill">
<button type="roll" name="roll_skill" style="font-size: 0.95em"
value="@{whisper_state}&{template:skill} {{skill=Sleight of Hand}} {{name=@{character_name}}} {{roll=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<@{sleight_of_hand}cf>[[@{sleight_of_hand}+1]]]]}} {{no-roll=[[1]]}}">
Sleight of Hand:
</button>
<input class="small transparent" type="number" name="attr_sleight_of_hand"
value="8"/>
</div>
</div>
<div class="skill-label">Skills</div>
<div class="skill-right">
<div class="skill">
<button type="roll" name="roll_skill"
value="@{whisper_state}&{template:skill} {{skill=Focus}} {{name=@{character_name}}} {{roll=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<@{focus}cf>[[@{focus}+1]]]]}} {{no-roll=[[1]]}}">
Focus:
</button>
<input class="small transparent" type="number" name="attr_focus" value="8"/>
</div>
<div class="skill">
<button type="roll" name="roll_skill"
value="@{whisper_state}&{template:skill} {{skill=Fast Talk}} {{name=@{character_name}}} {{roll=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<@{fast_talk}cf>[[@{fast_talk}+1]]]]}} {{no-roll=[[1]]}}">
Fast Talk:
</button>
<input class="small transparent" type="number" name="attr_fast_talk" value="8"/>
</div>
<div class="skill">
<button type="roll" name="roll_skill"
value="@{whisper_state}&{template:skill} {{skill=Leadership}} {{name=@{character_name}}} {{roll=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<@{leadership}cf>[[@{leadership}+1]]]]}} {{no-roll=[[1]]}}">
Leadership:
</button>
<input class="small transparent" type="number" name="attr_leadership" value="8"/>
</div>
</div>
</div>
</div>
<!-- CAP Check-->
<div class="header3 section">
<span class="header">CAP Check</span>
</div>
<div class="common3 section">
<div class="sheet-row center-text">
<div class="sheet-col cap-main-col center-text">
<span class="bold">Critical</span>
<div class="sheet-row critical padding-3">
<span class="bold">C:</span>
<input class="cap transparent no-border center-text" type="number"
name="attr_critical"
value="2"/>
</div>
</div>
<span class="sheet-col cap-sep-col bold"></span>
<div class="sheet-col cap-main-col center-text">
<span class="bold">Accuracy</span>
<div class="sheet-row accuracy padding-3">
<span class="bold">A:</span>
<input class="cap transparent no-border center-text" type="number"
name="attr_accuracy"
value="10"/>
</div>
</div>
<span class="sheet-col cap-sep-col bold"></span>
<div class="sheet-col cap-main-col center-text">
<span class="bold">Penetration</span>
<div class="sheet-row penetration padding-3">
<span class="bold">P:</span>
<input class="cap transparent no-border center-text" type="number"
name="attr_penetration"
value="5"/>
</div>
</div>
</div>
<div class="sheet-row">
<span>
• Roll 1d20 when your Action Targets at least 1 Foe.
</span>
<br>
<span>
• Must be ≤ than <b>CAP</b> Values to succeed.
</span>
</div>
</div>
<!-- Special Action Limits-->
<div class="header4 section">
<span class="header">Special Action Limits</span>
</div>
<div class="common4 section">
<div class="sheet-row center-text">
<span class="bold">Trigger:</span>
<input class="transparent no-border border-bottom-grey-1 center-text padding-3"
type="number"
name="attr_trigger" value="0"/>
<span class="bold">Sustain:</span>
<input class="transparent no-border border-bottom-grey-1 center-text padding-3"
type="number"
name="attr_sustain" value="0"/>
<span class="bold">Amplify:</span>
<input class="transparent no-border border-bottom-grey-1 center-text padding-3"
type="number"
name="attr_amplify" value="0"/>
</div>
</div>
<!-- Action Pool-->
<div class="header5 section">
<span class="header">Action Pool</span>
</div>
<div class="common5 section">
<div class="sheet-row center-text padding-top5">
<input type="checkbox" style="width: 25px; height: 25px"/>
<input type="checkbox" style="width: 25px; height: 25px"/>
<input type="checkbox" style="width: 25px; height: 25px"/>
<input type="checkbox" style="width: 25px; height: 25px"/>
</div>
<span class="padding-left10 padding-right20">• Slow Action: Check 2</span>
<span class="padding-left10">• Fast Action: Check 1</span>
<!-- <span>Check 2 Boxes when using a Slow Action. Check 1 Box when using a Fast Action.</span>-->
</div>
</div>
<!-- Character actions and skills-->
<div class="main-actions">
<!-- Action Header-->
<div class="actions-grid">
<!-- <span class="action-button action-header">Roll</span>-->
<span class="action-name action-header">Name</span>
<span class="action-type action-header">Type</span>
<span class="action-target action-header">Target</span>
<span class="action-range action-header">Range</span>
<span class="action-effect action-header-left">Effect</span>
<span class="action-speed action-header">Action Speed</span>
</div>
<!-- Movement Row-->
<div class="actions-info-grid">
<span class="action-name action-info-title">MOVEMENT</span>
<span class="action-effect action-info">• You cannot end your Movement in an Occupied Square.</span>
</div>
<!-- Move Row-->
<div class="actions-grid">
<span class="action-name action-centered">Move Action</span>
<div class="action-type action-centered"></div>
<div class="action-target action-centered"></div>
<div class="action-range action-centered"></div>
<div class="action-effect action-text">
<span>Move </span>
<input class="move-number-input" type="number" name="attr_min_move" value="1"/>
<span>-</span>
<input class="move-number-input" type="number" name="attr_max_move" value="4"/>
<span> Squares. Can move through friendly Combatants.</span>
</div>
<span class="action-speed action-centered">Slow</span>
</div>
<!-- Shift Row-->
<div class="actions-grid">
<span class="action-name action-centered">Shift Action</span>
<div class="action-type action-centered"></div>
<div class="action-target action-centered"></div>
<div class="action-range action-centered"></div>
<div class="action-effect action-text">
<span>Move </span>
<input class="move-number-input" type="number" name="attr_shift" value="1"/>
<span> Square(s). Can move through friendly Combatants.</span>
</div>
<span class="action-speed action-centered">Fast</span>
</div>
<!-- Maneuver Title-->
<div class="actions-info-grid">
<span class="action-name action-info-title">MANEUVER</span>
<span class="action-effect action-info">• You cannot end your Maneuver in an Occupied Square.</span>
</div>
<!-- Maneuver Row-->
<details class="width100">
<summary class="actions-grid transparent">
<div class="action-button">
<div>
<button type="roll" name="roll_skill" style="font-size: 1.2em;"
value="@{whisper_state}&{template:skill} {{name=@{maneuver_name}}} {{subtags=@{character_name}}} {{skill=@{statname}}} {{no-roll=[[@{actionmod}]]}} {{roll=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<@{actionmod}cf>[[@{actionmod}+1]]]]}} {{speed=@{maneuver_speed}}} {{description=@{maneuver_description}}}">
</button>
</div>
</div>
<span class="action-name action-centered" name="attr_maneuver_name"></span>
<div class="action-type action-centered"></div>
<div class="action-target action-centered"></div>
<div class="action-range action-centered"></div>
<span class="action-effect action-leftCentered" name="attr_maneuver_description"></span>
<span class="action-speed action-centered" name="attr_maneuver_speed"></span>
</summary>
<div class="width65 displaySettings action-detail-grid">
<div class="sheet-row padding-2525">
<div class="sheet-col">
<div class="bold">Name:</div>
<div class="inputNameShort">
<input type="text" name="attr_maneuver_name"/>
</div>
</div>
<div class="sheet-col">
<div class="bold">Associated Skill</div>
<div>
<select name="attr_statname" class="selector-fit">
<option value="">Select</option>
<option value="Acrobatics">Acrobatics</option>
<option value="Athletics">Athletics</option>
<option value="Endurance">Endurance</option>
<option value="Focus">Focus</option>
<option value="Fast Talk">Fast Talk</option>
<option value="Insight">Insight</option>
<option value="Intimidate">Intimidate</option>
<option value="Knowledge">Knowledge</option>
<option value="Leadership">Leadership</option>
<option value="Mend">Mend</option>
<option value="Sleight of Hand">Sleight of Hand</option>
<option value="Stealth">Stealth</option>
</select>
<input type="hidden" name="attr_actionmod" value="0">
</div>
</div>
<div class="sheet-col">
<div class="bold">Speed</div>
<div>
<select class="selector-fit" name="attr_maneuver_speed">
<option value="">Select</option>
<option value="Free">Free</option>
<option value="Fast">Fast</option>
<option value="Slow">Slow</option>
<option value="Slow + Fast">Slow + Fast</option>
<option value="Slow + Slow">Slow + Slow</option>
</select>
</div>
</div>
</div>
<div class="sheet-row padding-2505">
<div class="bold">Description</div>
<textarea class="height50 width95" name="attr_maneuver_description"></textarea>
</div>
</div>
</details>
<!-- Basic Actions Title-->
<div class="actions-info-grid">
<span class="action-name action-info-title">BASIC ACTIONS</span>
</div>
<!-- Basic Action Melee-->
<details class="width100">
<summary class="actions-grid transparent">
<div class="action-button">
<div>
<button type="action" name="act_action-melee"
style="padding: 2px 3px; font-size: 1.3em;" class="btn">
<span class="d20font">t</span>
</button>
</div>
</div>
<span class="action-name action-centered" name="attr_melee_name"></span>
<div class="action-type action-centered">Melee</div>
<span class="action-target action-centered" name="attr_melee_target"></span>
<span class="action-range action-centered" name="attr_melee_range"></span>
<div class="action-effect action-leftCentered">
<div>
<div class="sheet-row">
<input type="hidden" class="melee-damage-indicator" name="attr_melee_against"
value="1">
<span name="attr_melee_damage_description"></span>
<span class="indicator">VS</span>
<img class="toughness-img melee-damage-toughness height20"
name="attr_melee_damage_toughness">
<img class="resistance-img melee-damage-resistance height20"
name="attr_melee_damage_resistance">
</div>
<div class="sheet-row">
<span name="attr_melee_description"></span>
</div>
</div>
</div>
<div class="action-speed action-centered">Slow</div>
</summary>
<div class="width65 displaySettings action-detail-grid">
<div class="sheet-row padding-2525">
<div class="sheet-col">
<div class="bold">Name:</div>
<div class="inputNameShort">
<input type="text" name="attr_melee_name"/>
</div>
</div>
<div class="sheet-col">
<div class="bold">Target:</div>
<div class="inputNameShort">
<input type="text" name="attr_melee_target"/>
</div>
</div>
<div class="sheet-col">
<div class="bold">Range:</div>
<div>
<input class="small" type="number" name="attr_melee_range"/>
</div>
</div>
</div>
<div class="sheet-row padding-2525">
<span class="bold width-auto">Damage: </span>
<input style="width: 50px" type="text" name="attr_melee_dice" value="1d6"/>
<span style="width: auto; font-weight: bold"> + </span>
<input style="width: 50px" type="text" name="attr_melee_dice_bonus" value="0"/>
<div class="sheet-col padding-top5">
<span class="bold width-auto"> vs. </span>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" name="attr_melee_against" value="1"
checked="checked"/>
<img class="toughness-img size-20-box">
</label>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" name="attr_melee_against" value="2"/>
<img class="resistance-img size-20-box">
</label>
</div>
</div>
<div class="sheet-row padding-2505">
<div class="bold">Description</div>
<textarea class="height50 width95" name="attr_melee_description"></textarea>
</div>
</div>
</details>
<!-- Basic Action Ranged-->
<details class="width100">
<summary class="actions-grid transparent">
<div class="action-button">
<div>
<button type="action" name="act_action-range"
style="padding: 2px 3px; font-size: 1.3em;" class="btn">
<span class="d20font">t</span>
</button>
</div>
</div>
<span class="action-name action-centered" name="attr_ranged_name"></span>
<div class="action-type action-centered">Ranged</div>
<span class="action-target action-centered" name="attr_ranged_target"></span>
<span class="action-range action-centered" name="attr_ranged_range"></span>
<div class="action-effect action-leftCentered">
<div>
<div class="sheet-row">
<input type="hidden" class="ranged-damage-indicator" name="attr_ranged_against"
value="1">
<span name="attr_ranged_damage_description"></span>
<span class="indicator">VS</span>
<img class="toughness-img ranged-damage-toughness height20"
name="attr_ranged_damage_toughness">
<img class="resistance-img ranged-damage-resistance height20"
name="attr_ranged_damage_resistance">
</div>
<div class="sheet-row">
<span name="attr_ranged_description"></span>
</div>
</div>
</div>
<div class="action-speed action-centered">Slow</div>
</summary>
<div class="width65 displaySettings action-detail-grid">
<div class="sheet-row padding-2525">
<div class="sheet-col">
<div class="bold">Name:</div>
<div class="inputNameShort">
<input type="text" name="attr_ranged_name"/>
</div>
</div>
<div class="sheet-col">
<div class="bold">Target:</div>
<div class="inputNameShort">
<input type="text" name="attr_ranged_target"/>
</div>
</div>
<div class="sheet-col">
<div class="bold">Range:</div>
<div>
<input class="small" type="number" name="attr_ranged_range">
</div>
</div>
</div>
<div class="sheet-row padding-2525">
<span class="width-auto bold">Damage: </span>
<input style="width: 50px" type="text" name="attr_ranged_dice" value="1d6"/>
<span class="width-auto bold"> + </span>
<input style="width: 50px" type="text" name="attr_ranged_dice_bonus" value="0"/>
<div class="sheet-col padding-top5">
<span class="bold width-auto"> vs. </span>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" name="attr_ranged_against" value="1" checked="checked"/>
<img class="toughness-img size-20-box">
</label>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" name="attr_ranged_against" value="2"/>
<img class="resistance-img size-20-box">
</label>
</div>
</div>
<div class="sheet-row padding-2505">
<div class="bold">Description</div>
<textarea class="height50 width95" name="attr_ranged_description"></textarea>
</div>
</div>
</details>
<!-- Class Actions Title-->
<div class="actions-info-grid">
<span class="action-name action-info-title">CLASS ACTIONS</span>
</div>
<!-- Class Actions-->
<div class="width100">
<fieldset class="repeating_actions">
<details class="sheet-row">
<summary class="actions-grid transparent">
<div class="action-button">
<div>
<button type="action" name="act_class-action"
style="padding: 2px 3px; font-size: 1.3em;" class="btn">
<span class="d20font">t</span>
</button>
</div>
</div>
<span class="action-name action-centered" name="attr_action_name"></span>
<div class="action-type action-centered">
<div class="sheet-col">
<span class="sheet-row action-type-border-bottom-1"
name="attr_action_subtype1"></span>
<span class="sheet-row" name="attr_action_subtype2"></span>
</div>
</div>
<span class="action-target action-centered" name="attr_action_target"></span>
<div class="action-range action-centered">
<div class="sheet-col">
<span class="sheet-row action-type-border-bottom-1"
name="attr_action_type"></span>
<span class="sheet-row" name="attr_action_range"></span>
<input type="hidden" class="action-field-indicator"
name="attr_action_field"/>
<span class="action-field">Field</span>
</div>
</div>
<div class="action-effect action-leftCentered">
<div>
<div class="sheet-row">
<input type="hidden" class="action-description-indicator"
name="attr_action_roll_type" value="0"/>
<div class="action-damage-description">
<span name="attr_action_damage_description">1d6</span>
<input type="hidden" class="action-damage-indicator"
name="attr_action_against" value="1"/>
<span class="indicator action-damage-vs">VS</span>
<img class="toughness-img action-damage-toughness height20"
name="attr_action_damage_toughness">
<img class="resistance-img action-damage-resistance height20"
name="attr_action_damage_resistance">
<span class="action-damage-piercing indicator">PIERCING</span>
</div>
<div class="action-auto-hit-description">
<span class="indicator">AUTO-HIT</span>
<span name="attr_action_damage_description">1d6</span>
<input type="hidden" class="action-damage-indicator"
name="attr_action_against" value="1"/>
<span class="indicator action-damage-vs">VS</span>
<img class="toughness-img action-damage-toughness height20"
name="attr_action_damage_toughness">
<img class="resistance-img action-damage-resistance height20"
name="attr_action_damage_resistance">
<span class="action-damage-piercing indicator">PIERCING</span>
</div>
<div class="action-healing-description">
<span name="attr_action_healing_description">Target(s) heal 1d6 HP</span>
</div>
</div>
<div class="sheet-row">
<input class="description-control" type="hidden"
name="attr_action_subtype1" value="General"/>
<span class="action-amp-effect italic no-padding">
Amp. Effect:
<span class="normal" name="attr_action_amp_effect"></span>
</span>
<span class="action-trig-effect italic no-padding">
Trig. Condition:
<span class="normal" name="attr_action_trig_condition"></span>
</span>
<span class="action-trig-effect italic no-padding">
Trig. Effect:
<span class="normal" name="attr_action_trig_effect"></span>
</span>
<span name="attr_action_description"></span>
<span class="action-sust-effect italic no-padding">
Sust. Effect:
<span class="normal" name="attr_action_sust_effect"></span>
</span>
</div>
</div>
</div>
<span class="action-speed action-centered" name="attr_action_speed"></span>
</summary>
<div class="displaySettings width65">
<div class="sheet-row padding-2525">
<div class="sheet-col">
<div class="bold">Name:</div>
<div class="inputNameShort">
<input type="text" name="attr_action_name"/>
</div>
</div>
<div class="sheet-col">
<div class="bold">Type:</div>
<div>
<select class="selector-fit" name="attr_action_subtype1">
<option value="">Select</option>
<option value="General">General</option>
<option value="Trigger">Trigger</option>
<option value="Amplify">Amplify</option>
<option value="Sustain">Sustain</option>
<option value="Passive">Passive</option>
</select>
<select class="selector-fit" name="attr_action_subtype2">
<option value="">Select</option>
<option value="Exploit">Exploit</option>
<option value="Spell">Spell</option>
</select>
</div>
</div>
<div class="sheet-col">
<div class="bold">Speed:</div>
<select class="selector-fit" name="attr_action_speed">
<option value="">Select</option>
<option value="Free">Free</option>
<option value="Fast">Fast</option>
<option value="Slow">Slow</option>
<option value="Slow + Fast">Slow + Fast</option>
<option value="Slow + Slow">Slow + Slow</option>
</select>
</div>
</div>
<div class="sheet-row padding-2525">
<div class="sheet-col">
<div class="bold">Target:</div>
<div class="inputNameShort">
<input type="text" name="attr_action_target"/>
</div>
</div>
<div class="sheet-col">
<div class="bold">Range:</div>
<div>
<select class="selector-fit" name="attr_action_type">
<option value="">Select</option>
<option value="Ranged">Ranged</option>
<option value="Melee">Melee</option>
</select>
<input class="small" type="number" name="attr_action_range"/>
<input type="checkbox" name="attr_action_field_flag" value="on"/>
<input type="hidden" name="attr_action_field_description" value=""/>
<span>Field</span>
</div>
</div>
<!-- <div class="sheet-col">-->
<!-- <div class="bold">Range2:</div>-->
<!-- <div>-->
<!-- <select class="selector-fit" name="attr_action_type2">-->
<!-- <option value="">Select</option>-->
<!-- <option value="Ranged">Ranged</option>-->
<!-- <option value="Melee">Melee</option>-->
<!-- </select>-->
<!-- <input class="small" type="number" name="attr_action_range2">-->
<!-- </div>-->
<!-- </div>-->
</div>
<div class="sheet-row padding-2525">
<input class="roll-control" type="hidden" name="attr_action_roll_type"
value="0"/>
<div class="flex-center action-type-bar white-text">
<div class="sheet-col">
<label class="bold">
CAP + Damage
<input type="radio" value="0" name="attr_action_roll_type" checked/>
</label>
</div>
<div class="sheet-col">
<label class="bold">
CAP Only
<input type="radio" value="1" name="attr_action_roll_type"/>
</label>
</div>
<div class="sheet-col">
<label class="bold">
Auto-hit
<input type="radio" value="2" name="attr_action_roll_type"/>
</label>
</div>
<div class="sheet-col">
<label class="bold">
Heal
<input type="radio" value="3" name="attr_action_roll_type"/>
</label>
</div>
<div class="sheet-col">
<label class="bold">
None
<input type="radio" value="-1" name="attr_action_roll_type"/>
</label>
</div>
</div>
<div class="action-damage padding-2525">
<input class="custom-damage-control" type="hidden" name="attr_damage_type"
value="0"/>
<div class="flex-center action-attack-bar padding-2525">
<div class="sheet-col">
<label class="bold">
Custom
<input type="radio" value="0" name="attr_damage_type" checked/>
</label>
</div>
<div class="sheet-col">
<label class="bold">[Melee Weapon Damage]
<input type="radio" value="1" name="attr_damage_type"/>
</label>
</div>
<div class="sheet-col">
<label class="bold">[Ranged Weapon Damage]
<input type="radio" value="2" name="attr_damage_type"/>
</label>
</div>
</div>
<div class="action-custom-damage padding-top4">
<div class="sheet-col">
<label class="width-auto bold padding-right5">
Damage:
<input style="width: 50px" type="text" name="attr_action_dice"
value="1d6"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="padding-right5 bold"> + </span>
</div>
<div class="sheet-col">
<label class="width-auto bold">
<input style="width: 50px" type="text"
name="attr_action_dice_bonus"
value="0"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="bold padding-right5"> vs. </span>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" name="attr_action_against" value="1"
checked="checked"/>
<img class="toughness-img size-20-box">
</label>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" name="attr_action_against" value="2"/>
<img class="resistance-img size-20-box">
</label>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" value="3" name="attr_action_against"/>
<span class="indicator">PIERCING</span>
</label>
</div>
</div>
</div>
<div class="action-healing padding-2525">
<div class="sheet-col">
<label class="width-auto bold padding-right5">
Healing:
<input style="width: 50px" type="text"
name="attr_action_healing_dice" value="1d6"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="padding-right5 bold"> + </span>
</div>
<div class="sheet-col">
<label class="width-auto bold">
<input style="width: 50px" type="text"
name="attr_action_healing_dice_bonus" value="0"/>
</label>
</div>
</div>
</div>
<input class="description-control" type="hidden" name="attr_action_subtype1"
value="General"/>
<div class="action-amp-effect">
<label class="bold">
Amp. Effect:
<textarea class="height35 width95" name="attr_action_amp_effect"></textarea>
</label>
</div>
<div class="action-trig-effect">
<label class="bold">
Trig. Condition:
<textarea class="height35 width95"
name="attr_action_trig_condition"></textarea>
</label>
<label class="bold">
Trig. Effect:
<textarea class="height35 width95"
name="attr_action_trig_effect"></textarea>
</label>
</div>
<div class="action-sust-effect">
<label class="bold">
Sust. Effect:
<textarea class="height35 width95"
name="attr_action_sust_effect"></textarea>
</label>
</div>
<div class="action-description">
<label class="bold">
Description:
<textarea class="height50 width95"
name="attr_action_description"></textarea>
</label>
</div>
</div>
</details>
</fieldset>
</div>
<!-- Class Tide Turner Actions Title-->
<div class="actions-info-grid">
<span class="action-name action-info-title"
style="color: #F9B276">CLASS TIDE-TURNER ACTIONS</span>
<div class="action-effect">
<div class="sheet-col">
<label style="font-size: 0.75em;">
Max Tide-Turners:
<input class="x-small" type="number" value="0" name="attr_max_tide_turners"/>
</label>
</div>
<div class="sheet-col">
<label style="font-size: 0.75em;">
Tide-Tuners Used:
<input class="x-small" type="number" value="0" name="attr_tide_turners_used"/>
</label>
</div>
</div>
</div>
<!-- Class Tide Turner Actions-->
<div class="width100">
<fieldset class="repeating_tideTurners">
<details class="sheet-row">
<summary class="actions-grid transparent">
<div class="action-button">
<div>
<button type="action" name="act_tide-action"
style="padding: 2px 3px; font-size: 1.3em;" class="btn">
<span class="d20font">t</span>
</button>
</div>
</div>
<span class="action-name action-tide-centered" name="attr_tide_action_name"></span>
<div class="action-type action-tide-centered">
<div class="sheet-col">
<span class="sheet-row border-bottom-1"
name="attr_tide_action_subtype1"></span>
<span class="sheet-row" name="attr_tide_action_subtype2"></span>
</div>
</div>
<span class="action-target action-tide-centered"
name="attr_tide_action_target">
</span>
<div class="action-range action-tide-centered">
<div class="sheet-col">
<span class="sheet-row border-bottom-1" name="attr_tide_action_type"></span>
<span class="sheet-row" name="attr_tide_action_range"></span>
<input type="hidden" class="action-field-indicator"
name="attr_tide_action_field"/>
<span class="action-field">Field</span>
</div>
</div>
<div class="action-effect action-tide-leftCentered">
<div>
<div class="sheet-row">
<input type="hidden" class="action-description-indicator"
name="attr_tide_action_roll_type" value="0"/>
<div class="action-damage-description">
<span name="attr_tide_action_damage_description">1d6</span>
<input type="hidden" class="tide-action-damage-indicator"
name="attr_tide_action_against" value="1"/>
<span class="indicator action-damage-vs">VS</span>
<img class="toughness-image tide-action-damage-toughness height20"
name="attr_tide_action_damage_toughness">
<img class="resistance-image tide-action-damage-resistance height20"
name="attr_tide_action_damage_resistance">
<span class="tide-action-damage-piercing indicator">PIERCING</span>
</div>
<div class="action-auto-hit-description">
<span class="indicator">AUTO-HIT</span>
<span name="attr_tide_action_damage_description">1d6</span>
<input type="hidden" class="tide-action-damage-indicator"
name="attr_tide_action_against" value="1"/>
<span class="indicator action-damage-vs">VS</span>
<img class="toughness-image tide-action-damage-toughness height20"
name="attr_tide_action_damage_toughness">
<img class="resistance-image tide-action-damage-resistance height20"
name="attr_tide_action_damage_resistance">
<span class="tide-action-damage-piercing indicator">PIERCING</span>
</div>
<div class="action-healing-description">
<span name="attr_tide_action_healing_description">Target(s) heal 1d6 HP</span>
</div>
</div>
<div class="sheet-row">
<input class="description-control" type="hidden"
name="attr_tide_action_subtype1" value="General"/>
<span class="action-amp-effect italic no-padding">
Amp. Effect:
<span class="normal" name="attr_tide_action_amp_effect"></span>
</span>
<span class="action-trig-effect italic no-padding">
Trig. Condition:
<span class="normal" name="attr_tide_action_trig_condition"></span>
</span>
<span class="action-trig-effect italic no-padding">
Trig. Effect:
<span class="normal" name="attr_tide_action_trig_effect"></span>
</span>
<span name="attr_tide_action_description"></span>
<span class="action-sust-effect italic no-padding">
Sust. Effect:
<span class="normal" name="attr_tide_action_sust_effect"></span>
</span>
</div>
</div>
</div>
<span class="action-speed action-tide-centered" name="attr_tide_action_speed">
</span>
</summary>
<div class="displaySettings width65">
<div class="sheet-row padding-2525">
<div class="sheet-col">
<div class="bold">Name:</div>
<div class="inputNameShort">
<input type="text" name="attr_tide_action_name"/>
</div>
</div>
<div class="sheet-col">
<div class="bold">Type:</div>
<div>
<select class="selector-fit" name="attr_tide_action_subtype1">
<option value="">Select</option>
<option value="General">General</option>
<option value="Trigger">Trigger</option>
<option value="Amplify">Amplify</option>
<option value="Sustain">Sustain</option>
</select>
<select class="selector-fit" name="attr_tide_action_subtype2">
<option value="">Select</option>
<option value="Exploit">Exploit</option>
<option value="Spell">Spell</option>
</select>
</div>
</div>
<div class="sheet-col">
<div class="bold">Speed:</div>
<select class="selector-fit" name="attr_tide_action_speed">
<option value="">Select</option>
<option value="Free">Free</option>
<option value="Fast">Fast</option>
<option value="Slow">Slow</option>
<option value="Slow + Fast">Slow + Fast</option>
<option value="Slow + Slow">Slow + Slow</option>
</select>
</div>
</div>
<div class="sheet-row padding-2525">
<div class="sheet-col">
<div class="bold">Target:</div>
<div class="inputNameShort">
<input type="text" name="attr_tide_action_target"/>
</div>
</div>
<div class="sheet-col">
<div class="bold">Range:</div>
<div>
<select class="selector-fit" name="attr_tide_action_type">
<option value="">Select</option>
<option value="Ranged">Ranged</option>
<option value="Melee">Melee</option>
</select>
<input class="small" type="number" name="attr_tide_action_range"/>
<input type="checkbox" name="attr_tide_action_field_flag" value="on"/>
<input type="hidden" name="attr_tide_action_field_description"
value=""/>
<span>Field</span>
</div>
</div>
</div>
<div class="sheet-row padding-2525">
<input class="roll-control" type="hidden" name="attr_tide_action_roll_type"
value="0"/>
<div class="flex-center action-type-bar white-text">
<div class="sheet-col">
<label class="bold">
CAP + Damage
<input type="radio" value="0" name="attr_tide_action_roll_type"
checked/>
</label>
</div>
<div class="sheet-col">
<label class="bold">
CAP Only
<input type="radio" value="1" name="attr_tide_action_roll_type"/>
</label>
</div>
<div class="sheet-col">
<label class="bold">
Auto-hit
<input type="radio" value="2" name="attr_tide_action_roll_type"/>
</label>
</div>
<div class="sheet-col">
<label class="bold">
Heal
<input type="radio" value="3" name="attr_tide_action_roll_type"/>
</label>
</div>
<div class="sheet-col">
<label class="bold">
None
<input type="radio" value="-1" name="attr_tide_action_roll_type"/>
</label>
</div>
</div>
<div class="action-damage padding-2525">
<input class="custom-damage-control" type="hidden"
name="attr_tide_damage_type" value="0"/>
<div class="flex-center action-attack-bar padding-2525">
<div class="sheet-col">
<label class="bold">
Custom
<input type="radio" value="0" name="attr_tide_damage_type"
checked/>
</label>
</div>
<div class="sheet-col">
<label class="bold">
[Melee Weapon Damage]
<input type="radio" value="1" name="attr_tide_damage_type"/>
</label>
</div>
<div class="sheet-col">
<label class="bold">
[Ranged Weapon Damage]
<input type="radio" value="2" name="attr_tide_damage_type"/>
</label>
</div>
</div>
<div class="action-custom-damage">
<div class="sheet-col">
<label class="width-auto bold padding-right5">
Damage:
<input style="width: 50px" type="text"
name="attr_tide_action_dice" value="1d6"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="padding-right5 bold"> + </span>
</div>
<div class="sheet-col">
<label class="width-auto bold">
<input style="width: 50px" type="text"
name="attr_tide_action_dice_bonus" value="0"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="bold padding-right5"> vs. </span>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" name="attr_tide_action_against" value="1"
checked="checked"/>
<img class="toughness-img size-20-box">
</label>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" name="attr_tide_action_against" value="2"/>
<img class="resistance-img size-20-box">
</label>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" value="3" name="attr_tide_action_against"/>
<span class="indicator">PIERCING</span>
</label>
</div>
</div>
</div>
<div class="action-healing padding-2525">
<div class="sheet-col">
<label class="width-auto bold padding-right5">
Healing:
<input style="width: 50px" type="text"
name="attr_tide_action_healing_dice" value="1d6"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="padding-right5 bold"> + </span>
</div>
<div class="sheet-col">
<label class="width-auto bold">
<input style="width: 50px" type="text"
name="attr_tide_action_healing_dice_bonus" value="0"/>
</label>
</div>
</div>
</div>
<input class="description-control" type="hidden" name="attr_tide_action_subtype1"
value="General"/>
<div class="action-amp-effect">
<div class="bold">Amp. Effect:</div>
<textarea class="height35 width95"
name="attr_tide_action_amp_effect"></textarea>
</div>
<div class="action-trig-effect">
<div class="bold">Trig. Condition:</div>
<textarea class="height35 width95"
name="attr_tide_action_trig_condition"></textarea>
<div class="bold">Trig. Effect:</div>
<textarea class="height35 width95"
name="attr_tide_action_trig_effect"></textarea>
</div>
<div class="action-sust-effect">
<div class="bold">Sust. Effect:</div>
<label>
<textarea class="height35 width95"
name="attr_tide_action_sust_effect"></textarea>
</label>
</div>
<div class="action-description">
<div class="bold">Description:</div>
<textarea class="height50 width95"
name="attr_tide_action_description"></textarea>
</div>
</div>
</details>
</fieldset>
</div>
<!-- Turn Instructions Titles-->
<div class="actions-info-grid">
<span class="action-name action-info-title">YOUR TURN:</span>
<span class="action-effect action-info">
<b> 1. </b> Restore Action Pool.
<b> 2. </b> Select Sustains.
<b> 3. </b> Use up to your Action Pool of Actions.
</span>
</div>
<div class="actions-info-grid">
<span class="action-name action-info-title">AT END OF COMBAT:</span>
<span class="action-effect action-info">Restore HP to Full and remove All Conditions.</span>
</div>
</div>
</div>
<div class="tab-content tab2 tab-inventory">
<div>
<div class="sheet-col" style="width: 34%">
<div class="inventory-header">Inventory</div>
<div class="sheet-row">
<div class="sheet-col inventory-title width-half">Melee</div>
<div class="sheet-col inventory-title width-half">Ranged</div>
</div>
<div class="sheet-row padding-bottom3">
<div class="sheet-col width-half inventory-box-lower">
<div class="flex-center">
<select class="selector no-border transparent" name="attr_melee_weapon">
<option value="">Select</option>
<option value="sword_1h">Sword [1H]</option>
<option value="sword_2h">Sword [2H]</option>
<option value="mace_1h">Mace [1H]</option>
<option value="mace_2h">Mace [2H]</option>
<option value="axe_1h">Axe [1H]</option>
<option value="axe_2h">Axe [2H]</option>
<option value="polearm_1h">Pole-arm [1H]</option>
<option value="polearm_2h">Pole-arm [2H]</option>
<option value="sceptre_1h">Sceptre [1H]</option>
<option value="staff_2h">Staff [2H]</option>
</select>
</div>
</div>
<div class="sheet-col width-half inventory-box-lower">
<div class="flex-center">
<select class="selector no-border transparent" name="attr_ranged_weapon">
<option value="">Select</option>
<option value="bow">Bow</option>
<option value="crossbow">Crossbow</option>
<option value="wand">Wand</option>
<option value="throwing_knives">Throwing Knives</option>
</select>
</div>
</div>
</div>
<div class="sheet-row">
<div class="sheet-col inventory-title width-half">Off-hand</div>
<div class="sheet-col inventory-title width-half">Armour</div>
</div>
<div class="sheet-row padding-bottom3">
<div class="sheet-col width-half inventory-box-lower">
<div class="flex-center">
<select class="selector no-border transparent" name="attr_offhand">
<option value="">Select</option>
<option value="light_shield">Light Shield</option>
<option value="medium_shield">Medium Shield</option>
<option value="heavy_shield">Heavy Shield</option>
<option value="offhand_weapon">Off-hand Weapon</option>
<option value="offhand_crossbow">Off-hand Crossbow</option>
<option value="prayer_beads">Prayer Beads</option>
<option value="focus_item">Focus Item</option>
</select>
</div>
</div>
<div class="sheet-col width-half inventory-box-lower">
<div class="flex-center">
<select class="selector no-border transparent" name="attr_armour">
<option value="">Select</option>
<option value="robes">Robes</option>
<option value="light_armour">Light Armour</option>
<option value="heavy_armour">Heavy Armour</option>
</select>
</div>
</div>
</div>
<div class="sheet-row">
<div class="sheet-col inventory-title width100">Gold Zeniths</div>
</div>
<div class="sheet-row padding-bottom3">
<div class="sheet-col width100 inventory-box-lower">
<div class="flex-center">
<input class="medium center-text transparent no-border" type="text"
name="attr_gold" value="0"/>
</div>
</div>
</div>
<div class="inventory-header">Items</div>
<fieldset class="repeating_inventory">
<div class="sheet-row" style="margin-bottom: 3px">
<div class="inventory-box">
<div class="inventory-box-upper">
<label>
<span class="bold white-text">Item:</span>
<input class="no-border transparent white-text" type="text"
name="attr_item_name"/>
</label>
</div>
<div class="padding-2 inventory-box-lower">
<div class="flex-center-left">
<div class="sheet-col padding-top4 padding-right2">
<span class="bold">Effect:</span>
</div>
<textarea class="height40 no-border transparent"
name="attr_item_effect"></textarea>
</div>
<div class="padding-bottom3">
<div class="sheet-col">
<span class="bold">Usable In:</span>
</div>
<div class="sheet-col">
<label>
<input type="radio" name="attr_item_usable" value="0" checked/>
<span>Combat Only</span>
</label>
</div>
<div class="sheet-col">
<label>
<input type="radio" name="attr_item_usable" value="1"/>
<span>Any Encounter</span>
</label>
</div>
</div>
<div>
<div class="sheet-col">
<span class="bold">Action:</span>
<select class="selector-fit inventory-selector transparent"
name="attr_item_speed">
<option value="">Select</option>
<option value="Free">Free</option>
<option value="Fast">Fast</option>
<option value="Slow">Slow</option>
</select>
</div>
<div class="sheet-col">
<label>
<span class="bold">Use:</span>
<select class="selector-fit inventory-selector transparent"
name="attr_item_usage">
<option value="">Select</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="encounter">1 Per Encounter</option>
<option value="campaign">1 Per Campaign</option>
<option value="combat">1 Per Combat</option>
<option value="milestone">1 Per Milestone</option>
</select>
</label>
</div>
<div class="sheet-col">
<label class="padding-top5">
<span class="bold">Used:</span>
<input type="checkbox" name="attr_item_used"/>
</label>
</div>
</div>
</div>
</div>
</div>
</fieldset>
</div>
<div class="sheet-col padding-left10" style="width: 64%">
<div>
<div class="inventory-header">Keepsakes</div>
<div class="sheet-col width-half" style="margin-bottom: 3px">
<div class="inventory-box">
<div class="inventory-box-upper">
<label>
<span class="bold white-text">Keepsake:</span>
<input class="no-border transparent white-text" type="text"
name="attr_keepsake1_name"/>
</label>
</div>
<div class="padding-2 inventory-box-lower">
<div class="flex-center-left">
<div class="sheet-col padding-top4 padding-right2">
<span class="bold">Effect:</span>
</div>
<textarea class="height40 no-border transparent"
name="attr_keepsake1_effect"></textarea>
</div>
<div class="padding-bottom3">
<div class="sheet-col">
<span class="bold">Usable In:</span>
</div>
<div class="sheet-col">
<label class="">
<input type="radio" name="attr_keepsake1_usable" value="0" checked/>
<span>Combat Only</span>
</label>
</div>
<div class="sheet-col">
<label>
<input type="radio" name="attr_keepsake1_usable" value="1"/>
<span>Any Encounter</span>
</label>
</div>
</div>
<div>
<div class="sheet-col">
<span class="bold">Action:</span>
<select class="selector-fit inventory-selector transparent"
name="attr_keepsake1_speed">
<option value="">Select</option>
<option value="Free">Free</option>
<option value="Fast">Fast</option>
<option value="Slow">Slow</option>
</select>
</div>
<div class="sheet-col">
<label>
<span class="bold">Use:</span>
<select class="selector-fit inventory-selector transparent"
name="attr_keepsake1_usage">
<option value="">Select</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="encounter">1 Per Encounter</option>
<option value="campaign">1 Per Campaign</option>
<option value="combat">1 Per Combat</option>
<option value="milestone">1 Per Milestone</option>
</select>
</label>
</div>
<div class="sheet-col">
<label class="padding-top5">
<span class="bold">Used:</span>
<input type="checkbox" name="attr_keepsake1_used"/>
</label>
</div>
</div>
</div>
</div>
</div>
<div class="sheet-col width-half" style="margin-bottom: 3px">
<div class="inventory-box">
<div class="inventory-box-upper">
<label>
<span class="bold white-text">Keepsake:</span>
<input class="no-border transparent white-text" type="text"
name="attr_keepsake2_name"/>
</label>
</div>
<div class="padding-2 inventory-box-lower">
<div class="flex-center-left">
<div class="sheet-col padding-top4 padding-right2">
<span class="bold">Effect:</span>
</div>
<textarea class="height40 no-border transparent"
name="attr_keepsake2_effect"></textarea>
</div>
<div class="padding-bottom3">
<div class="sheet-col">
<span class="bold">Usable In:</span>
</div>
<div class="sheet-col">
<label>
<input type="radio" name="attr_keepsake2_usable" value="0" checked/>
<span>Combat Only</span>
</label>
</div>
<div class="sheet-col">
<label>
<input type="radio" name="attr_keepsake2_usable" value="1"/>
<span>Any Encounter</span>
</label>
</div>
</div>
<div>
<div class="sheet-col">
<span class="bold">Action:</span>
<select class="selector-fit inventory-selector transparent"
name="attr_keepsake2_speed">
<option value="">Select</option>
<option value="Free">Free</option>
<option value="Fast">Fast</option>
<option value="Slow">Slow</option>
</select>
</div>
<div class="sheet-col">
<label>
<span class="bold">Use:</span>
<select class="selector-fit inventory-selector transparent"
name="attr_keepsake2_usage">
<option value="">Select</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="encounter">1 Per Encounter</option>
<option value="campaign">1 Per Campaign</option>
<option value="combat">1 Per Combat</option>
<option value="milestone">1 Per Milestone</option>
</select>
</label>
</div>
<div class="sheet-col">
<label class="padding-top5">
<span class="bold">Used:</span>
<input type="checkbox" name="attr_keepsake2_used"/>
</label>
</div>
</div>
</div>
</div>
</div>
<div class="sheet-col width-half padding-bottom5">
<div class="inventory-header">Anchors</div>
<fieldset class="repeating_anchors">
<div class="sheet-row">
<input name="attr_anchor" class="no-border width-half border-bottom-2"
type="text"/>
<input name="attr_anchor_2" class="no-border width-half border-bottom-2"
type="text"/>
</div>
</fieldset>
</div>
<div class="sheet-col width-half padding-bottom5">
<div class="inventory-header">Deadweights</div>
<fieldset class="repeating_deadweight">
<div class="sheet-row">
<input name="attr_deadweight" class="no-border width-half border-bottom-2"
type="text"/>
<input name="attr_deadweight_2" class="no-border width-half border-bottom-2"
type="text"/>
</div>
</fieldset>
</div>
<div class="separator" style="margin-bottom: 5px"></div>
<div class="inventory-header">Appearance</div>
<div class="sheet-row">
<div class="sheet-col inventory-title width-third">Gender</div>
<div class="sheet-col inventory-title width-third">Age</div>
<div class="sheet-col inventory-title width-third">Height</div>
</div>
<div class="sheet-row padding-bottom3">
<div class="sheet-col width-third inventory-box-lower">
<div class="flex-center">
<input class="center-text transparent no-border" type="text"
name="attr_bio_gender"/>
</div>
</div>
<div class="sheet-col width-third inventory-box-lower">
<div class="flex-center">
<input class="center-text transparent no-border" type="text"
name="attr_bio_age"/>
</div>
</div>
<div class="sheet-col width-third inventory-box-lower">
<div class="flex-center">
<input class="center-text transparent no-border" type="text"
name="attr_bio_height"/>
</div>
</div>
</div>
<div class="sheet-row">
<div class="sheet-col inventory-title width-third">Build</div>
<div class="sheet-col inventory-title width-third">Hair</div>
<div class="sheet-col inventory-title width-third">Eyes</div>
</div>
<div class="sheet-row padding-bottom3">
<div class="sheet-col width-third inventory-box-lower">
<div class="flex-center">
<input class="center-text transparent no-border" type="text"
name="attr_bio_build"/>
</div>
</div>
<div class="sheet-col width-third inventory-box-lower">
<div class="flex-center">
<input class="center-text transparent no-border" type="text"
name="attr_bio_hair"/>
</div>
</div>
<div class="sheet-col width-third inventory-box-lower">
<div class="flex-center">
<input class="center-text transparent no-border" type="text"
name="attr_bio_eyes"/>
</div>
</div>
</div>
<div class="inventory-header">Description</div>
<textarea name="attr_bio_description"></textarea>
<div class="inventory-header">History</div>
<textarea name="attr_bio_history"></textarea>
</div>
</div>
</div>
</div>
<div class="tab-content tab3 tab-conditions">
<div>
<div>
<div class="inventory-header sheet-col">Conditions</div>
<div class="sheet-col padding-top-3">
<button type="action" name="act_condition-info" style="padding: 2px 3px; font-size: 1.3em;"
class="btn">
<span class="text-pictos">w</span>
</button>
</div>
</div>
<div class="padding-bottom5">
• Check the box next to the Condition for each Stack you are suffering, If a (max &#8734;) is
specified, write number of Stacks instead.
</div>
<div>
<div class="condition-grid" style="border-top: 1px solid dimgrey">
<div class="condition center-text">
<span>
<span class="italic bold">POISON</span>
<br>
<span class="yellow-text">DAMAGE OVER TIME</span>
</span>
</div>
<div class="value center-text">
<div>
<input type="checkbox" name="attr_condition_poison_1"/>
<input type="checkbox" name="attr_condition_poison_2"/>
<input type="checkbox" name="attr_condition_poison_3"/>
<br>
<input type="checkbox" name="attr_condition_poison_4"/>
<input type="checkbox" name="attr_condition_poison_5"/>
</div>
</div>
<div class="description">
<span>
Combatant takes 1d6 x [Stack] <b><i>PIERCING</i></b> Damage at the start of each of
their Turns.
</span>
</div>
</div>
<div class="condition-grid">
<div class="condition center-text">
<span>
<span class="italic bold">BURNING</span>
<br>
<span class="yellow-text">DAMAGE OVER TIME</span>
</span>
</div>
<div class="value center-text">
<div>
<input type="checkbox" name="attr_condition_burning_1"/>
<input type="checkbox" name="attr_condition_burning_2"/>
</div>
</div>
<div class="description">
<span>
Combatant takes 1d20 x [Stack] <b><i>PIERCING</i></b> Damage at the start of each of
their Turns.
</span>
</div>
</div>
<div class="condition-grid">
<div class="condition center-text">
<span>
<span class="italic bold">FRAGILITY</span>
<br>
<span class="red-text">DAMAGE</span>
</span>
</div>
<div class="value center-text">
<input type="checkbox" name="attr_condition_fragility"/>
</div>
<div class="description">
<span>
All Damage Combatant takes has the <b><i>PIERCING</i></b> property.
<b><i>FRAGILITY</i></b> is removed next Round at the end of Combatants Turn.
</span>
</div>
</div>
<div class="condition-grid">
<div class="condition center-text">
<span>
<span class="italic bold">VULNERABILITY</span>
<br>
<span class="red-text">DAMAGE</span>
</span>
</div>
<div class="value center-text">
<div class="condition-selector-max">
<input class="custom-number-input" type="number" min="0"
name="attr_condition_vulnerability"/>
<div class="subtitle">Max &#8734;</div>
</div>
</div>
<div class="description">
<span>-1 x [Stack]
<img class="toughness-img size-20-box">
&
<img class="resistance-img size-20-box">.
</span>
</div>
</div>
<div class="condition-grid">
<div class="condition center-text">
<span>
<span class="italic bold">WEAKNESS</span>
<br>
<span class="red-text">DAMAGE</span>
</span>
</div>
<div class="value center-text">
<div class="condition-selector-max">
<input class="custom-number-input" type="number" min="0"
name="attr_condition_weakness"/>
<div class="subtitle">Max &#x221e;</div>
</div>
</div>
<div class="description">
-1 x [Stack] Damage to all of your Actions.
</div>
</div>
<div class="condition-with-foe-grid">
<div class="condition center-text">
<span>
<span class="italic bold">DAZE</span>
<br>
<span class="green-text">HIT RATE</span>
</span>
</div>
<div class="value center-text">
<input type="checkbox" name="attr_condition_daze"/>
</div>
<div class="description-hero">
<div class="width-third">On Hero: -4 <b>A</b></div>
</div>
<div class="description-foe">
<span style="display: inline-block;">
On Foe: Heroes have +4
<img class="dodge-img size-20-box">
against Actions used by Foe.
</span>
</div>
</div>
</div>
<div class="condition-with-foe-grid">
<div class="condition center-text">
<span>
<span class="italic bold">OFF-GUARD</span>
<br>
<span class="green-text">HIT RATE</span>
</span>
</div>
<div class="value center-text">
<input type="checkbox" name="attr_condition_off_guard"/>
</div>
<div class="description-hero">
<span class="width-third">
On Hero: -2
<img class="dodge-img size-20-box">
</span>
</div>
<div class="description-foe">
<span>
On Foe: +2 <b>A</b> to <b>CAP</b> Checks to Actions that Target only this Foe.
</span>
</div>
</div>
<div class="condition-with-foe-grid">
<div class="condition center-text">
<span>
<span class="italic bold">PRONE</span>
<br>
<span class="green-text">HIT RATE</span>
</span>
</div>
<div class="value center-text">
<input type="checkbox" name="attr_condition_prone"/>
</div>
<div class="description-hero">
<span>
On Hero: <span class="indicator">OFF-GUARD</span> and cannot take Actions.
Remove <span class="indicator">PRONE</span> by expending 1 Fast Action during
your Turn.
</span>
</div>
<div class="description-foe">
<span>
On Foe: <span class="indicator">OFF-GUARD</span> and skips 1st Action Hex of
Action Chain to remove <span class="indicator">PRONE</span>.
</span>
</div>
</div>
<div class="condition-grid">
<div class="condition center-text">
<span>
<span class="italic bold">SLEEP</span>
<br>
<span class="green-text">HIT RATE</span>
<br>
<span class="blue-text">ACTION RESTRICTION</span>
</span>
</div>
<div class="value center-text">
<input type="checkbox" name="attr_condition_sleep"/>
</div>
<div class="description">
<span>
Combatant cannot take Actions during their next Turn.
<span class="indicator">SLEEP</span> is removed at the end of that Turn or if the
Combatant takes Damage. Actions that Target only that Combatant gains the
<span class="indicator">AUTO-CRIT</span> property.
</span>
</div>
</div>
<div class="condition-with-foe-grid">
<div class="condition center-text">
<span>
<span class="italic bold">SILENCE</span>
<br>
<span class="blue-text">ACTION RESTRICTION</span>
</span>
</div>
<div class="value center-text">
<input type="checkbox" name="attr_condition_silence"/>
</div>
<div class="description-hero">
<span>
On Hero: Cannot use Spells or Tide-Turners. <span
class="indicator">SILENCE</span>
is removed next Round at the end of Heros Turn.
</span>
</div>
<div class="description-foe">
<span>
On Foe: Skips Special Ability Hexes. <span class="indicator">SILENCE</span> is
removed next Round at the end of Foes Turn.
</span>
</div>
</div>
<div class="condition-with-foe-grid">
<div class="condition center-text">
<span>
<span class="italic bold">CHILL</span>
<br>
<span class="blue-text">ACTION RESTRICTION</span>
</span>
</div>
<div class="value center-text">
<input type="checkbox" name="attr_condition_chill"/>
</div>
<div class="description-hero">
<span>On Hero: Restore -1 Action Point at the start of each your Turns.</span>
</div>
<div class="description-foe">
<span>On Foe: Skip last Action in Action Chain.</span>
</div>
</div>
<div class="condition-grid">
<div class="condition center-text">
<span>
<span class="italic bold">PARALYSIS</span>
<br>
<span class="blue-text">ACTION RESTRICTION</span>
</span>
</div>
<div class="value center-text">
<input type="checkbox" name="attr_condition_paralysis"/>
</div>
<div class="description">
<span>
Combatant takes only 1 Action during their next Turn. <span
class="indicator">PARALYSIS</span> is removed at the end of that Turn.
</span>
</div>
</div>
</div>
</div>
<div class="tab-content tab4 tab-guide">
<div>
<div class="sheet-row">
<div class="guide-header"
style="width: 1150px; height: 137px; background-image: url(https://raw.githubusercontent.com/lexibrown/roll20-character-sheets/master/Emberwind/images/guide-header.PNG)">
<h1 class="guide-header-big white-text" style="margin-top: -35px">
QUICK GUIDE: HERO TURNS
</h1>
</div>
</div>
<div class="quick-guide-grid">
<div class="guide-top">
<!-- STEP 1-->
<div>
<div class="guide-header-small guide-header">STEP 1</div>
<div class="guide-header-big">STARTING YOUR TURN:</div>
<div class="padding-bottom15"></div>
<div class="padding-bottom5">Each Hero Action has a speed. Each Turn, you have:</div>
<div class="sheet-row padding-bottom5">
<div class="sheet-col deep-red center-text bold padding-h-15 padding-v-5">
<span>2 Slow <br> Actions</span>
</div>
<span class="sheet-col deep-red-text bold italic cap-sep-col">OR</span>
<div class="sheet-col deep-red center-text bold padding-h-15 padding-v-5">
<span>1 Slow Action & <br> 2 Fast Actions</span>
</div>
<span class="sheet-col deep-red-text bold italic cap-sep-col">OR</span>
<div class="sheet-col deep-red center-text bold padding-h-15 padding-v-5">
<span>4 Fast <br> Actions</span>
</div>
</div>
<div>You may take any number of Free Actions.</div>
</div>
<!-- STEP 2-->
<div>
<div class="guide-header-small guide-header">STEP 2</div>
<div class="guide-header-big">SELECTING YOUR TARGETS:</div>
<div class="padding-bottom15"></div>
<div>
<b>Action Targeting: </b>Actions can Target Combatants (yourself, other Heroes, or
Foes), the Battlefield (Squares or
the entire map), or a combination of the above. Any Action that includes at least 1
Foe as a Target requires a <b>CAP
Check</b>. Actions that do not include any Foes do not require <b>CAP Checks</b>.
</div>
<div class="padding-bottom5"></div>
<div>
<b>Action Range: </b>Actions can only include Target(s) that are within the
specified <b>Action Range</b>.
</div>
<div class="padding-bottom5"></div>
<div>
<b>Cover: </b>You cannot Target Combatant(s) [and/or Square(s)] if there is 1 or
more <b>Square(s) of Cover</b> <i>(Local Field
Effect)</i> between you and your Target.
</div>
</div>
</div>
<div class="guide-middle">
<!-- STEP 3-->
<div class="guide-header-small guide-header">STEP 3</div>
<div class="guide-header-big">RESOLVING YOUR ACTIONS:</div>
<div class="padding-bottom10"></div>
<p>
<b>CAP Check:</b> If your Action includes 1 or more Foes as a Target, you must roll 1d20
and check the Roll Result against your "<span class="red-text bold">C</span>",
"<span class="green-text bold">A</span>", and "<span class="guide-p bold">P</span>"
Values
</p>
<div class="guide-middle-grid">
<div>
<div class="sheet-row" style="padding-bottom: 28px;">
<div class="sheet-col bold red-text" style="width: 13%; font-size: 3em;">
C
</div>
<div class="sheet-col" style="width: 80%">
<div>
If your Roll result is ≤ your "<span class="red-text bold">C</span>"
Value, your Action is a <b>Critical Hit*</b> and proceed to <b>Step
4.</b>
If your Roll Result is > your "<span class="red-text bold">C</span>"
Value, proceed to "<span class="green-text bold">A</span>".
</div>
</div>
</div>
<div class="red" style="height: 1px"></div>
<div class="sheet-row red-text padding-top5">
<p>
<span class="italic bold">AUTO-CRIT:</span> An Action with this Special
Property do not require a <b>CAP Check</b> and is treated as though you
rolled a Critical Hit.
</p>
</div>
<div class="red" style="height: 1px"></div>
</div>
<div class="chevron-arrow-right"></div>
<div>
<div class="sheet-row padding-bottom10">
<div class="sheet-col bold green-text" style="width: 13%; font-size: 3em;">
A
</div>
<div class="sheet-col" style="width: 80%">
<div>
If your Roll Result is ≤ your "<span class="green-text bold">A</span>"
Value, your Action Hits your Target and proceed to "<span class="guide-p
bold">P</span>". If your Roll Result is > your "<span class="green-text
bold">A</span>" Value, your Action Misses.
</div>
</div>
</div>
<div class="red" style="height: 1px"></div>
<div class="sheet-row red-text padding-top5">
<p>
<span class="italic bold">AUTO-HIT:</span> An Action with this Special
Property do not require a <b>CAP Check</b> and is treated as though you hit
your Target. However, <span class="italic bold">AUTO-HIT</span> Actions
never bypass Barrier Values.
</p>
</div>
<div class="red" style="height: 1px"></div>
</div>
<div class="chevron-arrow-right"></div>
<div>
<div class="sheet-row" style="padding-bottom: 45px;">
<div class="sheet-col bold guide-p" style="width: 13%; font-size: 3em;">
P
</div>
<div class="sheet-col" style="width: 80%;">
<div>
If your Roll Result is ≤ your "<span class="guide-p bold">P</span>"
Value, your Action bypasses your Target's Barrier Values. If your Roll
Result is > your "<span class="guide-p bold">P</span>" Value, the Damage
of your Action is reduced. Proceed to <b>Step 4.</b>
</div>
</div>
</div>
<div class="red" style="height: 1px"></div>
<div class="sheet-row red-text padding-top5">
<p>
<span class="italic bold">PIERCING:</span> An Action with this Special
Property always bypasses Barrier Values when calculating Damage dealt.
</p>
</div>
<div class="red" style="height: 1px"></div>
</div>
</div>
</div>
<div class="guide-bottom">
<div>
<!-- STEP 4-->
<div class="guide-header-small guide-header">STEP 4</div>
<div class="guide-header-big">DEALING DAMAGE:</div>
<div class="padding-bottom5"></div>
<p>
<b>Normal Hits:</b> Roll the associated damage dice for your
Action. If you bypassed your Target's Barrier Values,
subtract your Roll Result from your Target's HP. If you
failed to bypass, reduce your Roll Result by your Target's
corresponding Barrier Value before subtracting the
remainder from their HP.
</p>
<p>
<b>*Critical Hits:</b> A Critical Hit automatically hits your Target,
bypasses their Barrier Values, and deals the maximum
Damage associated with that Action.
</p>
<div class="padding-bottom5"></div>
<div class="guide-header-big">HEALING:</div>
<div class="padding-bottom5"></div>
<div>
If your Action includes Healing, roll the associated healing
dice with your Action. Add the Roll Result to that Hero's
Current HP. A Hero's Current HP cannot exceed their
maximum HP and you cannot heal a <span class="italic bold">FALLEN</span> Target.
</div>
</div>
<div>
<div class="guide-header-big guide-header-long guide-header">
SPECIAL ACTIONS TYPES & THEIR RESOURCES:
</div>
<div class="guide-special" style="background-color: #fbd4c9">
<div>
<div class="sheet-row black-text padding-top5">
<p>
<span class="bold">Trigger Actions:</span> Can be used out of Turn
Order if the Trigger Condition is met. You must have enough unused
Action
Points remaining in your Action Pool to expend on the Trigger Action.
</p>
</div>
<div class="red" style="height: 1px"></div>
<div class="sheet-row red-only-text padding-top5">
<p>
<span class="italic bold">Trigger Limit:</span> The total amount of
Trigger Actions you can use per Round.
</p>
</div>
<div class="red" style="height: 1px"></div>
<div class="sheet-row black-text padding-top5">
<p>
<span class="bold">Sustain Actions:</span> Actions may have a Sustain
Effect. If they do, they can have their Sustain Effect applied at the
start of each of your Turns following the initial use
of that Action. Initiating the Action will use an amount
of your <b>Action Pool</b> equal to that Action's Speed, but
maintaining the Action's Sustain Effect does not deplete
your Action Pool. Any interruption to Sustaining that
Effect will require you to expend Action Points to initiate
the Effect all over again.
</p>
</div>
</div>
<div>
<div class="red" style="height: 1px"></div>
<div class="sheet-row red-only-text padding-top5">
<p>
<span class="italic bold">Sustain Limit:</span> The total amount of
Sustain Effects that you can have active each Round. Multiple copies of
the same Effect count separately.
</p>
</div>
<div class="red" style="height: 1px"></div>
<div class="sheet-row black-text padding-top5">
<p>
<span class="bold">Amplify Actions:</span> The power of an Action can be
increased with an Amplify Effect. Amplify Effects may
exist within an Action or exist independently as Amplify
Actions, which can be applied to other Actions. You may
decide to apply Amplify Effects after you have made all dice rolls.
</p>
</div>
<div class="red" style="height: 1px"></div>
<div class="sheet-row red-only-text padding-top5">
<p>
<span class="italic bold">Amplify Limit:</span> The total amount of
Amplify Effects and Amplify Actions you can use per Round.
</p>
</div>
<div class="red" style="height: 1px"></div>
<div class="sheet-row black-text padding-top5">
<p>
<span class="bold">Tide-Turner Actions:</span> Your most powerful
Actions. They are activated by expending a Tide-Turner Charge in
addition to any other costs.
</p>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="sheet-row">
For more Quick guides, and a complete set of rules, please visit:
<a href="https://www.emberwindgame.com"><b>emberwindgame.com</b></a>
</div>
</div>
</div>
</div>
<div class="block-container block-npc">
<div>
<div class="sheet-row">
<div class="name padding-bottom10">
<div class="name-header">
<span>Name:</span>
</div>
<label>
<input class="kungfont transparent" type="text" name="attr_character_name"/>
</label>
</div>
<div class="npc-grid">
<div class="npc-grid-item padding-bottom5">
<div class="sheet-col npc-info-hp-text border-red">
<span class="">HP:</span>
</div>
<div class="sheet-col border-red" style="margin-left: -5px">
<input class="transparent no-border right-text" type="number" name="attr_hp"
value="10"
style="width: 50px"/>
<span> / </span>
<input class="transparent no-border right-text" type="number" name="attr_hp_max"
value="10"
style="width: 50px"/>
</div>
<div class="sheet-col red padding-3 bold black-text">
<img class="toughness-image size-25-box">
Toughness:
<input class="transparent no-border black-text right-text" type="number"
name="attr_toughness" value="4"/>
</div>
<div class="sheet-col blue padding-3 bold black-text">
<img class="resistance-image size-25-box">
Resistance:
<input class="transparent no-border black-text right-text" type="number"
name="attr_resistance" value="4"/>
</div>
<div class="sheet-col">
<label>
Rank:
<select class="selector-fit inventory-selector" name="attr_npc_rank">
<option value="">Select</option>
<option value="Grunt">Grunt</option>
<option value="Awakened">Awakened</option>
<option value="Elite">Elite</option>
<option value="Boss">Boss</option>
</select>
</label>
</div>
<div class="sheet-col">
<label>
Type:
<select class="selector-fit inventory-selector" name="attr_npc_type">
<option value="">Select</option>
<option value="beast">Beast</option>
<option value="carrion">Carrion</option>
<option value="construct">Construct</option>
<option value="dragon">Dragon</option>
<option value="ebonspawn">Ebonspawn</option>
<option value="human">Human</option>
<option value="ka">Ka</option>
<option value="plant">Plant</option>
<option value="rift">Rift</option>
</select>
</label>
</div>
<div class="sheet-col">
<label>
Size:
<select class="selector-fit inventory-selector" name="attr_npc_size">
<option value="">Select</option>
<option value="1x1">1 x 1</option>
<option value="2x2">2 x 2</option>
<option value="3x3">3 x 3</option>
</select>
</label>
</div>
<div class="sheet-col">
<label>
Flow:
<input type="number" name="attr_npc_flow" value="0"/>
</label>
</div>
</div>
<div class="npc-grid-item width100">
<div class="sheet-col width-half">
<button class="init-btn" type="action" name="act_npc-turn">
<input type="hidden" class="npc-rank-indicator" name="attr_npc_rank" value=""/>
<img class="npc-rank-img" alt="" src="">
<span>Initiative</span>
</button>
</div>
<div class="sheet-col width-half">
<button class="init-btn" type="action" name="act_npc-action"
style="background-color: #a074b2; margin-left: 10px">
<input type="hidden" class="npc-rank-indicator" name="attr_npc_rank" value=""/>
<img class="npc-rank-img" alt="" src="">
<span>Roll</span>
</button>
</div>
</div>
<div class="npc-grid-item">
<details class="width100 npc-condition" style="margin-bottom: 5px">
<summary class="flex-center" style="padding: 4px 0">
<div class="bold sheet-col" style="font-size: 1.25em">Conditions</div>
</summary>
<fieldset class="repeating_npcConditions">
<div class="npc-condition">
<div class="sheet-row">
<div class="sheet-col padding-left10 padding-top5">
<label class="bold" style="padding-right: 0">
Conditions for Foe:
<input type="text" name="attr_npc_condition_name">
</label>
</div>
<div class="sheet-col padding-top5 padding-bottom3">
<button type="action" name="act_condition-info"
style="padding: 2px 3px; font-size: 1.3em;"
class="btn">
<span class="text-pictos">w</span>
</button>
</div>
</div>
<div class="npc-conditions-grid">
<div class="npc-condition-item-grid">
<div>
<span class="bold">Poison</span>
<span class="text-pictos hover-tip">i</span>
<span class="hover-tip-text">Foe takes 1d6 x [Stack] PIERCING Damage at the start of each of their Turns.</span>
<span class="bold">:</span>
</div>
<div>
<input type="checkbox" name="attr_condition_poison_1"/>
<input type="checkbox" name="attr_condition_poison_2"/>
<input type="checkbox" name="attr_condition_poison_3"/>
<input type="checkbox" name="attr_condition_poison_4"/>
<input type="checkbox" name="attr_condition_poison_5"/>
</div>
</div>
<div class="npc-condition-item-grid">
<div>
<span class="bold">Burning</span>
<span class="text-pictos hover-tip">i</span>
<span class="hover-tip-text">Foe takes 1d20 x [Stack] PIERCING Damage at the start of each of their Turns.</span>
<span class="bold">:</span>
</div>
<div>
<input type="checkbox" name="attr_condition_burning_1"/>
<input type="checkbox" name="attr_condition_burning_2"/>
</div>
</div>
<div class="npc-condition-item-grid">
<div>
<span class="bold">Fragility</span>
<span class="text-pictos hover-tip">i</span>
<span class="hover-tip-text">All Damage Foe takes has the PIERCING property. FRAGILITY is removed next Round at the start of Foe's Turn.</span>
<span class="bold">:</span>
</div>
<div>
<input type="checkbox" name="attr_condition_fragility"/>
</div>
</div>
<div class="npc-condition-item-grid">
<div>
<span class="bold">Vulnerability</span>
<span class="text-pictos hover-tip">i</span>
<span class="hover-tip-text">-1 x [Stack] TOUGHNESS & RESISTANCE.</span>
<span class="bold">:</span>
</div>
<div>
<input class="small-number-input" type="number" min="0"
name="attr_condition_vulnerability"/>
</div>
</div>
<div class="npc-condition-item-grid">
<div>
<span class="bold">Weakness</span>
<span class="text-pictos hover-tip">i</span>
<span class="hover-tip-text">-1 x [Stack] Damage to all of Foe's Actions.</span>
<span class="bold">:</span>
</div>
<div>
<input class="small-number-input" type="number" min="0"
name="attr_condition_weakness"/>
</div>
</div>
<div class="npc-condition-item-grid">
<div>
<span class="bold">Daze</span>
<span class="text-pictos hover-tip">i</span>
<span class="hover-tip-text">Heroes have +4 DODGE against Actions used by Foe.</span>
<span class="bold">:</span>
</div>
<div>
<input type="checkbox" name="attr_condition_daze"/>
</div>
</div>
<div class="npc-condition-item-grid">
<div>
<span class="bold">Off-guard</span>
<span class="text-pictos hover-tip">i</span>
<span class="hover-tip-text">+2 A to CAP Checks to Actions that Target only this Foe.</span>
<span class="bold">:</span>
</div>
<div>
<input type="checkbox" name="attr_condition_off_guard"/>
</div>
</div>
<div class="npc-condition-item-grid">
<div>
<span class="bold">Prone</span>
<span class="text-pictos hover-tip">i</span>
<span class="hover-tip-text">OFF-GUARD and skips first Action of Action Chain.</span>
<span class="bold">:</span>
</div>
<div>
<input type="checkbox" name="attr_condition_prone"/>
</div>
</div>
<div class="npc-condition-item-grid">
<div>
<span class="bold">Sleep</span>
<span class="text-pictos hover-tip">i</span>
<span class="hover-tip-text">Foe cannot take Actions during their next Turn. SLEEP is removed at the end of that Turn or if the Foe takes Damage. Actions that Target only that Foe gains the AUTO-CRIT property.</span>
<span class="bold">:</span>
</div>
<div>
<input type="checkbox" name="attr_condition_sleep"/>
</div>
</div>
<div class="npc-condition-item-grid">
<div>
<span class="bold">Silence</span>
<span class="text-pictos hover-tip">i</span>
<span class="hover-tip-text">Skips Special Ability Hexes. SILENCE is removed next Round at the start of Foe's Turn.</span>
<span class="bold">:</span>
</div>
<div>
<input type="checkbox" name="attr_condition_silence"/>
</div>
</div>
<div class="npc-condition-item-grid">
<div>
<span class="bold">Chill</span>
<span class="text-pictos hover-tip">i</span>
<span class="hover-tip-text">Skip last Action in Action Chain.</span>
<span class="bold">:</span>
</div>
<div>
<input type="checkbox" name="attr_condition_chill"/>
</div>
</div>
<div class="npc-condition-item-grid">
<div>
<span class="bold">Paralysis</span>
<span class="text-pictos hover-tip">i</span>
<span class="hover-tip-text">Foe may only take 1 Action during their next Turn. PARALYSIS is removed at the end of that Turn.</span>
<span class="bold">:</span>
</div>
<div>
<input type="checkbox" name="attr_condition_paralysis"/>
</div>
</div>
</div>
</div>
</fieldset>
</details>
</div>
<div class="npc-grid-item flex-center">
<input type="hidden" class="npc-ring-indicator" name="attr_enemy" value="1"/>
<div class="enemy-hex grunt">
<div class="sheet-row" style="padding-left: 92px; padding-top: 20px">
<div class="enemy-dice" style="margin-left: -20px; margin-top: -60px">A</div>
<div>
<div class="large-hex hex-1">
<div class="inner">
<textarea name="attr_grunt_hex_1" class="no-border"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="large-hex hex-1">
<div class="inner">
<textarea name="attr_grunt_hex_2" class="no-border"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div class="enemy-dice" style="margin-left: 190px; margin-top: -40px">B</div>
</div>
<div class="sheet-row" style="padding-left: 40px">
<div class="enemy-dice" style="margin-left: -40px; margin-top: 5px">F</div>
<div class="large-hex hex-1">
<div class="inner">
<textarea name="attr_grunt_hex_3" class="no-border"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
<div class="large-hex hex-0">
<div class="inner">
<textarea name="attr_grunt_hex_4" class="no-border"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
<div class="large-hex hex-1">
<div class="inner">
<textarea name="attr_grunt_hex_5" class="no-border"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
<div class="enemy-dice" style="margin-left: 315px; margin-top: 5px">C</div>
</div>
<div class="sheet-row" style="padding-left: 92px">
<div class="enemy-dice" style="margin-left: -20px; margin-top: 75px">E</div>
<div>
<div class="large-hex hex-1">
<div class="inner">
<textarea name="attr_grunt_hex_6" class="no-border"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="large-hex hex-1">
<div class="inner">
<textarea name="attr_grunt_hex_7" class="no-border"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div class="enemy-dice" style="margin-left: 190px; margin-top: 75px">D</div>
</div>
</div>
<div class="enemy-hex awakened">
<div class="sheet-row" style="padding-left: 80px">
<div class="enemy-dice" style="margin-left: -20px; margin-top: -60px">A</div>
<div>
<div class="hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_1"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="hex-button" name="attr_awakened_hex_2_check"
checked/><span></span>
<div class="hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_2"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_3"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div class="enemy-dice" style="margin-left: 220px; margin-top: -60px">B</div>
</div>
<div class="sheet-row" style="padding-left: 40px">
<div>
<input type="checkbox" class="hex-button" name="attr_awakened_hex_4_check"
checked/><span></span>
<div class="hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_4"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px;">
<div class="hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_5"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px;">
<div class="hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_6"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px;">
<input type="checkbox" class="hex-button" name="attr_awakened_hex_7_check"
checked/><span></span>
<div class="hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_7"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
</div>
<div class="sheet-row">
<div class="enemy-dice" style="margin-left: -40px">F</div>
<div>
<div class="hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_8"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px;">
<div class="hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_9"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px;">
<div class="hex hex-0">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_10"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px;">
<div class="hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_11"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px;">
<div class="hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_12"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div class="enemy-dice" style="margin-left: 400px;">C</div>
</div>
<div class="sheet-row" style="padding-left: 40px">
<div>
<input type="checkbox" class="hex-button" name="attr_awakened_hex_13_check"
checked/><span></span>
<div class="hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_13"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px;">
<div class="hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_14"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px;">
<div class="hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_15"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px;">
<input type="checkbox" class="hex-button" name="attr_awakened_hex_16_check"
checked/><span></span>
<div class="hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_16"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
</div>
<div class="sheet-row" style="padding-left: 80px">
<div class="enemy-dice" style="margin-left: -20px; margin-top: 55px">E</div>
<div>
<div class="hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_17"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="hex-button" name="attr_awakened_hex_18_check"
checked/><span></span>
<div class="hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_18"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_awakened_hex_19"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div class="enemy-dice" style="margin-left: 220px; margin-top: 55px">D</div>
</div>
</div>
<div class="enemy-hex elite">
<div class="sheet-row" style="opacity: 0;">
<div class="small-hex"></div>
</div>
<div class="sheet-row" style="padding-left: 77px">
<div class="small-enemy-dice" style="margin-left: -17px; margin-top: -42px">A</div>
<div>
<div class="small-hex hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_1"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_2_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_2"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_3_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_3"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_4"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div class="small-enemy-dice" style="margin-left: 205px; margin-top: -42px">B</div>
</div>
<div class="sheet-row" style="padding-left: 52px">
<div>
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_5_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_5"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_6"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_7_check" checked/><span></span>
<div class="small-hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_7"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_8"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_9_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_9"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
</div>
<div class="sheet-row" style="padding-left: 27px">
<div>
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_10_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_10"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_11_check" checked/><span></span>
<div class="small-hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_11"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_12"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_13"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_14_check" checked/><span></span>
<div class="small-hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_14"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_15_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_15"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
</div>
<div class="sheet-row">
<div class="small-enemy-dice" style="margin-left: -30px; margin-top: -3px">F</div>
<div>
<div class="small-hex hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_16"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_17"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_18"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-0">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_19"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_20"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_21"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_22"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div class="small-enemy-dice" style="margin-left: 380px; margin-top: -3px">C</div>
</div>
<div class="sheet-row" style="padding-left: 27px">
<div>
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_23_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_23"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_24_check" checked/><span></span>
<div class="small-hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_24"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_25"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_26"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_27_check" checked/><span></span>
<div class="small-hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_27"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_28_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_28"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
</div>
<div class="sheet-row" style="padding-left: 52px">
<div>
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_29_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_29"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_30"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_31_check" checked/><span></span>
<div class="small-hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_31"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_32"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_33_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_33"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
</div>
<div class="sheet-row" style="padding-left: 77px">
<div class="small-enemy-dice" style="margin-left: -17px; margin-top: 38px">E</div>
<div>
<div class="small-hex hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_34"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_35_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_35"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_elite_hex_36_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_36"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-3">
<div class="inner">
<textarea class="no-border" name="attr_elite_hex_37"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div class="small-enemy-dice" style="margin-left: 205px; margin-top: 38px">D</div>
</div>
</div>
<div class="enemy-hex boss">
<div class="sheet-row" style="opacity: 0;">
<div class="small-hex"></div>
</div>
<div class="sheet-row" style="padding-left: 107px">
<div class="small-enemy-dice" style="margin-left: -20px; margin-top: -48px">A</div>
<div>
<div class="small-hex hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_1"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button" name="attr_boss_hex_2_check"
checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_2"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button" name="attr_boss_hex_3_check"
checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_3"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button" name="attr_boss_hex_4_check"
checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_4"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_5"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div class="small-enemy-dice" style="margin-left: 260px; margin-top: -48px">B</div>
</div>
<div class="sheet-row" style="padding-left: 80px">
<div>
<input type="checkbox" class="small-hex-button" name="attr_boss_hex_6_check"
checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_6"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_7"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button" name="attr_boss_hex_8_check"
checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_8"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button" name="attr_boss_hex_9_check"
checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_9"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_10"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_11_check"
checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_11"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
</div>
<div class="sheet-row" style="padding-left: 54px">
<div>
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_12_check"
checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_12"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_13_check"
checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_13"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_14"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_15_check"
checked/><span></span>
<div class="small-hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_15"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_16"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_17_check"
checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_17"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_18_check"
checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_18"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
</div>
<div class="sheet-row" style="padding-left: 27px">
<div>
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_19_check"
checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_19"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_20_check"
checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_20"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_21_check"
checked/><span></span>
<div class="small-hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_21"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_22"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_23"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_24_check"
checked/><span></span>
<div class="small-hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_24"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_25_check"
checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_25"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_26_check"
checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_26"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
</div>
<div class="sheet-row">
<div class="small-enemy-dice" style="margin-left: -30px; margin-top: -4px">F</div>
<div>
<div class="small-hex hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_27"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_28"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_29"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_30"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-0">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_31"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_32"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_33"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_34"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_35"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div class="small-enemy-dice" style="margin-left: 490px; margin-top: -4px">C</div>
</div>
<div class="sheet-row" style="padding-left: 27px">
<div>
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_36_check"
checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_36"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_37_check"
checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_37"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_38_check"
checked/><span></span>
<div class="small-hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_38"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_39"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-1">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_40"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_41_check" checked/><span></span>
<div class="small-hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_41"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_42_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_42"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_43_check" checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_43"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
</div>
<div class="sheet-row" style="padding-left: 54px">
<div>
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_44_check" checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_44"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_45_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_45"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_46"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_47_check" checked/><span></span>
<div class="small-hex veteran-hex-2">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_47"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-2">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_48"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_49_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_49"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_50_check" checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_50"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
</div>
<div class="sheet-row" style="padding-left: 80px">
<div>
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_51_check" checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_51"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_52"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_53_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_53"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_54_check" checked/><span></span>
<div class="small-hex veteran-hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_54"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-3">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_55"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_56_check" checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_56"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
</div>
<div class="sheet-row" style="padding-left: 107px">
<div class="small-enemy-dice" style="margin-left: -20px; margin-top: 38px">E</div>
<div>
<div class="small-hex hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_57"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_58_check" checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_58"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_59_check" checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_59"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<input type="checkbox" class="small-hex-button"
name="attr_boss_hex_60_check" checked/><span></span>
<div class="small-hex veteran-hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_60"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div style="margin-top:-20px">
<div class="small-hex hex-4">
<div class="inner">
<textarea class="no-border" name="attr_boss_hex_61"
style="width: 90%; height: 100%;"></textarea>
</div>
<div class="corner-1"></div>
<div class="corner-2"></div>
</div>
</div>
<div class="small-enemy-dice" style="margin-left: 260px; margin-top: 38px">D</div>
</div>
</div>
</div>
<div class="npc-grid-item">
<div class="sheet-row padding-2">
<span class="action-info-title">DEFAULT CHARACTERISTICS</span>
<fieldset class="repeating_npcCharacteristics">
<details class="sheet-row padding-v-2">
<summary class="padding-2525 lightgrey" style="min-height: 1em;">
<span class="bold" name="attr_npc_characteristic_title"></span>
<span name="attr_npc_characteristic"></span>
</summary>
<div class="displaySettings width85" style="margin-left: 10px; margin-top: 2px">
<label class="bold padding-2525">
Title:
<input type="text" name="attr_npc_characteristic_title"/>
</label>
<div class="padding-2525">
<label class="bold">
Description:
<textarea spellcheck="false" class="height50 width95"
name="attr_npc_characteristic"></textarea>
</label>
</div>
</div>
</details>
</fieldset>
</div>
</div>
<div class="npc-grid-item">
<div class="sheet-row padding-2">
<span class="action-info-title">OPTIONAL MODIFIERS</span>
<fieldset class="repeating_npcModifiers">
<details class="sheet-row padding-v-2">
<summary class="padding-2525 lightgrey" style="min-height: 1em;">
<span class="bold" name="attr_npc_modifier_title"></span>
<span name="attr_npc_modifier"></span>
</summary>
<div class="displaySettings width85" style="margin-left: 10px; margin-top: 2px">
<label class="bold padding-2525">
Title:
<input type="text" name="attr_npc_modifier_title"/>
</label>
<div class="padding-2525">
<label class="bold">
Description:
<textarea spellcheck="false" class="height50 width95"
name="attr_npc_modifier"></textarea>
</label>
</div>
</div>
</details>
</fieldset>
</div>
</div>
<div class="npc-grid-item">
<div class="npc-actions-grid">
<span class="action-name action-header">Name</span>
<span class="action-type action-header">Type</span>
<span class="action-range action-header">Range</span>
<span class="action-effect action-header-left">Effect</span>
</div>
<div class="npc-actions-info-grid">
<span class="action-name action-info-title">BASIC ACTIONS</span>
<div class="action-effect">
<label style="font-size: 0.75em">
[Storyteller only] Actions per Turn:
<input class="x-small" type="number" name="attr_npc_actions" value="0"/>
</label>
</div>
</div>
<fieldset class="repeating_npcActions">
<details class="sheet-row">
<summary class="npc-actions-grid transparent">
<div class="action-button">
<button type="roll" name="roll_action"
value="@{whisper_state}&{template:action} {{npc-type=[[0]]}} {{name=@{npc_action_name}}} {{subtag1=@{character_name}}} {{rollType=[[2]]}} {{test=[[@{npc_action_check}]]}} {{damage=[[0@{npc_action_dice} + @{npc_action_dice_bonus}]]}} {{against=[[@{npc_action_against}]]}} {{type=@{npc_action_type}}} {{range=@{npc_action_range}@{npc_action_field_description}}} {{description=@{npc_action_description}}} {{autohit=[[0]]}} {{autocrit=[[0]]}} {{autopierce=[[0]]}}">
</button>
</div>
<div class="action-name action-centered">
<div class="sheet-row">
<span name="attr_npc_action_name"></span>
<input type="hidden" class="npc-action-check-indicator"
name="attr_npc_action_check" value="1"/>
<span class="npc-action-check-description">vs</span>
<img class="dodge-img npc-action-dodge height20">
<img class="willpower-img npc-action-willpower height20">
</div>
</div>
<span class="action-type action-centered"
name="attr_npc_action_type"></span>
<div class="action-range action-centered">
<div class="sheet-col">
<span class="sheet-row" name="attr_npc_action_range"></span>
<input type="hidden" class="action-field-indicator"
name="attr_npc_action_field"/>
<span class="action-field">Field</span>
</div>
</div>
<div class="action-effect action-leftCentered">
<div>
<div class="sheet-row">
<span name="attr_npc_action_damage_description">Deal 1d10 Damage</span>
<input type="hidden" class="action-damage-indicator"
name="attr_npc_action_against" value="1"/>
<span class="indicator action-damage-vs">VS</span>
<img class="toughness-img action-damage-toughness height20">
<img class="resistance-img action-damage-resistance height20">
<span class="action-damage-piercing indicator">PIERCING</span>
</div>
<div class="sheet-row">
<span name="attr_npc_action_description"></span>
</div>
</div>
</div>
</summary>
<div class="displaySettings width85">
<div class="sheet-row padding-2525">
<div class="sheet-col">
<label class="bold">
Name:
<input class="padding-right2" type="text"
name="attr_npc_action_name"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="bold padding-right5"> vs. </span>
</div>
<div class="sheet-col">
<label>
<input type="radio" value="1" name="attr_npc_action_check"
checked/>
<img class="dodge-img size-25-box" alt="" src="">
</label>
</div>
<div class="sheet-col">
<label>
<input type="radio" value="2" name="attr_npc_action_check"/>
<img class="willpower-img size-25-box" alt="" src="">
</label>
</div>
<div class="sheet-col padding-top-3">
<label class="bold">
<input type="radio" value="5" name="attr_npc_action_check"/>
None
</label>
</div>
</div>
<div class="sheet-row padding-2525">
<div class="sheet-col">
<label class="width-auto bold">
Type:
<select class="selector-fit" name="attr_npc_action_type">
<option value="">Select</option>
<option value="Melee">Melee</option>
<option value="Ranged">Ranged</option>
</select>
</label>
</div>
<div class="sheet-col">
<label class="width-auto bold">
Range:
<input class="small" type="number"
name="attr_npc_action_range"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="indicator padding-right10">OR</span>
</div>
<div class="sheet-col padding-top5">
<label class="bold">
<input type="hidden" name="attr_npc_action_field_description"
value=""/>
<input type="checkbox" name="attr_npc_action_field_flag"
value="on"/>
Field
</label>
</div>
</div>
<div class="sheet-row padding-2525" style="margin-top: -9px">
<div class="sheet-col">
<label class="width-auto bold padding-right5">
Damage:
<input style="width: 50px" type="text"
name="attr_npc_action_dice" value="1d6"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="padding-right5 bold"> + </span>
</div>
<div class="sheet-col">
<label class="width-auto bold">
<input style="width: 50px" type="text"
name="attr_npc_action_dice_bonus" value="0"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="bold padding-right5"> vs. </span>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" name="attr_npc_action_against" value="1"
checked="checked"/>
<img class="toughness-img size-20-box" alt="" src="">
</label>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" name="attr_npc_action_against" value="2"/>
<img class="resistance-img size-20-box" alt="" src="">
</label>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" value="3" name="attr_npc_action_against"/>
<span class="indicator">PIERCING</span>
</label>
</div>
</div>
<div class="action-description">
<label class="bold">
Description:
<textarea class="height50 width95"
name="attr_npc_action_description"></textarea>
</label>
</div>
</div>
</details>
</fieldset>
</div>
<div class="npc-grid-item">
<div class="actions-info-grid">
<span class="action-name action-info-title purple-text">SPECIAL ABILITIES</span>
</div>
<fieldset class="repeating_npcSpecials">
<details class="sheet-row">
<summary class="npc-actions-grid transparent">
<div class="action-button">
<button type="roll" name="roll_action"
value="@{whisper_state}&{template:action} {{npc-type=[[1]]}} {{name=@{npc_special_name}}} {{subtag1=@{character_name}}} {{rollType=[[@{npc_special_roll_type}]]}} {{test=[[@{npc_special_check}]]}} {{skill=@{npc_special_skill}}} {{damage=[[0@{npc_special_dice} + @{npc_special_dice_bonus}]]}} {{against=[[@{npc_special_against}]]}} {{range=@{npc_special_range}@{npc_special_field_description}}} {{description=@{npc_special_description}}} {{trigCondition=@{npc_special_trig_condition}}} {{trigEffect=@{npc_special_trig_effect}}} {{autohit=[[0]]}} {{autocrit=[[0]]}} {{autopierce=[[0]]}}">
</button>
</div>
<div class="action-name action-centered purple">
<div class="sheet-row">
<span name="attr_npc_special_name"></span>
<input type="hidden" class="npc-action-check-indicator"
name="attr_npc_special_check" value="1"/>
<span class="npc-action-check-description">vs</span>
<img class="dodge-img npc-action-dodge height20" alt="" src="">
<img class="willpower-img npc-action-willpower height20" alt=""
src="">
<div class="npc-action-auto-hit indicator">AUTO-HIT</div>
<span class="npc-action-skill" name="attr_npc_special_skill"></span>
</div>
</div>
<span class="action-type action-centered purple"
name="attr_npc_special_type"></span>
<div class="action-range action-centered purple">
<div class="sheet-col">
<span class="sheet-row" name="attr_npc_special_range"></span>
<input type="hidden" class="action-field-indicator"
name="attr_npc_special_field"/>
<span class="action-field">Field</span>
</div>
</div>
<div class="action-effect action-leftCentered purple">
<div>
<input class="description-control" type="hidden"
name="attr_npc_special_roll_type"
value="-1"/>
<div class="npc-action-damage">
<span name="attr_npc_special_damage_description">Deal 1d10 Damage</span>
<input type="hidden" class="action-damage-indicator"
name="attr_npc_special_against" value="1"/>
<span class="indicator action-damage-vs">VS</span>
<img class="toughness-img action-damage-toughness height20">
<img class="resistance-img action-damage-resistance height20">
<span class="action-damage-piercing indicator">PIERCING</span>
</div>
<div>
<span name="attr_npc_special_description"></span>
</div>
<span class="npc-action-trigger italic no-padding">
Trig. Condition:
<span class="normal" name="attr_npc_special_trig_condition"></span>
</span>
<span class="npc-action-trigger italic no-padding">
Trig. Effect:
<span class="normal" name="attr_npc_special_trig_effect"></span>
</span>
</div>
</div>
</summary>
<div class="displaySettings width85">
<div class="sheet-row padding-2525">
<div class="sheet-col">
<label class="bold">
Name:
<input class="padding-right2" type="text"
name="attr_npc_special_name"/>
</label>
</div>
<div class="sheet-col padding-top5">
<label class="bold padding-right5"> vs. </label>
</div>
<div class="sheet-col">
<label>
<input type="radio" value="1" name="attr_npc_special_check"
checked/>
<img class="dodge-img size-25-box" alt="" src="">
</label>
</div>
<div class="sheet-col">
<label>
<input type="radio" value="2" name="attr_npc_special_check"/>
<img class="willpower-img size-25-box" alt="" src="">
</label>
</div>
<div class="sheet-col">
<label class="bold padding-top-3">
<input type="radio" value="3" name="attr_npc_special_check"/>
Auto-hit
</label>
</div>
<div class="sheet-col">
<label class="bold padding-top-3">
<input type="radio" value="4" name="attr_npc_special_check"/>
Skill
</label>
</div>
<div class="sheet-col">
<label class="bold padding-top-3">
<input type="radio" value="5" name="attr_npc_special_check"/>
None
</label>
</div>
</div>
<div class="sheet-row padding-2525">
<input type="hidden" class="npc-action-check-indicator"
name="attr_npc_special_check" value="1"/>
<div class="npc-action-skill">
<label class="bold">
vs. Skill:
<input class="padding-right2" type="text"
name="attr_npc_special_skill" value="Skill"/>
</label>
</div>
<span class="width-auto bold">Type:</span>
<input class="center-text width5" style="margin-right: 10px" type="text"
name="attr_npc_special_type"/>
<div class="sheet-col">
<label class="bold">
Range:
<input class="small" type="number"
name="attr_npc_special_range"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="indicator padding-right10">OR</span>
</div>
<div class="sheet-col padding-top-3">
<label class="bold">
<input type="hidden" name="attr_npc_special_field_description"
value=""/>
<input type="checkbox" name="attr_npc_special_field_flag"
value="on"/>
Field
</label>
</div>
</div>
<input class="roll-control" type="hidden" name="attr_npc_special_roll_type"
value="-1"/>
<div class="flex-center action-type-bar white-text">
<div class="sheet-col padding-right10">
<label class="bold">
Default
<input type="radio" value="-1" name="attr_npc_special_roll_type"
checked/>
</label>
</div>
<div class="sheet-col padding-right10">
<label class="bold">
Damage
<input type="radio" value="2"
name="attr_npc_special_roll_type"/>
</label>
</div>
<div class="sheet-col padding-right10">
<label class="bold">
Trigger
<input type="radio" value="4"
name="attr_npc_special_roll_type"/>
</label>
</div>
</div>
<div class="action-damage padding-2525">
<div class="sheet-col">
<label class="bold">
Damage:
<input style="width: 50px" type="text"
name="attr_npc_special_dice"
value="1d10"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="padding-right5 bold"> + </span>
</div>
<div class="sheet-col">
<label>
<input style="width: 50px" type="text"
name="attr_npc_special_dice_bonus" value="0"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="padding-right5 bold"> vs. </span>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" value="1" name="attr_npc_special_against"
checked/>
<img class="toughness-img size-20-box" alt="" src="">
</label>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" value="2" name="attr_npc_special_against"/>
<img class="resistance-img size-20-box" alt="" src="">
</label>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" value="3" name="attr_npc_special_against"/>
<span class="indicator">PIERCING</span>
</label>
</div>
</div>
<div class="action-trigger padding-2525">
<label class="bold">
Trig. Condition:
<textarea class="height35 width95"
name="attr_npc_special_trig_condition"></textarea>
</label>
<label class="bold">
Trig. Effect:
<textarea class="height35 width95"
name="attr_npc_special_trig_effect"></textarea>
</label>
</div>
<div class="action-description">
<label class="bold">
Description:
<textarea class="height50 width95"
name="attr_npc_special_description"></textarea>
</label>
</div>
</div>
</details>
</fieldset>
</div>
<div class="npc-grid-item">
<div class="actions-info-grid">
<span class="action-name action-info-title npc-red-text">LEARNABLE SPECIAL ABILITIES</span>
</div>
<fieldset class="repeating_npcLearned">
<details class="sheet-row">
<summary class="npc-actions-grid transparent">
<div class="action-button">
<button type="roll" name="roll_action"
value="@{whisper_state}&{template:action} {{npc-type=[[2]]}} {{name=@{npc_learn_name}}} {{subtag1=@{character_name}}} {{rollType=[[@{npc_learn_roll_type}]]}} {{test=[[@{npc_learn_check}]]}} {{skill=@{npc_learn_skill}}} {{damage=[[0@{npc_learn_dice} + @{npc_learn_dice_bonus}]]}} {{against=[[@{npc_learn_against}]]}} {{range=@{npc_learn_range}@{npc_learn_field_description}}} {{description=@{npc_learn_description}}} {{trigCondition=@{npc_learn_trig_condition}}} {{trigEffect=@{npc_learn_trig_effect}}} {{autohit=[[0]]}} {{autocrit=[[0]]}} {{autopierce=[[0]]}}">
</button>
</div>
<div class="action-name action-centered red">
<div class="sheet-row">
<span name="attr_npc_learn_name"></span>
<input type="hidden" class="npc-action-check-indicator"
name="attr_npc_learn_check" value="1"/>
<span class="npc-action-check-description">vs</span>
<img class="dodge-img npc-action-dodge height20" alt="" src="">
<img class="willpower-img npc-action-willpower height20" alt=""
src="">
<span class="npc-action-auto-hit indicator">AUTO-HIT</span>
<span class="npc-action-skill" name="attr_npc_learn_skill"></span>
</div>
</div>
<span class="action-type action-centered red"
name="attr_npc_learn_type"></span>
<div class="action-range action-centered red">
<div class="sheet-col">
<span class="sheet-row" name="attr_npc_learn_range"></span>
<input type="hidden" class="action-field-indicator"
name="attr_npc_learn_field"/>
<span class="action-field">Field</span>
</div>
</div>
<div class="action-effect action-leftCentered red">
<div>
<input class="description-control" type="hidden"
name="attr_npc_learn_roll_type" value="-1"/>
<div class="npc-action-damage">
<span name="attr_npc_learn_damage_description">Deal 1d10 Damage</span>
<input type="hidden" class="action-damage-indicator"
name="attr_npc_learn_against" value="1"/>
<span class="indicator action-damage-vs">VS</span>
<img class="toughness-img action-damage-toughness height20">
<img class="resistance-img action-damage-resistance height20">
<span class="action-damage-piercing indicator">PIERCING</span>
</div>
<div>
<span name="attr_npc_learn_description"></span>
</div>
<span class="npc-action-trigger italic no-padding">
Trig. Condition:
<span class="normal" name="attr_npc_learn_trig_condition"></span>
</span>
<span class="npc-action-trigger italic no-padding">
Trig. Effect:
<span class="normal" name="attr_npc_learn_trig_effect"></span>
</span>
</div>
</div>
</summary>
<div class="displaySettings width85">
<div class="sheet-row padding-2525">
<div class="sheet-col">
<label class="bold">
Name:
<input class="padding-right2" type="text"
name="attr_npc_learn_name"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="width-auto bold"> vs. </span>
</div>
<div class="sheet-col">
<label>
<input type="radio" value="1" name="attr_npc_learn_check"
checked/>
<img class="dodge-img size-25-box" alt="" src="">
</label>
</div>
<div class="sheet-col">
<label>
<input type="radio" value="2" name="attr_npc_learn_check"/>
<img class="willpower-img size-25-box" alt="" src="">
</label>
</div>
<div class="sheet-col padding-top-3">
<label class="bold">
<input type="radio" value="3" name="attr_npc_learn_check"/>
Auto-hit
</label>
</div>
<div class="sheet-col padding-top-3">
<label class="bold">
<input type="radio" value="4" name="attr_npc_learn_check"/>
Skill
</label>
</div>
<div class="sheet-col padding-top-3">
<label class="bold">
<input type="radio" value="5" name="attr_npc_learn_check"/>
None
</label>
</div>
</div>
<div class="sheet-row padding-2525">
<input type="hidden" class="npc-action-check-indicator"
name="attr_npc_learn_check" value="1"/>
<div class="npc-action-skill">
<label class="bold">
vs. Skill:
<input class="padding-right2" type="text"
name="attr_npc_learn_skill" value="Skill"/>
</label>
</div>
<span class="width-auto bold">Type:</span>
<input class="center-text width5" style="margin-right: 10px" type="text"
name="attr_npc_learn_type"/>
<div class="sheet-col">
<label class="bold">
Range:
<input class="small" type="number"
name="attr_npc_learn_range"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="indicator padding-right10">OR</span>
</div>
<div class="sheet-col padding-top-3">
<label class="bold">
<input type="checkbox" name="attr_npc_learn_field_flag"
value="on"/>
<input type="hidden" name="attr_npc_learn_field_description"
value=""/>
Field
</label>
</div>
</div>
<input class="roll-control" type="hidden" name="attr_npc_learn_roll_type"
value="-1"/>
<div class="flex-center action-type-bar white-text">
<div class="sheet-col padding-right10">
<label class="bold">
Default
<input type="radio" value="-1" name="attr_npc_learn_roll_type"
checked/>
</label>
</div>
<div class="sheet-col padding-right10">
<label class="bold">
Damage
<input type="radio" value="2"
name="attr_npc_learn_roll_type"/>
</label>
</div>
<div class="sheet-col padding-right10">
<label class="bold">
Trigger
<input type="radio" value="4"
name="attr_npc_learn_roll_type"/>
</label>
</div>
</div>
<div class="action-damage padding-2525">
<div class="sheet-col">
<label class="bold">
Damage:
<input style="width: 50px" type="text"
name="attr_npc_learn_dice" value="1d10"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="padding-right5 bold"> + </span>
</div>
<div class="sheet-col">
<label>
<input style="width: 50px" type="text"
name="attr_npc_learn_dice_bonus" value="0"/>
</label>
</div>
<div class="sheet-col padding-top5">
<span class="padding-right5 bold"> vs. </span>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" value="1" name="attr_npc_learn_against"
checked/>
<img class="toughness-img size-20-box" alt="" src="">
</label>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" value="2" name="attr_npc_learn_against"/>
<img class="resistance-img size-20-box" alt="" src="">
</label>
</div>
<div class="sheet-col padding-top5">
<label>
<input type="radio" value="3" name="attr_npc_learn_against"/>
<span class="indicator">PIERCING</span>
</label>
</div>
</div>
<div class="action-trigger padding-2525">
<label class="bold">
Trig. Condition:
<textarea class="height35 width95"
name="attr_npc_learn_trig_condition"></textarea>
</label>
<label class="bold">
Trig. Effect:
<textarea class="height35 width95"
name="attr_npc_learn_trig_effect"></textarea>
</label>
</div>
<div class="action-description">
<label class="bold">
Description:
<textarea class="height50 width95"
name="attr_npc_learn_description"></textarea>
</label>
</div>
</div>
</details>
</fieldset>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
<script type="text/worker">
on('clicked:npc-action', (info) => {
startRoll("@{whisper_state}&{template:turn} {{pc=[[1]]}} {{name=@{character_name}}} {{roll=[[1d6]]}}",
(results) => {
finishRoll(
results.rollId,
{
}
);
});
});
on('clicked:npc-turn', (info) => {
getAttrs(['npc_rank'], function(values) {
let order = 15;
let rank = values.npc_rank;
if (rank === 'Awakened') {
order = 25;
} else if (rank === 'Elite') {
order = 35;
} else if (rank === 'Boss') {
order = 45;
}
startRoll("@{whisper_state}&{template:turn} {{pc=[[1]]}} {{name=@{character_name}}} {{order=[[" + order + " &{tracker}]]}}",
(results) => {
finishRoll(
results.rollId,
{
}
);
});
});
});
function calculateCritical(damage_dice, damage_bonus, damage_bonus_mod, damage_dice_mod) {
let crit = damage_dice;
const dice = damage_dice.toLowerCase().split("d");
if (dice.length === 2) {
crit = dice[0].trim() + "*" + dice[1].trim();
}
let bonus = "";
if (damage_bonus && damage_bonus !== "0") {
bonus = " + " + damage_bonus;
}
if (damage_bonus_mod && damage_bonus_mod !== "0") {
bonus += " + " + damage_bonus_mod;
}
if (damage_dice_mod && damage_dice_mod !== "") {
const bonusArray = damage_dice_mod.toLowerCase().split("+");
for (let b = 0; b < bonusArray.length; b++) {
if (bonusArray[b].trim().length === 0) {
continue;
}
const mod = bonusArray[b].trim().split("d");
if (mod.length > 1) {
bonus += " + " + mod[0] + "*" + mod[1];
} else {
bonus += " + " + bonusArray[b];
}
}
}
crit += bonus;
return crit;
}
on('clicked:action-melee', (info) => {
getAttrs(['melee_dice', 'melee_dice_bonus', 'damage_bonus_mod', 'damage_dice_mod', 'auto_hit', 'auto_crit', 'auto_pierce'], function(values) {
let crit = calculateCritical(values.melee_dice, values.melee_dice_bonus, values.damage_bonus_mod, values.damage_dice_mod);
let automod = " {{autohit=[[" + (values.auto_hit === "on" ? 1 : 0) + "]]}} {{autocrit=[[" + (values.auto_crit === "on" ? 1 : 0) + "]]}} {{autopierce=[[" + (values.auto_pierce === "on" ? 1 : 0) + "]]}}";
startRoll("@{whisper_state}&{template:basic-action} {{name=@{melee_name}}} {{cap=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<[[@{critical}+@{critical_mod}]]cf>[[@{accuracy}+@{accuracy_mod}+1]]]]}} {{damage=[[0@{melee_dice} + @{melee_dice_bonus}@{damage_mod_text}]]}} {{penetration=[[@{penetration}+@{penetration_mod}]]}} {{dmgcrit=[[" + crit + "]]}} {{speed=Slow}} {{type=Melee}} {{range=@{melee_range}}} {{target=@{melee_target}}} {{description=@{melee_description}}} {{against=[[@{melee_against}]]}}" + automod,
(results) => {
finishRoll(results.rollId,{});
}
);
});
});
on('clicked:action-range', (info) => {
getAttrs(['ranged_dice', 'ranged_dice_bonus', 'damage_bonus_mod', 'damage_dice_mod', 'auto_hit', 'auto_crit', 'auto_pierce'], function(values) {
let crit = calculateCritical(values.ranged_dice, values.ranged_dice_bonus, values.damage_bonus_mod, values.damage_dice_mod);
let automod = " {{autohit=[[" + (values.auto_hit === "on" ? 1 : 0) + "]]}} {{autocrit=[[" + (values.auto_crit === "on" ? 1 : 0) + "]]}} {{autopierce=[[" + (values.auto_pierce === "on" ? 1 : 0) + "]]}}";
startRoll("@{whisper_state}&{template:basic-action} {{name=@{ranged_name}}} {{cap=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<[[@{critical}+@{critical_mod}]]cf>[[@{accuracy}+@{accuracy_mod}+1]]]]}} {{damage=[[0@{ranged_dice} + @{ranged_dice_bonus}@{damage_mod_text}]]}} {{penetration=[[@{penetration}+@{penetration_mod}]]}} {{dmgcrit=[[" + crit + "]]}} {{speed=Slow}} {{type=Ranged}} {{range=@{ranged_range}}} {{target=@{ranged_target}}} {{description=@{ranged_description}}} {{against=[[@{ranged_against}]]}}" + automod,
(results) => {
//const die = results.results.dmgcrit.rolls[0].dice
//const sides = results.results.dmgcrit.rolls[0].sides
//const computed = die * sides + results.results.dmgcrit_mod.result;
finishRoll(results.rollId,{});
}
);
});
});
on('clicked:repeating_actions:class-action', (info) => {
getAttrs(['repeating_actions_action_dice', 'repeating_actions_action_dice_bonus', 'damage_bonus_mod', 'damage_dice_mod',
'repeating_actions_action_name', 'repeating_actions_action_subtype1', 'repeating_actions_action_subtype2', 'repeating_actions_action_roll_type',
'repeating_actions_action_against', 'repeating_actions_action_healing_dice', 'repeating_actions_action_healing_dice_bonus', 'repeating_actions_action_speed',
'repeating_actions_action_target', 'repeating_actions_action_type', 'repeating_actions_action_range', 'repeating_actions_action_field_description', 'repeating_actions_action_description',
'repeating_actions_action_amp_effect', 'repeating_actions_action_trig_condition', 'repeating_actions_action_trig_effect', 'repeating_actions_action_sust_effect',
'auto_hit', 'auto_crit', 'auto_pierce'], function(values) {
let crit = calculateCritical(values.repeating_actions_action_dice, values.repeating_actions_action_dice_bonus, values.damage_bonus_mod, values.damage_dice_mod);
let automod = " {{autohit=[[" + (values.auto_hit === "on" ? 1 : 0) + "]]}} {{autocrit=[[" + (values.auto_crit === "on" ? 1 : 0) + "]]}} {{autopierce=[[" + (values.auto_pierce === "on" ? 1 : 0) + "]]}} ";
let roll = "@{whisper_state}&{template:action} {{tideTurner=[[0]]}} ";
roll += "{{cap=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<[[@{critical}+@{critical_mod}]]cf>[[@{accuracy}+@{accuracy_mod}+1]]]]}} ";
roll += "{{penetration=[[@{penetration}+@{penetration_mod}]]}} ";
roll += automod;
roll += "{{dmgcrit=[[" + crit + "]]}} ";
// repeating vars
roll += "{{name=" + values.repeating_actions_action_name + "}} ";
roll += "{{subtag1=" + values.repeating_actions_action_subtype1 + "}} ";
roll += "{{subtag2=" + values.repeating_actions_action_subtype2 + "}} ";
roll += "{{rollType=[[" + values.repeating_actions_action_roll_type + "]]}} ";
roll += "{{damage=[[0" + values.repeating_actions_action_dice + " + " + values.repeating_actions_action_dice_bonus + "@{damage_mod_text}]]}} ";
roll += "{{against=[[" + values.repeating_actions_action_against + "]]}} ";
roll += "{{healing=[[0" + values.repeating_actions_action_healing_dice + " + " + values.repeating_actions_action_healing_dice_bonus + "]]}} ";
roll += "{{speed=" + values.repeating_actions_action_speed + "}} ";
roll += "{{target=" + values.repeating_actions_action_target + "}} ";
roll += "{{type=" + values.repeating_actions_action_type + "}} ";
roll += "{{range=" + values.repeating_actions_action_range + values.repeating_actions_action_field_description + "}} ";
roll += "{{description=" + values.repeating_actions_action_description + "}} ";
roll += "{{ampEffect=" + values.repeating_actions_action_amp_effect + "}} ";
roll += "{{trigCondition=" + values.repeating_actions_action_trig_condition + "}} ";
roll += "{{trigEffect=" + values.repeating_actions_action_trig_effect + "}} ";
roll += "{{sustEffect=" + values.repeating_actions_action_sust_effect + "}} ";
startRoll(roll,
(results) => {
finishRoll(results.rollId,{});
}
);
});
});
on('clicked:repeating_tideTurners:tide-action', (info) => {
getAttrs(['repeating_tideTurners_tide_action_dice', 'repeating_tideTurners_tide_action_dice_bonus', 'damage_bonus_mod', 'damage_dice_mod',
'repeating_tideTurners_tide_action_name', 'repeating_tideTurners_tide_action_subtype1', 'repeating_tideTurners_tide_action_subtype2', 'repeating_tideTurners_tide_action_roll_type',
'repeating_tideTurners_tide_action_against', 'repeating_tideTurners_tide_action_healing_dice', 'repeating_tideTurners_tide_action_healing_dice_bonus', 'repeating_tideTurners_tide_action_speed',
'repeating_tideTurners_tide_action_target', 'repeating_tideTurners_tide_action_type', 'repeating_tideTurners_tide_action_range', 'repeating_tideTurners_tide_action_field_description', 'repeating_tideTurners_tide_action_description',
'repeating_tideTurners_tide_action_amp_effect', 'repeating_tideTurners_tide_action_trig_condition', 'repeating_tideTurners_tide_action_trig_effect', 'repeating_tideTurners_tide_action_sust_effect',
'auto_hit', 'auto_crit', 'auto_pierce'], function(values) {
let crit = calculateCritical(values.repeating_tideTurners_tide_action_dice, values.repeating_tideTurners_tide_action_dice_bonus, values.damage_bonus_mod, values.damage_dice_mod);
let automod = " {{autohit=[[" + (values.auto_hit === "on" ? 1 : 0) + "]]}} {{autocrit=[[" + (values.auto_crit === "on" ? 1 : 0) + "]]}} {{autopierce=[[" + (values.auto_pierce === "on" ? 1 : 0) + "]]}} ";
let roll = "@{whisper_state}&{template:action} {{tideTurner=[[1]]}} ";
roll += "{{cap=[[[[@{advantage_roll}+1]]d20@{advantage_dice}cs<[[@{critical}+@{critical_mod}]]cf>[[@{accuracy}+@{accuracy_mod}+1]]]]}} ";
roll += "{{penetration=[[@{penetration}+@{penetration_mod}]]}} ";
roll += automod;
roll += "{{dmgcrit=[[" + crit + "]]}} ";
// repeating vars
roll += "{{name=" + values.repeating_tideTurners_tide_action_name + "}} ";
roll += "{{subtag1=" + values.repeating_tideTurners_tide_action_subtype1 + "}} ";
roll += "{{subtag2=" + values.repeating_tideTurners_tide_action_subtype2 + "}} ";
roll += "{{rollType=[[" + values.repeating_tideTurners_tide_action_roll_type + "]]}} ";
roll += "{{damage=[[0" + values.repeating_tideTurners_tide_action_dice + " + " + values.repeating_tideTurners_tide_action_dice_bonus + "@{damage_mod_text}]]}} ";
roll += "{{against=[[" + values.repeating_tideTurners_tide_action_against + "]]}} ";
roll += "{{healing=[[0" + values.repeating_tideTurners_tide_action_healing_dice + " + " + values.repeating_tideTurners_tide_action_healing_dice_bonus + "]]}} ";
roll += "{{speed=" + values.repeating_tideTurners_tide_action_speed + "}} ";
roll += "{{target=" + values.repeating_tideTurners_tide_action_target + "}} ";
roll += "{{type=" + values.repeating_tideTurners_tide_action_type + "}} ";
roll += "{{range=" + values.repeating_tideTurners_tide_action_range + values.repeating_tideTurners_tide_action_field_description + "}} ";
roll += "{{description=" + values.repeating_tideTurners_tide_action_description + "}} ";
roll += "{{ampEffect=" + values.repeating_tideTurners_tide_action_amp_effect + "}} ";
roll += "{{trigCondition=" + values.repeating_tideTurners_tide_action_trig_condition + "}} ";
roll += "{{trigEffect=" + values.repeating_tideTurners_tide_action_trig_effect + "}} ";
roll += "{{sustEffect=" + values.repeating_tideTurners_tide_action_sust_effect + "}} ";
startRoll(roll,
(results) => {
finishRoll(results.rollId,{});
}
);
});
});
on("clicked:repeating_npcConditions:condition-info", function() {
getAttrs(['repeating_npcConditions_npc_condition_name', 'repeating_npcConditions_condition_poison_1',
'repeating_npcConditions_condition_poison_2', 'repeating_npcConditions_condition_poison_3',
'repeating_npcConditions_condition_poison_4', 'repeating_npcConditions_condition_poison_5',
'repeating_npcConditions_condition_burning_1','repeating_npcConditions_condition_burning_2',
'repeating_npcConditions_condition_fragility', 'repeating_npcConditions_condition_vulnerability',
'repeating_npcConditions_condition_weakness', 'repeating_npcConditions_condition_daze',
'repeating_npcConditions_condition_off_guard', 'repeating_npcConditions_condition_prone',
'repeating_npcConditions_condition_sleep', 'repeating_npcConditions_condition_silence',
'repeating_npcConditions_condition_chill', 'repeating_npcConditions_condition_paralysis'], function(values) {
var extra = '';
let poison = values.repeating_npcConditions_condition_poison_1 != 0 ? 1 : 0;
poison += values.repeating_npcConditions_condition_poison_2 != 0 ? 1 : 0;
poison += values.repeating_npcConditions_condition_poison_3 != 0 ? 1 : 0;
poison += values.repeating_npcConditions_condition_poison_4 != 0 ? 1 : 0;
poison += values.repeating_npcConditions_condition_poison_5 != 0 ? 1 : 0;
if (poison != 0) {
extra += '{{poison=' + poison + ' Stack(s) of Poison!}}';
}
let burning = values.repeating_npcConditions_condition_burning_1 != 0 ? 1 : 0;
burning += values.repeating_npcConditions_condition_burning_2 != 0 ? 1 : 0;
if (burning != 0) {
extra += '{{burning=' + burning + ' Stack(s) of Burning!}}';
}
if (values.repeating_npcConditions_condition_fragility != 0) {
extra += '{{fragility=Fragility!}}';
}
if (values.repeating_npcConditions_condition_vulnerability != 0) {
extra += '{{vulnerability=' + values.repeating_npcConditions_condition_vulnerability + ' Stack(s) of Vulnerability!}}';
}
if (values.repeating_npcConditions_condition_weakness != 0) {
extra += '{{weakness=' + values.repeating_npcConditions_condition_weakness + ' Stack(s) of Weakness!}}';
}
if (values.repeating_npcConditions_condition_daze != 0) {
extra += '{{daze=Daze!}}';
}
if (values.repeating_npcConditions_condition_off_guard != 0) {
extra += '{{off_guard=Off Guard!}}';
}
if (values.repeating_npcConditions_condition_prone != 0) {
extra += '{{prone=Prone!}}';
}
if (values.repeating_npcConditions_condition_sleep != 0) {
extra += '{{sleep=Sleep!}}';
}
if (values.repeating_npcConditions_condition_silence != 0) {
extra += '{{silence=Silence!}}';
}
if (values.repeating_npcConditions_condition_chill != 0) {
extra += '{{chill=Chill!}}';
}
if (values.repeating_npcConditions_condition_paralysis != 0) {
extra += '{{paralysis=Paralysis!}}';
}
if (extra == '') {
extra += '{{text=Nothing!}}';
}
if (values.repeating_npcConditions_npc_condition_name != '') {
extra = "{{name=" + values.repeating_npcConditions_npc_condition_name + "}} " + extra;
} else {
extra = "{{name=@{character_name}}} " + extra;
}
startRoll("@{whisper_state}&{template:condition-info} " + extra,
(results) => {
finishRoll(
results.rollId,
{
}
);
});
});
});
on('clicked:condition-info', (info) => {
getAttrs(['condition_poison_1', 'condition_poison_2', 'condition_poison_3', 'condition_poison_4', 'condition_poison_5',
'condition_burning_1', 'condition_burning_2', 'condition_fragility', 'condition_vulnerability', 'condition_weakness',
'condition_daze', 'condition_off_guard', 'condition_prone', 'condition_sleep', 'condition_silence', 'condition_chill',
'condition_paralysis'], function(values) {
var extra = '';
let poison = values.condition_poison_1 != 0 ? 1 : 0;
poison += values.condition_poison_2 != 0 ? 1 : 0;
poison += values.condition_poison_3 != 0 ? 1 : 0;
poison += values.condition_poison_4 != 0 ? 1 : 0;
poison += values.condition_poison_5 != 0 ? 1 : 0;
if (poison != 0) {
extra += '{{poison=' + poison + ' Stack(s) of Poison!}}';
}
let burning = values.condition_burning_1 != 0 ? 1 : 0;
burning += values.condition_burning_2 != 0 ? 1 : 0;
if (burning != 0) {
extra += '{{burning=' + burning + ' Stack(s) of Burning!}}';
}
if (values.condition_fragility != 0) {
extra += '{{fragility=Fragility!}}';
}
if (values.condition_vulnerability != 0) {
extra += '{{vulnerability=' + values.condition_vulnerability + ' Stack(s) of Vulnerability!}}';
}
if (values.condition_weakness != 0) {
extra += '{{weakness=' + values.condition_weakness + ' Stack(s) of Weakness!}}';
}
if (values.condition_daze != 0) {
extra += '{{daze=Daze!}}';
}
if (values.condition_off_guard != 0) {
extra += '{{off_guard=Off Guard!}}';
}
if (values.condition_prone != 0) {
extra += '{{prone=Prone!}}';
}
if (values.condition_sleep != 0) {
extra += '{{sleep=Sleep!}}';
}
if (values.condition_silence != 0) {
extra += '{{silence=Silence!}}';
}
if (values.condition_chill != 0) {
extra += '{{chill=Chill!}}';
}
if (values.condition_paralysis != 0) {
extra += '{{paralysis=Paralysis!}}';
}
if (extra == '') {
extra += '{{text=Nothing!}}';
}
startRoll("@{whisper_state}&{template:condition-info} {{name=@{character_name}}} " + extra,
(results) => {
finishRoll(
results.rollId,
{
}
);
});
});
});
const tabs = ["character", "inventory", "conditions", "guide"];
tabs.forEach(tab => {
on(`clicked:${tab}`, function() {
setAttrs({
sheetTab: tab
});
});
});
function clearSheet(value) {
var settings = {};
// character settings
settings['character_version'] = "none";
// basics
settings['character_name'] = "New Character";
settings['hp'] = 10;
settings['hp_max'] = 10;
settings['class'] = "";
settings['subclass'] = "";
settings['tier'] = "tier-1";
settings['exp'] = "";
// Aspects
settings['offensive'] = "";
settings['defensive'] = "";
settings['utility'] = "";
// Attribute
settings['strength'] = "0";
settings['intelligence'] = "0";
settings['dexterity'] = "0";
settings['resilience'] = "0";
// Barrier Values
settings['toughness'] = 4;
settings['resistance'] = 4;
settings['athletics'] = 8;
settings['endurance'] = 8;
settings['intimidate'] = 8;
settings['insight'] = 8;
settings['knowledge'] = 8;
settings['mend'] = 8;
// Defense Values
settings['dodge'] = 4;
settings['willpower'] = 4;
settings['acrobatics'] = 8;
settings['stealth'] = 8;
settings['sleight_of_hand'] = 8;
settings['focus'] = 8;
settings['fast_talk'] = 8;
settings['leadership'] = 8;
// CAP
settings['critical'] = 2;
settings['accuracy'] = 10;
settings['penetration'] = 5;
// Movement
settings['min_move'] = 1;
settings['max_move'] = 4;
settings['shift'] = 1;
// Maneuver
settings['maneuver_name'] = "";
settings['statname'] = "";
settings['maneuver_speed'] = "";
settings['maneuver_description'] = "";
// Basic Actions
settings['melee_name'] = "";
settings['melee_dice'] = "1d6";
settings['melee_dice_bonus'] = "";
settings['melee_range'] = "";
settings['melee_target'] = "";
settings['melee_against'] = "";
settings['melee_description'] = "";
settings['ranged_name'] = "";
settings['ranged_dice'] = "1d6";
settings['ranged_dice_bonus'] = "";
settings['ranged_range'] = "";
settings['ranged_target'] = "";
settings['ranged_against'] = "";
settings['ranged_description'] = "";
// limits
settings['trigger'] = "0";
settings['sustain'] = "0";
settings['amplify'] = "0";
// Class actions
// remove any existing actions
getSectionIDs("repeating_actions", function(idarray) {
for(var i = 0; i < idarray.length; i++) {
removeRepeatingRow("repeating_actions_" + idarray[i]);
}
});
// Tide turners
settings['max_tide_turners'] = "0";
settings['tide_turners_used'] = "0";
// Tide turner actions
// remove any existing actions
getSectionIDs("repeating_tideTurners", function(idarray) {
for(var i = 0; i < idarray.length; i++) {
removeRepeatingRow("repeating_tideTurners_" + idarray[i]);
}
});
// Inventory
settings['melee_weapon'] = "";
settings['ranged_weapon'] = "";
settings['offhand'] = "";
settings['armour'] = "";
settings['gold'] = "0";
// Keepsakes
settings['keepsake1_name'] = "";
settings['keepsake1_effect'] = "";
settings['keepsake1_usable'] = "0";
settings['keepsake1_speed'] = "";
settings['keepsake1_usage'] = "";
settings['keepsake1_used'] = "off";
settings['keepsake2_name'] = "Emberwind Spark";
settings['keepsake2_effect'] = "Alter 1 Roll result by up to +/- 4.";
settings['keepsake2_usable'] = "1";
settings['keepsake2_speed'] = "Free";
settings['keepsake2_usage'] = "campaign";
settings['keepsake2_used'] = "off";
// Items
// remove any existing items
getSectionIDs("repeating_inventory", function(idarray) {
for(var i = 0; i < idarray.length; i++) {
removeRepeatingRow("repeating_inventory_" + idarray[i]);
}
});
// Anchors
// remove any existing anchors
getSectionIDs("repeating_anchors", function(idarray) {
for(var i = 0; i < idarray.length; i++) {
removeRepeatingRow("repeating_anchors_" + idarray[i]);
}
});
// Deadweights
// remove any existing deadweights
getSectionIDs("repeating_deadweight", function(idarray) {
for(var i = 0; i < idarray.length; i++) {
removeRepeatingRow("repeating_deadweight_" + idarray[i]);
}
});
// Appearance
settings['bio_gender'] = "";
settings['bio_age'] = "";
settings['bio_height'] = "";
settings['bio_build'] = "";
settings['bio_hair'] = "";
settings['bio_eyes'] = "";
// Description
settings['bio_description'] = "";
// History
settings['bio_history'] = "";
setAttrs(settings);
};
on("clicked:character-gen", function() {
getAttrs(['pre_gen_character'], function(values) {
let character = values.pre_gen_character;
var settings = {};
settings['pre_gen_character'] = "";
if (character == "clear") {
clearSheet();
} else if (character == "rook") {
clearSheet();
// basics
settings['character_name'] = "Rook";
settings['hp'] = 42;
settings['hp_max'] = 42;
settings['class'] = "atlanta";
settings['subclass'] = "";
settings['tier'] = "tier-2";
// Barrier Values
settings['toughness'] = 8;
settings['resistance'] = 4;
settings['athletics'] = 12;
settings['endurance'] = 8;
settings['intimidate'] = 16;
settings['insight'] = 12;
settings['knowledge'] = 12;
settings['mend'] = 8;
// Defense Values
settings['dodge'] = 6;
settings['willpower'] = 8;
settings['acrobatics'] = 8;
settings['stealth'] = 12;
settings['sleight_of_hand'] = 8;
settings['focus'] = 8;
settings['fast_talk'] = 8;
settings['leadership'] = 8;
// CAP
settings['critical'] = 2;
settings['accuracy'] = 14;
settings['penetration'] = 8;
// Movement
settings['min_move'] = 1;
settings['max_move'] = 5;
settings['shift'] = 1;
// Maneuver
settings['maneuver_name'] = "Tumble";
settings['statname'] = "";
settings['maneuver_speed'] = "Slow";
settings['maneuver_description'] = "Move 1-3 Squares. Can move through any Combatant.";
// Basic Actions
settings['melee_name'] = "Spear";
settings['melee_dice'] = "3d8";
settings['melee_dice_bonus'] = "0";
settings['melee_range'] = "2";
settings['melee_target'] = "1 Foe";
settings['melee_against'] = "1"; // toughness
settings['melee_description'] = "";
settings['ranged_name'] = "Crossbow";
settings['ranged_dice'] = "3d8";
settings['ranged_dice_bonus'] = "0";
settings['ranged_range'] = "5";
settings['ranged_target'] = "1 Foe";
settings['ranged_against'] = "1"; // toughness
settings['ranged_description'] = "";
// limits
settings['trigger'] = "1";
settings['sustain'] = "1";
settings['amplify'] = "1";
// Class actions
const newId1 = generateRowID();
settings["repeating_actions_" + newId1 + "_action_name"] = "Skewer";
settings["repeating_actions_" + newId1 + "_action_subtype1"] = "General";
settings["repeating_actions_" + newId1 + "_action_subtype2"] = "Exploit";
settings["repeating_actions_" + newId1 + "_action_target"] = "1 Foe";
settings["repeating_actions_" + newId1 + "_action_speed"] = "Slow";
settings["repeating_actions_" + newId1 + "_action_type"] = "Melee";
settings["repeating_actions_" + newId1 + "_action_range"] = "2";
settings["repeating_actions_" + newId1 + "_action_roll_type"] = "0"; // default
settings["repeating_actions_" + newId1 + "_action_dice"] = "3d8";
settings["repeating_actions_" + newId1 + "_action_dice_bonus"] = "0";
settings["repeating_actions_" + newId1 + "_action_against"] = "1";
settings["repeating_actions_" + newId1 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId1 + "_action_description"] = "Amp. Effect: Expend 1 Fast Action to cause Hit Grunt Foe to become FALLEN.";
const newId2 = generateRowID();
settings["repeating_actions_" + newId2 + "_action_name"] = "Lion's Pounce";
settings["repeating_actions_" + newId2 + "_action_subtype1"] = "General";
settings["repeating_actions_" + newId2 + "_action_subtype2"] = "Exploit";
settings["repeating_actions_" + newId2 + "_action_target"] = "";
settings["repeating_actions_" + newId2 + "_action_speed"] = "Slow + Fast";
settings["repeating_actions_" + newId2 + "_action_type"] = "";
settings["repeating_actions_" + newId2 + "_action_range"] = "";
settings["repeating_actions_" + newId2 + "_action_roll_type"] = "-1"; // none
settings["repeating_actions_" + newId2 + "_action_dice"] = "";
settings["repeating_actions_" + newId2 + "_action_dice_bonus"] = "";
settings["repeating_actions_" + newId2 + "_action_against"] = "1";
settings["repeating_actions_" + newId2 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId2 + "_action_description"] = "Make 1 Move Action as a Free Action. If a Foe is within Basic Melee Attack Range after you Move, make 1 Basic Melee Attack with +2 A and +2 P against it as a Free Action.";
const newId3 = generateRowID();
settings["repeating_actions_" + newId3 + "_action_name"] = "Guided Weapon";
settings["repeating_actions_" + newId3 + "_action_subtype1"] = "Sustain";
settings["repeating_actions_" + newId3 + "_action_subtype2"] = "Spell";
settings["repeating_actions_" + newId3 + "_action_target"] = "1 Hero";
settings["repeating_actions_" + newId3 + "_action_speed"] = "Slow";
settings["repeating_actions_" + newId3 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId3 + "_action_range"] = "5";
settings["repeating_actions_" + newId3 + "_action_roll_type"] = "-1"; // none
settings["repeating_actions_" + newId3 + "_action_dice"] = "";
settings["repeating_actions_" + newId3 + "_action_dice_bonus"] = "";
settings["repeating_actions_" + newId3 + "_action_against"] = "1";
settings["repeating_actions_" + newId3 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId3 + "_action_sust_effect"] = "Repeat Effect.";
settings["repeating_actions_" + newId3 + "_action_description"] = "+2 A if your Target is 1 Other Hero or +4 A if your Target is Self.";
const newId4 = generateRowID();
settings["repeating_actions_" + newId4 + "_action_name"] = "Warsong: Exhilarating Anthem";
settings["repeating_actions_" + newId4 + "_action_subtype1"] = "General";
settings["repeating_actions_" + newId4 + "_action_subtype2"] = "Exploit";
settings["repeating_actions_" + newId4 + "_action_target"] = "All Other Heroes";
settings["repeating_actions_" + newId4 + "_action_speed"] = "Slow";
settings["repeating_actions_" + newId4 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId4 + "_action_range"] = "5";
settings["repeating_actions_" + newId4 + "_action_roll_type"] = "-1"; // none
settings["repeating_actions_" + newId4 + "_action_dice"] = "";
settings["repeating_actions_" + newId4 + "_action_dice_bonus"] = "0";
settings["repeating_actions_" + newId4 + "_action_against"] = "1";
settings["repeating_actions_" + newId4 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId4 + "_action_description"] = "Your Target(s) may alter their next Roll result by +/-2";
const newId5 = generateRowID();
settings["repeating_actions_" + newId5 + "_action_name"] = "Word of Comfort";
settings["repeating_actions_" + newId5 + "_action_subtype1"] = "General";
settings["repeating_actions_" + newId5 + "_action_subtype2"] = "Spell";
settings["repeating_actions_" + newId5 + "_action_target"] = "1 Hero";
settings["repeating_actions_" + newId5 + "_action_speed"] = "Fast";
settings["repeating_actions_" + newId5 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId5 + "_action_range"] = "5";
settings["repeating_actions_" + newId5 + "_action_roll_type"] = "3"; // heal
settings["repeating_actions_" + newId5 + "_action_dice"] = "";
settings["repeating_actions_" + newId5 + "_action_dice_bonus"] = "0";
settings["repeating_actions_" + newId5 + "_action_against"] = "1";
settings["repeating_actions_" + newId5 + "_action_healing_dice"] = "1d10";
settings["repeating_actions_" + newId5 + "_action_description"] = "Amp. Effect: Expend additional Fast Actions to heal +5x[each additional Fast Action] HP.";
const newId6 = generateRowID();
settings["repeating_actions_" + newId6 + "_action_name"] = "Warsong: Strengthen the Line";
settings["repeating_actions_" + newId6 + "_action_subtype1"] = "General";
settings["repeating_actions_" + newId6 + "_action_subtype2"] = "Spell";
settings["repeating_actions_" + newId6 + "_action_target"] = "All Other Heroes";
settings["repeating_actions_" + newId6 + "_action_speed"] = "Slow";
settings["repeating_actions_" + newId6 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId6 + "_action_range"] = "5";
settings["repeating_actions_" + newId6 + "_action_roll_type"] = "3"; // heal
settings["repeating_actions_" + newId6 + "_action_dice"] = "";
settings["repeating_actions_" + newId6 + "_action_dice_bonus"] = "0";
settings["repeating_actions_" + newId6 + "_action_against"] = "1";
settings["repeating_actions_" + newId6 + "_action_healing_dice"] = "5";
settings["repeating_actions_" + newId6 + "_action_description"] = "";
// Tide turners
settings['max_tide_turners'] = "2";
settings['tide_turners_used'] = "0";
// Tide turner actions
const newIdt1 = generateRowID();
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_name"] = "Blaze of Glory";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_subtype1"] = "Sustain";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_subtype2"] = "Spell";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_target"] = "Self";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_speed"] = "Fast";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_type"] = "";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_range"] = "";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_roll_type"] = "-1"; // none
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_dice"] = "";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_dice_bonus"] = "0";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_against"] = "1";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_healing_dice"] = "";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_sust_effect"] = "Repeat Effect.";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_description"] = "Your Damage-dealing Actions cause Hit Foe(s) to suffer 1 Stack of BURNING. Any Damage dealt by your Actions may be dealt VS RESISTANCE.";
const newIdt2 = generateRowID();
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_name"] = "Pegasus Charger";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_subtype1"] = "Sustain";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_subtype2"] = "Spell";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_target"] = "Self";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_speed"] = "Slow + Slow";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_type"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_range"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_roll_type"] = "-1"; // none
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_dice"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_dice_bonus"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_against"] = "1";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_healing_dice"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_sust_effect"] = "Repeat Effect.";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_description"] = "Your 1st Move Action and Basic Melee Attack Action each Round is a Free Action.";
// Inventory
settings['melee_weapon'] = "Spear";
settings['ranged_weapon'] = "crossbow";
settings['offhand'] = "";
settings['armour'] = "";
// Keepsakes
settings['keepsake1_name'] = "Service Medal";
settings['keepsake1_effect'] = "Your next Action gains AUTO-CRIT.";
settings['keepsake1_speed'] = "Fast";
settings['keepsake1_usage'] = "campaign";
settings['keepsake1_used'] = "off";
// Anchors
const newIda1 = generateRowID();
settings["repeating_anchors_" + newIda1 + "_anchor"] = "Gelspar";
settings["repeating_anchors_" + newIda1 + "_anchor_2"] = "Airship - Weapons";
const newIda2 = generateRowID();
settings["repeating_anchors_" + newIda2 + "_anchor"] = "The Chasers";
// Deadweights
// Description
// History
} else if (character == "rath") {
clearSheet();
// basics
settings['character_name'] = "Rath";
settings['hp'] = 34;
settings['hp_max'] = 34;
settings['class'] = "rogue";
settings['subclass'] = "";
settings['tier'] = "tier-2";
// Barrier Values
settings['toughness'] = 6;
settings['resistance'] = 6;
settings['athletics'] = 8;
settings['endurance'] = 12;
settings['intimidate'] = 8;
settings['insight'] = 12;
settings['knowledge'] = 8;
settings['mend'] = 8;
// Defense Values
settings['dodge'] = 10;
settings['willpower'] = 4;
settings['acrobatics'] = 8;
settings['stealth'] = 8;
settings['sleight_of_hand'] = 12;
settings['focus'] = 8;
settings['fast_talk'] = 16;
settings['leadership'] = 8;
// CAP
settings['critical'] = 3;
settings['accuracy'] = 14;
settings['penetration'] = 6;
// Movement
settings['min_move'] = 1;
settings['max_move'] = 5;
settings['shift'] = 1;
// Maneuver
settings['maneuver_name'] = "Tumble";
settings['statname'] = "";
settings['maneuver_speed'] = "Slow";
settings['maneuver_description'] = "Move 1-3 Squares. Can move through any Combatant.";
// Basic Actions
settings['melee_name'] = "Axe";
settings['melee_dice'] = "3d8";
settings['melee_dice_bonus'] = "0";
settings['melee_range'] = "1";
settings['melee_target'] = "1 Foe";
settings['melee_against'] = "1"; // toughness
settings['melee_description'] = "";
settings['ranged_name'] = "Bow";
settings['ranged_dice'] = "3d8";
settings['ranged_dice_bonus'] = "0";
settings['ranged_range'] = "5";
settings['ranged_target'] = "1 Foe";
settings['ranged_against'] = "1"; // toughness
settings['ranged_description'] = "";
// limits
settings['trigger'] = "1";
settings['sustain'] = "1";
settings['amplify'] = "2";
// Class actions
const newId1 = generateRowID();
settings["repeating_actions_" + newId1 + "_action_name"] = "Spinal Tap";
settings["repeating_actions_" + newId1 + "_action_subtype1"] = "General";
settings["repeating_actions_" + newId1 + "_action_subtype2"] = "Exploit";
settings["repeating_actions_" + newId1 + "_action_target"] = "1 Foe";
settings["repeating_actions_" + newId1 + "_action_speed"] = "Slow";
settings["repeating_actions_" + newId1 + "_action_type"] = "Melee";
settings["repeating_actions_" + newId1 + "_action_range"] = "1";
settings["repeating_actions_" + newId1 + "_action_roll_type"] = "0"; // default
settings["repeating_actions_" + newId1 + "_action_dice"] = "3d8";
settings["repeating_actions_" + newId1 + "_action_dice_bonus"] = "0";
settings["repeating_actions_" + newId1 + "_action_against"] = "1";
settings["repeating_actions_" + newId1 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId1 + "_action_description"] = "If Hit an OFF-GUARD Foe, they are knocked PRONE.";
const newId2 = generateRowID();
settings["repeating_actions_" + newId2 + "_action_name"] = "Pinpoint Strike";
settings["repeating_actions_" + newId2 + "_action_subtype1"] = "General";
settings["repeating_actions_" + newId2 + "_action_subtype2"] = "Exploit";
settings["repeating_actions_" + newId2 + "_action_target"] = "1 Foe";
settings["repeating_actions_" + newId2 + "_action_speed"] = "Slow";
settings["repeating_actions_" + newId2 + "_action_type"] = "Melee";
settings["repeating_actions_" + newId2 + "_action_range"] = "1";
settings["repeating_actions_" + newId2 + "_action_roll_type"] = "0"; // default
settings["repeating_actions_" + newId2 + "_action_dice"] = "3d8";
settings["repeating_actions_" + newId2 + "_action_dice_bonus"] = "";
settings["repeating_actions_" + newId2 + "_action_against"] = "1";
settings["repeating_actions_" + newId2 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId2 + "_action_description"] = "+2 C to CAP Check. If Pinpoint Strike is Amplified with Dual Attack, deal 2x Damage instead.";
const newId3 = generateRowID();
settings["repeating_actions_" + newId3 + "_action_name"] = "Dual Attack";
settings["repeating_actions_" + newId3 + "_action_subtype1"] = "Amplify";
settings["repeating_actions_" + newId3 + "_action_subtype2"] = "Exploit";
settings["repeating_actions_" + newId3 + "_action_target"] = "1 Damage dealing action";
settings["repeating_actions_" + newId3 + "_action_speed"] = "Fast";
settings["repeating_actions_" + newId3 + "_action_type"] = "";
settings["repeating_actions_" + newId3 + "_action_range"] = "";
settings["repeating_actions_" + newId3 + "_action_roll_type"] = "-1"; // none
settings["repeating_actions_" + newId3 + "_action_dice"] = "";
settings["repeating_actions_" + newId3 + "_action_dice_bonus"] = "";
settings["repeating_actions_" + newId3 + "_action_against"] = "1";
settings["repeating_actions_" + newId3 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId3 + "_action_amp_effect"] = "When you Hit 1 or more Foe(s) with a Damage-dealing Action, deal 1.5x Damage to 1 of those Foe(s). 1 per Action.";
settings["repeating_actions_" + newId3 + "_action_description"] = "";
const newId4 = generateRowID();
settings["repeating_actions_" + newId4 + "_action_name"] = "Envenom";
settings["repeating_actions_" + newId4 + "_action_subtype1"] = "Amplify";
settings["repeating_actions_" + newId4 + "_action_subtype2"] = "Exploit";
settings["repeating_actions_" + newId4 + "_action_target"] = "1 Action";
settings["repeating_actions_" + newId4 + "_action_speed"] = "Fast";
settings["repeating_actions_" + newId4 + "_action_type"] = "";
settings["repeating_actions_" + newId4 + "_action_range"] = "";
settings["repeating_actions_" + newId4 + "_action_roll_type"] = "-1"; // none
settings["repeating_actions_" + newId4 + "_action_dice"] = "";
settings["repeating_actions_" + newId4 + "_action_dice_bonus"] = "0";
settings["repeating_actions_" + newId4 + "_action_against"] = "1";
settings["repeating_actions_" + newId4 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId4 + "_action_amp_effect"] = "When you Hit 1 or more Foe(s) with an Action, 1 of those Foe(s) suffer 2 Stacks of POISON.";
settings["repeating_actions_" + newId4 + "_action_description"] = "";
const newId5 = generateRowID();
settings["repeating_actions_" + newId5 + "_action_name"] = "Toxic Shock";
settings["repeating_actions_" + newId5 + "_action_subtype1"] = "Trigger";
settings["repeating_actions_" + newId5 + "_action_subtype2"] = "Exploit";
settings["repeating_actions_" + newId5 + "_action_target"] = "1 POISONED Foe";
settings["repeating_actions_" + newId5 + "_action_speed"] = "Fast";
settings["repeating_actions_" + newId5 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId5 + "_action_range"] = "3";
settings["repeating_actions_" + newId5 + "_action_roll_type"] = "-1"; // none
settings["repeating_actions_" + newId5 + "_action_dice"] = "";
settings["repeating_actions_" + newId5 + "_action_dice_bonus"] = "0";
settings["repeating_actions_" + newId5 + "_action_against"] = "1";
settings["repeating_actions_" + newId5 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId5 + "_action_trig_condition"] = "If a POISONED Foe uses a non-Movement Action,";
settings["repeating_actions_" + newId5 + "_action_trig_effect"] = "Cancel that Action and deal 3 PIERCING Damage per Stack of POISON.";
settings["repeating_actions_" + newId5 + "_action_description"] = "";
const newId6 = generateRowID();
settings["repeating_actions_" + newId6 + "_action_name"] = "Shadowsteel Step";
settings["repeating_actions_" + newId6 + "_action_subtype1"] = "General";
settings["repeating_actions_" + newId6 + "_action_subtype2"] = "Exploit";
settings["repeating_actions_" + newId6 + "_action_target"] = "1 Unocc. Square";
settings["repeating_actions_" + newId6 + "_action_speed"] = "Fast";
settings["repeating_actions_" + newId6 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId6 + "_action_range"] = "3";
settings["repeating_actions_" + newId6 + "_action_roll_type"] = "-1"; // none
settings["repeating_actions_" + newId6 + "_action_dice"] = "";
settings["repeating_actions_" + newId6 + "_action_dice_bonus"] = "0";
settings["repeating_actions_" + newId6 + "_action_against"] = "1";
settings["repeating_actions_" + newId6 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId6 + "_action_description"] = "Teleport to Target Square. If you now occupy a Square adjacent to a Foe, you may Teleport 1 other Hero to an Unoccupied Square Flanking that Foe.";
// Tide turners
settings['max_tide_turners'] = "2";
settings['tide_turners_used'] = "0";
// Tide turner actions
const newIdt1 = generateRowID();
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_name"] = "Heartseeker";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_subtype1"] = "Sustain";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_subtype2"] = "Exploit";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_target"] = "Self";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_speed"] = "Slow";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_type"] = "";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_range"] = "";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_roll_type"] = "-1"; // none
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_dice"] = "";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_dice_bonus"] = "0";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_against"] = "1";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_healing_dice"] = "";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_sust_effect"] = "Repeat Effect.";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_description"] = "All Damage-dealing Actions you use deal PIERCING Damage.";
const newIdt2 = generateRowID();
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_name"] = "Fools Luck";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_subtype1"] = "Trigger";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_subtype2"] = "Exploit";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_target"] = "1 Action";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_speed"] = "Free";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_type"] = "Ranged";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_range"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_field_flag"] = "on"; // Field
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_roll_type"] = "-1"; // none
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_dice"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_dice_bonus"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_against"] = "1";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_healing_dice"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_trig_condition"] = "If you are the Target of a Foe's Action,";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_trig_effect"] = "Target Foe becomes the Target of that Action instead of you. If there are no valid Targets, the Action Misses you instead.";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_description"] = "";
// Inventory
settings['melee_weapon'] = "axe_1h";
settings['ranged_weapon'] = "bow";
settings['offhand'] = "";
settings['armour'] = "";
// Keepsakes
settings['keepsake1_name'] = "Clockwork Heart";
settings['keepsake1_effect'] = "+1 Action Point this Turn.";
settings['keepsake1_speed'] = "Free";
settings['keepsake1_usage'] = "combat";
settings['keepsake1_used'] = "off";
// Anchors
const newIda1 = generateRowID();
settings["repeating_anchors_" + newIda1 + "_anchor"] = "Kendrick Maddox";
settings["repeating_anchors_" + newIda1 + "_anchor_2"] = "Airship - Sky Sailing";
const newIda2 = generateRowID();
settings["repeating_anchors_" + newIda2 + "_anchor"] = "Smuggling";
// Deadweights
// Description
// History
} else if (character == "laureat") {
clearSheet();
// basics
settings['character_name'] = "Laureat";
settings['hp'] = 38;
settings['hp_max'] = 38;
settings['class'] = "druid";
settings['subclass'] = "";
settings['tier'] = "tier-2";
// Barrier Values
settings['toughness'] = 4;
settings['resistance'] = 8;
settings['athletics'] = 8;
settings['endurance'] = 8;
settings['intimidate'] = 8;
settings['insight'] = 8;
settings['knowledge'] = 16;
settings['mend'] = 12;
// Defense Values
settings['dodge'] = 10;
settings['willpower'] = 4;
settings['acrobatics'] = 8;
settings['stealth'] = 12;
settings['sleight_of_hand'] = 8;
settings['focus'] = 12;
settings['fast_talk'] = 8;
settings['leadership'] = 8;
// CAP
settings['critical'] = 2;
settings['accuracy'] = 16;
settings['penetration'] = 8;
// Movement
settings['min_move'] = 1;
settings['max_move'] = 5;
settings['shift'] = 1;
// Maneuver
settings['maneuver_name'] = "Tumble";
settings['statname'] = "";
settings['maneuver_speed'] = "Slow";
settings['maneuver_description'] = "Move 1-3 Squares. Can move through any Combatant.";
// Basic Actions
settings['melee_name'] = "Staff";
settings['melee_dice'] = "3d8";
settings['melee_dice_bonus'] = "0";
settings['melee_range'] = "1";
settings['melee_target'] = "1 Foe";
settings['melee_against'] = "2"; // resistance
settings['melee_description'] = "Your first Spell each Encounter is a Free Action.";
settings['ranged_name'] = "Throwing Knife";
settings['ranged_dice'] = "3d6";
settings['ranged_dice_bonus'] = "0";
settings['ranged_range'] = "5";
settings['ranged_target'] = "1 Foe";
settings['ranged_against'] = "1"; // toughness
settings['ranged_description'] = "Your first Basic Ranged Attack each Round is a Fast Action.";
// limits
settings['trigger'] = "1";
settings['sustain'] = "2";
settings['amplify'] = "1";
// Class actions
const newId1 = generateRowID();
settings["repeating_actions_" + newId1 + "_action_name"] = "Wildfire";
settings["repeating_actions_" + newId1 + "_action_subtype1"] = "Sustain";
settings["repeating_actions_" + newId1 + "_action_subtype2"] = "Spell";
settings["repeating_actions_" + newId1 + "_action_target"] = "1 Foe";
settings["repeating_actions_" + newId1 + "_action_speed"] = "Slow";
settings["repeating_actions_" + newId1 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId1 + "_action_range"] = "5";
settings["repeating_actions_" + newId1 + "_action_roll_type"] = "0"; // default
settings["repeating_actions_" + newId1 + "_action_dice"] = "2d6";
settings["repeating_actions_" + newId1 + "_action_dice_bonus"] = "0";
settings["repeating_actions_" + newId1 + "_action_against"] = "3"; // piercing
settings["repeating_actions_" + newId1 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId1 + "_action_sust_effect"] = "Repeat Effect and also deal that Damage to Foes adjacent to your Target.";
settings["repeating_actions_" + newId1 + "_action_description"] = "";
const newId2 = generateRowID();
settings["repeating_actions_" + newId2 + "_action_name"] = "Bloom";
settings["repeating_actions_" + newId2 + "_action_subtype1"] = "General";
settings["repeating_actions_" + newId2 + "_action_subtype2"] = "Exploit";
settings["repeating_actions_" + newId2 + "_action_target"] = "1 Foe";
settings["repeating_actions_" + newId2 + "_action_speed"] = "Free";
settings["repeating_actions_" + newId2 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId2 + "_action_range"] = "5";
settings["repeating_actions_" + newId2 + "_action_roll_type"] = "2"; // auto-hit
settings["repeating_actions_" + newId2 + "_action_dice"] = "5";
settings["repeating_actions_" + newId2 + "_action_dice_bonus"] = "";
settings["repeating_actions_" + newId2 + "_action_against"] = "3"; // piercing
settings["repeating_actions_" + newId2 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId2 + "_action_description"] = "Remove all of your Sustained Effects from Target Foe. That Foe takes 5 PIERCING Damage per removed Effect. Amp. Effect: Expend 1 Fast Action to remove all Sustain Effects (not Special Abilities) on Target Foe instead.";
const newId3 = generateRowID();
settings["repeating_actions_" + newId3 + "_action_name"] = "Rejuvenation";
settings["repeating_actions_" + newId3 + "_action_subtype1"] = "Sustain";
settings["repeating_actions_" + newId3 + "_action_subtype2"] = "Spell";
settings["repeating_actions_" + newId3 + "_action_target"] = "1 Hero";
settings["repeating_actions_" + newId3 + "_action_speed"] = "Fast";
settings["repeating_actions_" + newId3 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId3 + "_action_range"] = "5";
settings["repeating_actions_" + newId3 + "_action_roll_type"] = "3"; // heal
settings["repeating_actions_" + newId3 + "_action_dice"] = "";
settings["repeating_actions_" + newId3 + "_action_dice_bonus"] = "";
settings["repeating_actions_" + newId3 + "_action_against"] = "1";
settings["repeating_actions_" + newId3 + "_action_healing_dice"] = "1d8";
settings["repeating_actions_" + newId3 + "_action_sust_effect"] = "Repeat Effect.";
settings["repeating_actions_" + newId3 + "_action_description"] = "";
const newId4 = generateRowID();
settings["repeating_actions_" + newId4 + "_action_name"] = "Restore";
settings["repeating_actions_" + newId4 + "_action_subtype1"] = "Sustain";
settings["repeating_actions_" + newId4 + "_action_subtype2"] = "Spell";
settings["repeating_actions_" + newId4 + "_action_target"] = "1 Hero";
settings["repeating_actions_" + newId4 + "_action_speed"] = "Slow";
settings["repeating_actions_" + newId4 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId4 + "_action_range"] = "5";
settings["repeating_actions_" + newId4 + "_action_roll_type"] = "-1"; // none
settings["repeating_actions_" + newId4 + "_action_dice"] = "";
settings["repeating_actions_" + newId4 + "_action_dice_bonus"] = "0";
settings["repeating_actions_" + newId4 + "_action_against"] = "1";
settings["repeating_actions_" + newId4 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId4 + "_action_sust_effect"] = "Repeat Effect.";
settings["repeating_actions_" + newId4 + "_action_description"] = "Remove up to 2 Stacks of 1 Condition from your Target.";
const newId5 = generateRowID();
settings["repeating_actions_" + newId5 + "_action_name"] = "Primal Fury";
settings["repeating_actions_" + newId5 + "_action_subtype1"] = "Sustain";
settings["repeating_actions_" + newId5 + "_action_subtype2"] = "Spell";
settings["repeating_actions_" + newId5 + "_action_target"] = "1 Hero";
settings["repeating_actions_" + newId5 + "_action_speed"] = "Slow";
settings["repeating_actions_" + newId5 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId5 + "_action_range"] = "5";
settings["repeating_actions_" + newId5 + "_action_roll_type"] = "-1"; // none
settings["repeating_actions_" + newId5 + "_action_dice"] = "";
settings["repeating_actions_" + newId5 + "_action_dice_bonus"] = "0";
settings["repeating_actions_" + newId5 + "_action_against"] = "1";
settings["repeating_actions_" + newId5 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId5 + "_action_sust_effect"] = "Repeat Effect.";
settings["repeating_actions_" + newId5 + "_action_description"] = "+2 P to your Target and they may make 1 Basic Melee during their Turn as a Free Action.";
const newId6 = generateRowID();
settings["repeating_actions_" + newId6 + "_action_name"] = "Rusting Entanglement";
settings["repeating_actions_" + newId6 + "_action_subtype1"] = "Trigger";
settings["repeating_actions_" + newId6 + "_action_subtype2"] = "Spell";
settings["repeating_actions_" + newId6 + "_action_target"] = "1 Foe";
settings["repeating_actions_" + newId6 + "_action_speed"] = "Fast";
settings["repeating_actions_" + newId6 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId6 + "_action_range"] = "5";
settings["repeating_actions_" + newId6 + "_action_roll_type"] = "-1"; // none
settings["repeating_actions_" + newId6 + "_action_dice"] = "";
settings["repeating_actions_" + newId6 + "_action_dice_bonus"] = "0";
settings["repeating_actions_" + newId6 + "_action_against"] = "1";
settings["repeating_actions_" + newId6 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId6 + "_action_trig_condition"] = "If a Foe takes a Move Action,";
settings["repeating_actions_" + newId6 + "_action_trig_effect"] = "Cancel that Action and that Foe suffers 2 Stacks of VULNERABILITY.";
settings["repeating_actions_" + newId6 + "_action_description"] = "";
// Tide turners
settings['max_tide_turners'] = "2";
settings['tide_turners_used'] = "0";
// Tide turner actions
const newIdt1 = generateRowID();
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_name"] = "Gift of Life";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_subtype1"] = "General";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_subtype2"] = "Spell";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_target"] = "All Other Heroes";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_speed"] = "Slow";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_type"] = "Ranged";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_range"] = "5";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_roll_type"] = "3"; // heal
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_dice"] = "";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_dice_bonus"] = "0";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_against"] = "1";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_healing_dice"] = "10";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_description"] = "Your Target(s) recover from FALLEN (if possible).";
const newIdt2 = generateRowID();
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_name"] = "Stoneskin";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_subtype1"] = "Trigger";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_subtype2"] = "Spell";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_target"] = "Self";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_speed"] = "Free";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_type"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_range"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_roll_type"] = "-1"; // none
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_dice"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_dice_bonus"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_against"] = "1";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_healing_dice"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_trig_condition"] = "If you would take Damage from a Foes Action,";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_trig_effect"] = "Negate that and all other Damage you take until the start of your next Turn.";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_description"] = "";
// Inventory
settings['melee_weapon'] = "staff_2h";
settings['ranged_weapon'] = "throwing_knives";
settings['offhand'] = "";
settings['armour'] = "";
// Keepsakes
settings['keepsake1_name'] = "Silverglade Shard";
settings['keepsake1_effect'] = "Negate the Effect of Concentrated Miasma (Local Field Effect) on Laureat.";
settings['keepsake1_speed'] = "Free";
settings['keepsake1_usage'] = "";
settings['keepsake1_used'] = "off";
// Anchors
const newIda1 = generateRowID();
settings["repeating_anchors_" + newIda1 + "_anchor"] = "Hearth Crystals";
settings["repeating_anchors_" + newIda1 + "_anchor_2"] = "The Silverglades";
// Deadweights
// Description
// History
} else if (character == "piper") {
clearSheet();
// basics
settings['character_name'] = "Piper";
settings['hp'] = 35;
settings['hp_max'] = 35;
settings['class'] = "ardent";
settings['subclass'] = "";
settings['tier'] = "tier-2";
// Barrier Values
settings['toughness'] = 4;
settings['resistance'] = 8;
settings['athletics'] = 12;
settings['endurance'] = 8;
settings['intimidate'] = 8;
settings['insight'] = 8;
settings['knowledge'] = 8;
settings['mend'] = 12;
// Defense Values
settings['dodge'] = 8;
settings['willpower'] = 6;
settings['acrobatics'] = 12;
settings['stealth'] = 8;
settings['sleight_of_hand'] = 8;
settings['focus'] = 8;
settings['fast_talk'] = 8;
settings['leadership'] = 16;
// CAP
settings['critical'] = 3;
settings['accuracy'] = 13;
settings['penetration'] = 9;
// Movement
settings['min_move'] = 1;
settings['max_move'] = 5;
settings['shift'] = 1;
// Maneuver
settings['maneuver_name'] = "Tumble";
settings['statname'] = "";
settings['maneuver_speed'] = "Slow";
settings['maneuver_description'] = "Move 1-3 Squares. Can move through any Combatant.";
// Basic Actions
settings['melee_name'] = "Rapier";
settings['melee_dice'] = "3d8";
settings['melee_dice_bonus'] = "0";
settings['melee_range'] = "1";
settings['melee_target'] = "1 Foe";
settings['melee_against'] = "1"; // toughness
settings['melee_description'] = "";
settings['ranged_name'] = "Wand";
settings['ranged_dice'] = "3d6";
settings['ranged_dice_bonus'] = "0";
settings['ranged_range'] = "5";
settings['ranged_target'] = "1 Foe";
settings['ranged_against'] = "2"; // resistance
settings['ranged_description'] = "";
// limits
settings['trigger'] = "1";
settings['sustain'] = "1";
settings['amplify'] = "1";
// Class actions
const newId1 = generateRowID();
settings["repeating_actions_" + newId1 + "_action_name"] = "Soul Strike";
settings["repeating_actions_" + newId1 + "_action_subtype1"] = "General";
settings["repeating_actions_" + newId1 + "_action_subtype2"] = "Spell";
settings["repeating_actions_" + newId1 + "_action_target"] = "1 Foe";
settings["repeating_actions_" + newId1 + "_action_speed"] = "Slow";
settings["repeating_actions_" + newId1 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId1 + "_action_range"] = "7";
settings["repeating_actions_" + newId1 + "_action_roll_type"] = "0"; // default
settings["repeating_actions_" + newId1 + "_action_dice"] = "3d12";
settings["repeating_actions_" + newId1 + "_action_dice_bonus"] = "0";
settings["repeating_actions_" + newId1 + "_action_against"] = "2";
settings["repeating_actions_" + newId1 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId1 + "_action_description"] = "";
const newId2 = generateRowID();
settings["repeating_actions_" + newId2 + "_action_name"] = "Mana Echoes";
settings["repeating_actions_" + newId2 + "_action_subtype1"] = "General";
settings["repeating_actions_" + newId2 + "_action_subtype2"] = "Spell";
settings["repeating_actions_" + newId2 + "_action_target"] = "1 Foe";
settings["repeating_actions_" + newId2 + "_action_speed"] = "Fast";
settings["repeating_actions_" + newId2 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId2 + "_action_range"] = "7";
settings["repeating_actions_" + newId2 + "_action_roll_type"] = "2"; // auto-hit
settings["repeating_actions_" + newId2 + "_action_dice"] = "2d8";
settings["repeating_actions_" + newId2 + "_action_dice_bonus"] = "";
settings["repeating_actions_" + newId2 + "_action_against"] = "2";
settings["repeating_actions_" + newId2 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId2 + "_action_description"] = "";
const newId3 = generateRowID();
settings["repeating_actions_" + newId3 + "_action_name"] = "Raging Inferno";
settings["repeating_actions_" + newId3 + "_action_subtype1"] = "General";
settings["repeating_actions_" + newId3 + "_action_subtype2"] = "Spell";
settings["repeating_actions_" + newId3 + "_action_target"] = "1-3 Foes";
settings["repeating_actions_" + newId3 + "_action_speed"] = "Slow";
settings["repeating_actions_" + newId3 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId3 + "_action_range"] = "3";
settings["repeating_actions_" + newId3 + "_action_roll_type"] = "0"; // default
settings["repeating_actions_" + newId3 + "_action_dice"] = "3d8";
settings["repeating_actions_" + newId3 + "_action_dice_bonus"] = "";
settings["repeating_actions_" + newId3 + "_action_against"] = "2";
settings["repeating_actions_" + newId3 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId3 + "_action_description"] = "";
const newId4 = generateRowID();
settings["repeating_actions_" + newId4 + "_action_name"] = "Chains of Calamity";
settings["repeating_actions_" + newId4 + "_action_subtype1"] = "Sustain";
settings["repeating_actions_" + newId4 + "_action_subtype2"] = "Spell";
settings["repeating_actions_" + newId4 + "_action_target"] = "1-3 Foes";
settings["repeating_actions_" + newId4 + "_action_speed"] = "Slow";
settings["repeating_actions_" + newId4 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId4 + "_action_range"] = "3";
settings["repeating_actions_" + newId4 + "_action_roll_type"] = "0"; // default
settings["repeating_actions_" + newId4 + "_action_dice"] = "1d6";
settings["repeating_actions_" + newId4 + "_action_dice_bonus"] = "0";
settings["repeating_actions_" + newId4 + "_action_against"] = "3";
settings["repeating_actions_" + newId4 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId4 + "_action_sust_effect"] = "Repeat Effect.";
settings["repeating_actions_" + newId4 + "_action_description"] = "Until the start of your next Turn, if 1 or more Foe(s) suffering Chains of Calamity is the Target of a Spell Action, deal 1d6 PIERCING Damage to all Foes suffering Chains of Calamity.";
const newId5 = generateRowID();
settings["repeating_actions_" + newId5 + "_action_name"] = "False Camaraderie";
settings["repeating_actions_" + newId5 + "_action_subtype1"] = "General";
settings["repeating_actions_" + newId5 + "_action_subtype2"] = "Spell";
settings["repeating_actions_" + newId5 + "_action_target"] = "1 Foe";
settings["repeating_actions_" + newId5 + "_action_speed"] = "Slow";
settings["repeating_actions_" + newId5 + "_action_type"] = "Ranged";
settings["repeating_actions_" + newId5 + "_action_range"] = "7";
settings["repeating_actions_" + newId5 + "_action_roll_type"] = "1"; // cap
settings["repeating_actions_" + newId5 + "_action_dice"] = "";
settings["repeating_actions_" + newId5 + "_action_dice_bonus"] = "0";
settings["repeating_actions_" + newId5 + "_action_against"] = "1";
settings["repeating_actions_" + newId5 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId5 + "_action_description"] = "-2 A to CAP Check. Target Foe moves up to 5 Squares toward another Foe (if possible), then makes a Basic Attack with AUTO-HIT against that Foe (if possible).";
const newId6 = generateRowID();
settings["repeating_actions_" + newId6 + "_action_name"] = "Time of Need";
settings["repeating_actions_" + newId6 + "_action_subtype1"] = "Amplify";
settings["repeating_actions_" + newId6 + "_action_subtype2"] = "Exploit";
settings["repeating_actions_" + newId6 + "_action_target"] = "1 Spell";
settings["repeating_actions_" + newId6 + "_action_speed"] = "Free";
settings["repeating_actions_" + newId6 + "_action_type"] = "";
settings["repeating_actions_" + newId6 + "_action_range"] = "";
settings["repeating_actions_" + newId6 + "_action_roll_type"] = "-1"; // none
settings["repeating_actions_" + newId6 + "_action_dice"] = "";
settings["repeating_actions_" + newId6 + "_action_dice_bonus"] = "0";
settings["repeating_actions_" + newId6 + "_action_against"] = "1";
settings["repeating_actions_" + newId6 + "_action_healing_dice"] = "";
settings["repeating_actions_" + newId6 + "_action_amp_effect"] = "When you use a Spell Action, you may immediately use that Action again as a Free Action, then that Action cannot be used for the remainder of the Encounter.";
settings["repeating_actions_" + newId6 + "_action_description"] = "";
// Tide turners
settings['max_tide_turners'] = "2";
settings['tide_turners_used'] = "0";
// Tide turner actions
const newIdt1 = generateRowID();
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_name"] = "Recurring Nightmare";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_subtype1"] = "Sustain";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_subtype2"] = "Spell";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_target"] = "1 Foe";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_speed"] = "Slow";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_type"] = "Ranged";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_range"] = "7";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_roll_type"] = "2"; // auto-hit
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_dice"] = "2d12";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_dice_bonus"] = "0";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_against"] = "2";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_healing_dice"] = "";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_sust_effect"] = "Repeat Effect.";
settings["repeating_tideTurners_" + newIdt1 + "_tide_action_description"] = "Until the start of your next Turn, If the Foe suffering Recurring Nightmare is the Target of a Spell Action, deal 2d12 Damage vs RESISTANCE.";
const newIdt2 = generateRowID();
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_name"] = "Composite Magic";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_subtype1"] = "General";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_subtype2"] = "Exploit";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_target"] = "Self";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_speed"] = "Slow";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_type"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_range"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_roll_type"] = "-1"; // none
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_dice"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_dice_bonus"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_against"] = "1";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_healing_dice"] = "";
settings["repeating_tideTurners_" + newIdt2 + "_tide_action_description"] = "Your next 2 Spells are Free Actions.";
// Inventory
settings['melee_weapon'] = "Rapier";
settings['ranged_weapon'] = "wand";
settings['offhand'] = "";
settings['armour'] = "";
// Keepsakes
settings['keepsake1_name'] = "Pheonix Pinion";
settings['keepsake1_effect'] = "1 Adjacent Hero recovers from Fallen.";
settings['keepsake1_speed'] = "Fast";
settings['keepsake1_usage'] = "campaign";
settings['keepsake1_used'] = "off";
// Anchors
const newIda1 = generateRowID();
settings["repeating_anchors_" + newIda1 + "_anchor"] = "Kendrick Maddox";
settings["repeating_anchors_" + newIda1 + "_anchor_2"] = "Red Market Merchant";
const newIda2 = generateRowID();
settings["repeating_anchors_" + newIda2 + "_anchor"] = "Elise Grant";
settings["repeating_anchors_" + newIda2 + "_anchor_2"] = "Navigation";
// Deadweights
// Description
// History
}
setAttrs(settings);
});
});
on("clicked:advantage", function() {
getAttrs(["advantage_stack"], function(values) {
setAttrs({
"advantage_stack": values.advantage_stack + 1,
"advantage_roll": Math.abs(values.advantage_stack + 1),
"advantage_stack_text": updateAdvantageText(values.advantage_stack + 1),
"advantage_dice": updateAdvantageDice(values.advantage_stack + 1)
});
});
});
on("clicked:disadvantage", function() {
getAttrs(["advantage_stack"], function(values) {
setAttrs({
"advantage_stack": values.advantage_stack - 1,
"advantage_roll": Math.abs(values.advantage_stack - 1),
"advantage_stack_text": updateAdvantageText(values.advantage_stack - 1),
"advantage_dice": updateAdvantageDice(values.advantage_stack - 1)
});
});
});
on("clicked:normal", function() {
setAttrs({
"advantage_stack": 0,
"advantage_roll": 0,
"advantage_stack_text": updateAdvantageText(0),
"advantage_dice": updateAdvantageDice(0)
});
});
function updateAdvantageText(value) {
if (value == 0) {
return "Normal Roll";
} else if (value > 0) {
return "Advantage";
} else {
return "Disadvantage";
}
};
function updateAdvantageDice(value) {
if (value == 0) {
return "";
} else if (value > 0) {
return "kl1";
} else {
return "kh1";
}
};
on("sheet:opened change:damage_bonus_mod change:damage_dice_mod", function () {
getAttrs(['damage_bonus_mod','damage_dice_mod'], function(values) {
let mod_text = "";
if (values.damage_bonus_mod && values.damage_bonus_mod !== "0") {
mod_text = " + @{damage_bonus_mod}";
}
if (values.damage_dice_mod && values.damage_dice_mod !== "") {
mod_text = mod_text + " + @{damage_dice_mod}";
}
setAttrs({damage_mod_text: mod_text});
});
});
on("clicked:reset_mods", function() {
setAttrs({
"advantage_stack": 0,
"advantage_roll": 0,
"advantage_stack_text": updateAdvantageText(0),
"advantage_dice": updateAdvantageDice(0),
"toughness_mod": 0,
"resistance_mod": 0,
"dodge_mod": 0,
"willpower_mod":0,
"critical_mod": 0,
"accuracy_mod": 0,
"penetration_mod": 0,
"damage_bonus_mod": 0,
"damage_dice_mod": "",
"auto_hit": 0,
"auto_crit": 0,
"auto_pierce": 0
});
});
on("change:offensive_1 change:offensive_2 change:offensive_3 change:offensive_4", function () {
getAttrs(['offensive_1','offensive_2', 'offensive_3', 'offensive_4'], function(values) {
let offensive_text = "";
if (values.offensive_4) {
offensive_text = capitalize(values.offensive_4);
}
if (values.offensive_3) {
offensive_text = offensive_text == "" ? capitalize(values.offensive_3) : capitalize(values.offensive_3) + ", " + offensive_text;
}
if (values.offensive_2) {
offensive_text = offensive_text == "" ? capitalize(values.offensive_2) : capitalize(values.offensive_2) + ", " + offensive_text;
}
if (values.offensive_1) {
offensive_text = offensive_text == "" ? capitalize(values.offensive_1) : capitalize(values.offensive_1) + ", " + offensive_text;
}
setAttrs({offensive: offensive_text});
});
});
on("change:defensive_1 change:defensive_2 change:defensive_3 change:defensive_4", function () {
getAttrs(['defensive_1','defensive_2', 'defensive_3', 'defensive_4'], function(values) {
let defensive_text = "";
if (values.defensive_4) {
defensive_text = capitalize(values.defensive_4);
}
if (values.defensive_3) {
defensive_text = defensive_text == "" ? capitalize(values.defensive_3) : capitalize(values.defensive_3) + ", " + defensive_text;
}
if (values.defensive_2) {
defensive_text = defensive_text == "" ? capitalize(values.defensive_2) : capitalize(values.defensive_2) + ", " + defensive_text;
}
if (values.defensive_1) {
defensive_text = defensive_text == "" ? capitalize(values.defensive_1) : capitalize(values.defensive_1) + ", " + defensive_text;
}
setAttrs({defensive: defensive_text});
});
});
on("change:utility_1 change:utility_2 change:utility_3 change:utility_4", function () {
getAttrs(['utility_1','utility_2', 'utility_3', 'utility_4'], function(values) {
let utility_text = "";
if (values.utility_4) {
utility_text = capitalize(values.utility_4);
}
if (values.utility_3) {
utility_text = utility_text == "" ? capitalize(values.utility_3) : capitalize(values.utility_3) + ", " + utility_text;
}
if (values.utility_2) {
utility_text = utility_text == "" ? capitalize(values.utility_2) : capitalize(values.utility_2) + ", " + utility_text;
}
if (values.utility_1) {
utility_text = utility_text == "" ? capitalize(values.utility_1) : capitalize(values.utility_1) + ", " + utility_text;
}
setAttrs({utility: utility_text});
});
});
function capitalize(value) {
if (value) {
return value.charAt(0).toUpperCase() + value.slice(1);
}
return null;
};
// Show/Hide settings area
// Function call to simplifiy coding for showing/hiding settings
function showHide(value) {
if(value === "on") {
return "show"; // If the checkbox is CHECKED then show the section
} else {
return "hide"; // If the checkbox is UNchecked then hide the section
}
};
on("change:repeating_actions:action_field_flag", function() {
getAttrs(["repeating_actions_action_field_flag"], function(values) {
setAttrs({
"repeating_actions_action_field": showHide(values.repeating_actions_action_field_flag)
});
if (values.repeating_actions_action_field_flag == "on") {
setAttrs({
"repeating_actions_action_range": "",
"repeating_actions_action_field_description": "Field"
});
} else {
setAttrs({
"repeating_actions_action_field_description": ""
});
}
});
});
on("change:repeating_actions:action_range", function() {
getAttrs(["repeating_actions_action_range"], function(values) {
if (values.repeating_actions_action_range) {
setAttrs({
"repeating_actions_action_field_flag": "off"
});
}
});
});
on("change:repeating_actions:damage_type", function() {
getAttrs(["repeating_actions_damage_type", 'ranged_dice', 'ranged_dice_bonus', 'ranged_against', 'melee_dice', 'melee_dice_bonus', 'melee_against'], function(values) {
if (values.repeating_actions_damage_type == 1) {
setAttrs({
"repeating_actions_action_dice": values.melee_dice,
"repeating_actions_action_dice_bonus": values.melee_dice_bonus,
"repeating_actions_action_against": values.melee_against
});
} else if (values.repeating_actions_damage_type == 2) {
setAttrs({
"repeating_actions_action_dice": values.ranged_dice,
"repeating_actions_action_dice_bonus": values.ranged_dice_bonus,
"repeating_actions_action_against": values.ranged_against
});
} else {
setAttrs({
"repeating_actions_action_dice": "",
"repeating_actions_action_dice_bonus": "",
"repeating_actions_action_against": "1"
});
}
});
});
on("change:repeating_tideTurners:tide_action_field_flag", function() {
getAttrs(["repeating_tideTurners_tide_action_field_flag"], function(values) {
setAttrs({
"repeating_tideTurners_tide_action_field": showHide(values.repeating_tideTurners_tide_action_field_flag)
});
if (values.repeating_tideTurners_tide_action_field_flag == "on") {
setAttrs({
"repeating_tideTurners_tide_action_range": "",
"repeating_tideTurners_tide_action_field_description": "Field"
});
} else {
setAttrs({
"repeating_tideTurners_tide_action_field_description": ""
});
}
});
});
on("change:repeating_tideTurners:tide_action_range", function() {
getAttrs(["repeating_tideTurners_tide_action_range"], function(values) {
if (values.repeating_tideTurners_tide_action_range) {
setAttrs({
"repeating_tideTurners_tide_action_field_flag": "off"
});
}
});
});
on("change:repeating_tideTurners:tide_damage_type", function() {
getAttrs(["repeating_tideTurners_tide_damage_type", 'ranged_dice', 'ranged_dice_bonus', 'ranged_against', 'melee_dice', 'melee_dice_bonus', 'melee_against'], function(values) {
if (values.repeating_tideTurners_tide_damage_type == 1) {
setAttrs({
"repeating_tideTurners_tide_action_dice": values.melee_dice,
"repeating_tideTurners_tide_action_dice_bonus": values.melee_dice_bonus,
"repeating_tideTurners_tide_action_against": values.melee_against
});
} else if (values.repeating_tideTurners_tide_damage_type == 2) {
setAttrs({
"repeating_tideTurners_tide_action_dice": values.ranged_dice,
"repeating_tideTurners_tide_action_dice_bonus": values.ranged_dice_bonus,
"repeating_tideTurners_tide_action_against": values.ranged_against
});
} else {
setAttrs({
"repeating_tideTurners_tide_action_dice": "",
"repeating_tideTurners_tide_action_dice_bonus": "",
"repeating_tideTurners_tide_action_against": "1"
});
}
});
});
// melee_dice melee_dice_bonus melee_against
on("change:melee_dice", () => {
getSectionIDs("repeating_actions", function(idarray) {
const types = [];
for (let i = 0; i < idarray.length; i++) {
types.push("repeating_actions_" + idarray[i] + "_damage_type");
}
getAttrs(types.concat(["melee_dice"]), function (values) {
let output = {};
for (let i = 0; i < idarray.length; i++) {
if (values["repeating_actions_" + idarray[i] + "_damage_type"] == 1) {
output["repeating_actions_" + idarray[i] + "_action_dice"] = values.melee_dice;
}
}
if(output) setAttrs(output);
});
});
getSectionIDs("repeating_tideTurners", function(idarray) {
const types = [];
for (let i = 0; i < idarray.length; i++) {
types.push("repeating_tideTurners_" + idarray[i] + "_tide_damage_type");
}
getAttrs(types.concat(["melee_dice"]), function (values) {
let output = {};
for (let i = 0; i < idarray.length; i++) {
if (values["repeating_tideTurners_" + idarray[i] + "_tide_damage_type"] == 1) {
output["repeating_tideTurners_" + idarray[i] + "_tide_action_dice"] = values.melee_dice;
}
}
if(output) setAttrs(output);
});
});
});
on("change:melee_dice_bonus", () => {
getSectionIDs("repeating_actions", function(idarray) {
const types = [];
for (let i = 0; i < idarray.length; i++) {
types.push("repeating_actions_" + idarray[i] + "_damage_type");
}
getAttrs(types.concat(["melee_dice_bonus"]), function (values) {
let output = {};
for (let i = 0; i < idarray.length; i++) {
if (values["repeating_actions_" + idarray[i] + "_damage_type"] == 1) {
output["repeating_actions_" + idarray[i] + "_action_dice_bonus"] = values.melee_dice_bonus;
}
}
if(output) setAttrs(output);
});
});
getSectionIDs("repeating_tideTurners", function(idarray) {
const types = [];
for (let i = 0; i < idarray.length; i++) {
types.push("repeating_tideTurners_" + idarray[i] + "_tide_damage_type");
}
getAttrs(types.concat(["melee_dice_bonus"]), function (values) {
let output = {};
for (let i = 0; i < idarray.length; i++) {
if (values["repeating_tideTurners_" + idarray[i] + "_tide_damage_type"] == 1) {
output["repeating_tideTurners_" + idarray[i] + "_tide_action_dice_bonus"] = values.melee_dice_bonus;
}
}
if(output) setAttrs(output);
});
});
});
on("change:melee_against", () => {
getSectionIDs("repeating_actions", function(idarray) {
const types = [];
for (let i = 0; i < idarray.length; i++) {
types.push("repeating_actions_" + idarray[i] + "_damage_type");
}
getAttrs(types.concat(["melee_against"]), function (values) {
let output = {};
for (let i = 0; i < idarray.length; i++) {
if (values["repeating_actions_" + idarray[i] + "_damage_type"] == 1) {
output["repeating_actions_" + idarray[i] + "_action_against"] = values.melee_against;
}
}
if(output) setAttrs(output);
});
});
getSectionIDs("repeating_tideTurners", function(idarray) {
const types = [];
for (let i = 0; i < idarray.length; i++) {
types.push("repeating_tideTurners_" + idarray[i] + "_tide_damage_type");
}
getAttrs(types.concat(["melee_against"]), function (values) {
let output = {};
for (let i = 0; i < idarray.length; i++) {
if (values["repeating_tideTurners_" + idarray[i] + "_tide_damage_type"] == 1) {
output["repeating_tideTurners_" + idarray[i] + "_tide_action_against"] = values.melee_against;
}
}
if(output) setAttrs(output);
});
});
});
// ranged_dice ranged_dice_bonus ranged_against
on("change:ranged_dice", () => {
getSectionIDs("repeating_actions", function(idarray) {
const types = [];
for (let i = 0; i < idarray.length; i++) {
types.push("repeating_actions_" + idarray[i] + "_damage_type");
}
getAttrs(types.concat(["ranged_dice"]), function (values) {
let output = {};
for (let i = 0; i < idarray.length; i++) {
if (values["repeating_actions_" + idarray[i] + "_damage_type"] == 2) {
output["repeating_actions_" + idarray[i] + "_action_dice"] = values.ranged_dice;
}
}
if(output) setAttrs(output);
});
});
getSectionIDs("repeating_tideTurners", function(idarray) {
const types = [];
for (let i = 0; i < idarray.length; i++) {
types.push("repeating_tideTurners_" + idarray[i] + "_tide_damage_type");
}
getAttrs(types.concat(["ranged_dice"]), function (values) {
let output = {};
for (let i = 0; i < idarray.length; i++) {
if (values["repeating_tideTurners_" + idarray[i] + "_tide_damage_type"] == 2) {
output["repeating_tideTurners_" + idarray[i] + "_tide_action_dice"] = values.ranged_dice;
}
}
if(output) setAttrs(output);
});
});
});
on("change:ranged_dice_bonus", () => {
getSectionIDs("repeating_actions", function(idarray) {
const types = [];
for (let i = 0; i < idarray.length; i++) {
types.push("repeating_actions_" + idarray[i] + "_damage_type");
}
getAttrs(types.concat(["ranged_dice_bonus"]), function (values) {
let output = {};
for (let i = 0; i < idarray.length; i++) {
if (values["repeating_actions_" + idarray[i] + "_damage_type"] == 2) {
output["repeating_actions_" + idarray[i] + "_action_dice_bonus"] = values.ranged_dice_bonus;
}
}
if(output) setAttrs(output);
});
});
getSectionIDs("repeating_tideTurners", function(idarray) {
const types = [];
for (let i = 0; i < idarray.length; i++) {
types.push("repeating_tideTurners_" + idarray[i] + "_tide_damage_type");
}
getAttrs(types.concat(["ranged_dice_bonus"]), function (values) {
let output = {};
for (let i = 0; i < idarray.length; i++) {
if (values["repeating_tideTurners_" + idarray[i] + "_tide_damage_type"] == 2) {
output["repeating_tideTurners_" + idarray[i] + "_tide_action_dice_bonus"] = values.ranged_dice_bonus;
}
}
if(output) setAttrs(output);
});
});
});
on("change:ranged_against", () => {
getSectionIDs("repeating_actions", function(idarray) {
const types = [];
for (let i = 0; i < idarray.length; i++) {
types.push("repeating_actions_" + idarray[i] + "_damage_type");
}
getAttrs(types.concat(["ranged_against"]), function (values) {
let output = {};
for (let i = 0; i < idarray.length; i++) {
if (values["repeating_actions_" + idarray[i] + "_damage_type"] == 2) {
output["repeating_actions_" + idarray[i] + "_action_against"] = values.ranged_against;
}
}
if(output) setAttrs(output);
});
});
getSectionIDs("repeating_tideTurners", function(idarray) {
const types = [];
for (let i = 0; i < idarray.length; i++) {
types.push("repeating_tideTurners_" + idarray[i] + "_tide_damage_type");
}
getAttrs(types.concat(["ranged_against"]), function (values) {
let output = {};
for (let i = 0; i < idarray.length; i++) {
if (values["repeating_tideTurners_" + idarray[i] + "_tide_damage_type"] == 2) {
output["repeating_tideTurners_" + idarray[i] + "_tide_action_against"] = values.ranged_against;
}
}
if(output) setAttrs(output);
});
});
});
on('sheet:opened change:statname change:athletics change:endurance change:intimidate change:insight change:knowledge change:mend change:acrobatics change:stealth change:sleight_of_hand change:focus change:fast_talk change:leadership', () => {
getAttrs(['statname'], (values) => {
// convert "Acrobatics" to "acrobatics"
let actionmodAttrName = `${values.statname.toLowerCase()}`;
if (actionmodAttrName == "fast talk") {
actionmodAttrName = "fast_talk";
} else if (actionmodAttrName == "sleight of hand") {
actionmodAttrName = "sleight_of_hand";
}
getAttrs([actionmodAttrName], (values) => {
// set the value of @{actionmod} to the value of @{acrobatics}
setAttrs({actionmod: values[actionmodAttrName]});
});
});
});
on('sheet:opened change:melee_dice change:melee_dice_bonus', () => {
getAttrs(['melee_dice', 'melee_dice_bonus'], (values) => {
let description = "";
if (values.melee_dice) {
if (values.melee_dice_bonus && values.melee_dice_bonus !== "0") {
description = values.melee_dice + " + " + values.melee_dice_bonus;
} else {
description = values.melee_dice;
}
}
setAttrs({melee_damage_description: description});
});
});
on('sheet:opened change:ranged_dice change:ranged_dice_bonus', () => {
getAttrs(['ranged_dice', 'ranged_dice_bonus'], (values) => {
let description = "";
if (values.ranged_dice) {
if (values.ranged_dice_bonus && values.ranged_dice_bonus !== "0") {
description = values.ranged_dice + " + " + values.ranged_dice_bonus;
} else {
description = values.ranged_dice;
}
}
setAttrs({ranged_damage_description: description});
});
});
on("change:repeating_actions:action_healing_dice change:repeating_actions:action_healing_dice_bonus", function() {
getAttrs(["repeating_actions_action_healing_dice", "repeating_actions_action_healing_dice_bonus"], function(values) {
let description = "";
if (values.repeating_actions_action_healing_dice) {
if (values.repeating_actions_action_healing_dice_bonus && values.repeating_actions_action_healing_dice_bonus !== "0") {
description = "Target(s) heal " + values.repeating_actions_action_healing_dice + " + " + values.repeating_actions_action_healing_dice_bonus + " HP";
} else {
description = "Target(s) heal " + values.repeating_actions_action_healing_dice + " HP";
}
}
setAttrs({repeating_actions_action_healing_description: description});
});
});
on("change:repeating_actions:action_dice change:repeating_actions:action_dice_bonus", function() {
getAttrs(["repeating_actions_action_dice", "repeating_actions_action_dice_bonus"], function(values) {
let description = "";
if (values.repeating_actions_action_dice) {
if (values.repeating_actions_action_dice_bonus && values.repeating_actions_action_dice_bonus !== "0") {
description = values.repeating_actions_action_dice + " + " + values.repeating_actions_action_dice_bonus;
} else {
description = values.repeating_actions_action_dice;
}
}
setAttrs({repeating_actions_action_damage_description: description});
});
});
on("change:repeating_tideTurners:tide_action_healing_dice change:repeating_tideTurners:tide_action_healing_dice_bonus", function() {
getAttrs(["repeating_tideTurners_tide_action_healing_dice", "repeating_tideTurners_tide_action_healing_dice_bonus"], function(values) {
let description = "";
if (values.repeating_tideTurners_tide_action_healing_dice) {
if (values.repeating_tideTurners_tide_action_healing_dice_bonus && values.repeating_tideTurners_tide_action_healing_dice_bonus !== "0") {
description = "Target(s) heal " + values.repeating_tideTurners_tide_action_healing_dice + " + " + values.repeating_tideTurners_tide_action_healing_dice_bonus + " HP";
} else {
description = "Target(s) heal " + values.repeating_tideTurners_tide_action_healing_dice + " HP";
}
}
setAttrs({repeating_tideTurners_tide_action_healing_description: description});
});
});
on("change:repeating_tideTurners:tide_action_dice change:repeating_tideTurners:tide_action_dice_bonus", function() {
getAttrs(["repeating_tideTurners_tide_action_dice", "repeating_tideTurners_tide_action_dice_bonus"], function(values) {
let description = "";
if (values.repeating_tideTurners_tide_action_dice) {
if (values.repeating_tideTurners_tide_action_dice_bonus && values.repeating_tideTurners_tide_action_dice_bonus !== "0") {
description = values.repeating_tideTurners_tide_action_dice + " + " + values.repeating_tideTurners_tide_action_dice_bonus;
} else {
description = values.repeating_tideTurners_tide_action_dice;
}
}
setAttrs({repeating_tideTurners_tide_action_damage_description: description});
});
});
on("change:repeating_npcActions:npc_action_field_flag", function() {
getAttrs(["repeating_npcActions_npc_action_field_flag"], function(values) {
setAttrs({
"repeating_npcActions_npc_action_field": showHide(values.repeating_npcActions_npc_action_field_flag)
});
if (values.repeating_npcActions_npc_action_field_flag == "on") {
setAttrs({
"repeating_npcActions_npc_action_range": "",
"repeating_npcActions_npc_action_field_description": "Field"
});
} else {
setAttrs({
"repeating_npcActions_npc_action_field_description": ""
});
}
});
});
on("change:repeating_npcActions:npc_action_range", function() {
getAttrs(["repeating_npcActions_npc_action_range"], function(values) {
if (values.repeating_npcActions_npc_action_range) {
setAttrs({
"repeating_npcActions_npc_action_field_flag": "off"
});
}
});
});
on("change:repeating_npcActions:npc_action_dice change:repeating_npcActions:npc_action_dice_bonus", function() {
getAttrs(["repeating_npcActions_npc_action_dice", "repeating_npcActions_npc_action_dice_bonus"], function(values) {
let description = "";
if (values.repeating_npcActions_npc_action_dice) {
if (values.repeating_npcActions_npc_action_dice_bonus && values.repeating_npcActions_npc_action_dice_bonus !== "0") {
description = "Deal " + values.repeating_npcActions_npc_action_dice + " + " + values.repeating_npcActions_npc_action_dice_bonus + " Damage";
} else {
description = "Deal " + values.repeating_npcActions_npc_action_dice + " Damage";
}
}
setAttrs({repeating_npcActions_npc_action_damage_description: description});
});
});
on("change:repeating_npcSpecials:npc_special_field_flag", function() {
getAttrs(["repeating_npcSpecials_npc_special_field_flag"], function(values) {
setAttrs({
"repeating_npcSpecials_npc_special_field": showHide(values.repeating_npcSpecials_npc_special_field_flag)
});
if (values.repeating_npcSpecials_npc_special_field_flag == "on") {
setAttrs({
"repeating_npcSpecials_npc_special_range": "",
"repeating_npcSpecials_npc_special_field_description": "Field"
});
} else {
setAttrs({
"repeating_npcSpecials_npc_special_field_description": ""
});
}
});
});
on("change:repeating_npcSpecials:npc_special_range", function() {
getAttrs(["repeating_npcSpecials_npc_special_range"], function(values) {
if (values.repeating_npcSpecials_npc_special_range) {
setAttrs({
"repeating_npcSpecials_npc_special_field_flag": "off"
});
}
});
});
on("change:repeating_npcSpecials:npc_special_dice change:repeating_npcSpecials:npc_special_dice_bonus", function() {
getAttrs(["repeating_npcSpecials_npc_special_dice", "repeating_npcSpecials_npc_special_dice_bonus"], function(values) {
let description = "";
if (values.repeating_npcSpecials_npc_special_dice) {
if (values.repeating_npcSpecials_npc_special_dice_bonus && values.repeating_npcSpecials_npc_special_dice_bonus !== "0") {
description = "Deal " + values.repeating_npcSpecials_npc_special_dice + " + " + values.repeating_npcSpecials_npc_special_dice_bonus + " Damage";
} else {
description = "Deal " + values.repeating_npcSpecials_npc_special_dice + " Damage";
}
}
setAttrs({repeating_npcSpecials_npc_special_damage_description: description});
});
});
on("change:repeating_npcLearned:npc_learn_field_flag", function() {
getAttrs(["repeating_npcLearned_npc_learn_field_flag"], function(values) {
setAttrs({
"repeating_npcLearned_npc_learn_field": showHide(values.repeating_npcLearned_npc_learn_field_flag)
});
if (values.repeating_npcLearned_npc_learn_field_flag == "on") {
setAttrs({
"repeating_npcLearned_npc_learn_range": "",
"repeating_npcLearned_npc_learn_field_description": "Field"
});
} else {
setAttrs({
"repeating_npcLearned_npc_learn_field_description": ""
});
}
});
});
on("change:repeating_npcLearned:npc_learn_range", function() {
getAttrs(["repeating_npcLearned_npc_learn_range"], function(values) {
if (values.repeating_npcLearned_npc_learn_range) {
setAttrs({
"repeating_npcLearned_npc_learn_field_flag": "off"
});
}
});
});
on("change:repeating_npcLearned:npc_learn_dice change:repeating_npcLearned:npc_learn_dice_bonus", function() {
getAttrs(["repeating_npcLearned_npc_learn_dice", "repeating_npcLearned_npc_learn_dice_bonus"], function(values) {
let description = "";
if (values.repeating_npcLearned_npc_learn_dice) {
if (values.repeating_npcLearned_npc_learn_dice_bonus && values.repeating_npcLearned_npc_learn_dice_bonus !== "0") {
description = "Deal " + values.repeating_npcLearned_npc_learn_dice + " + " + values.repeating_npcLearned_npc_learn_dice_bonus + " Damage";
} else {
description = "Deal " + values.repeating_npcLearned_npc_learn_dice + " Damage";
}
}
setAttrs({repeating_npcLearned_npc_learn_damage_description: description});
});
});
</script>
<div class="rolltemplates" hidden="hidden">
<rolltemplate class="sheet-rolltemplate-basic-action">
<div class="container">
<div class="header-bar">
<div><h1 class="tcat-header">{{name}}</h1></div>
<div><span class="tcat-subheader">{{subtag1}} {{subtag2}}</span></div>
</div>
{{#target}}
<div class="tcat-text">
<span class="tcat">Target: </span>{{target}}
</div>
{{/target}}
{{#range}}
<div class="tcat-text">
<span class="tcat">Range: </span>{{type}} {{range}}
</div>
{{/range}}
{{#speed}}
<div class="tcat-text">
<span class="tcat">Speed: </span>{{speed}}
</div>
{{/speed}}
{{#description}}
<div class="tcat-text">
<span class="tcat">Description: </span>{{description}}
</div>
{{/description}}
<div class="separator"></div>
{{#^rollTotal() autohit 1}}
{{#^rollTotal() autocrit 1}}
{{#cap}}
{{#^rollTotal() cap 0}}
<div class=" sheet-row" style="padding-top: 5px; padding-bottom: 5px">
<!-- Critical hit-->
{{#rollWasCrit() cap}}
<div class="flex-center sheet-row">
<div class="kungfont">CAP:</div>
<div class="crit">{{cap}}</div>
</div>
{{/rollWasCrit() cap}}
<!-- Not a critical hit-->
{{#^rollWasCrit() cap}}
<!-- A miss-->
{{#rollWasFumble() cap}}
<div class="flex-center sheet-row">
<div class="kungfont">CAP:</div>
<div>{{cap}}</div>
</div>
{{/rollWasFumble() cap}}
<!-- Not a miss-->
{{#^rollWasFumble() cap}}
<!-- Not auto pierce-->
{{#^rollTotal() autopierce 1}}
<!-- Did not pierce-->
{{#rollGreater() cap penetration}}
<div class="flex-center sheet-row">
<div class="kungfont">CAP:</div>
<div>{{cap}}</div>
</div>
{{/rollGreater() cap penetration}}
<!-- Pierced-->
{{#^rollGreater() cap penetration}}
<div class="flex-center sheet-row">
<div class="flex-center">
<div class="kungfont">CAP:</div>
<div class="piercing">
<span class="pierce">{{cap}}</span>
</div>
<span class="indicator">Pierced!</span>
</div>
</div>
{{/^rollGreater() cap penetration}}
{{/^rollTotal() autopierce 1}}
<!-- Auto pierce-->
{{#rollTotal() autopierce 1}}
<div class="flex-center sheet-row">
<div class="kungfont">CAP:</div>
<div class="pierce">{{cap}}</div>
</div>
{{/rollTotal() autopierce 1}}
{{/^rollWasFumble() cap}}
{{/^rollWasCrit() cap}}
</div>
{{/^rollTotal() cap 0}}
{{/cap}}
{{/^rollTotal() autocrit 1}}
{{/^rollTotal() autohit 1}}
{{#^rollTotal() damage 0}}
<!-- Auto crit-->
{{#rollTotal() autocrit 1}}
<div class="sheet-col">
<div class="flex-center sheet-row">
<div class="critical flex-center">
<span class="kungfont">Auto-crit!</span>
</div>
</div>
<div class="flex-center sheet-row">
<div class="sheet-col damage kungfont">
{{computed::dmgcrit}}
</div>
<span class="indicator">Piercing</span>
</div>
<div class="flex-center sheet-row footer">
Damage
</div>
</div>
{{/rollTotal() autocrit 1}}
{{#^rollTotal() autocrit 1}}
<!-- Critical hit-->
{{#^rollTotal() autohit 1}}
{{#rollWasCrit() cap}}
<div class="sheet-col">
<div class="flex-center sheet-row">
<div class="critical flex-center">
<span class="kungfont">Critical!</span>
</div>
</div>
<div class="flex-center sheet-row">
<div class="sheet-col damage kungfont">
{{computed::dmgcrit}}
</div>
<span class="indicator">Piercing</span>
</div>
<div class="flex-center sheet-row footer">
Damage
</div>
</div>
{{/rollWasCrit() cap}}
{{/^rollTotal() autohit 1}}
<!-- Auto hit-->
{{#rollTotal() autohit 1}}
<div class="sheet-col">
<div class="flex-center sheet-row">
<span class="indicator">Auto-hit!</span>
</div>
<div class="flex-center sheet-row">
<div class="sheet-col damage kungfont">
{{damage}}
</div>
<!-- Auto pierce-->
{{#rollTotal() autopierce 1}}
<span class="indicator">Auto-Pierce!</span>
{{/rollTotal() autopierce 1}}
<!-- Not auto pierce-->
{{#^rollTotal() autopierce 1}}
{{#rollTotal() against 1}}
<div class="sheet-col kungfont"> vs</div>
<img class="toughness-img" style="width: 20px; height: 20px">
{{/rollTotal() against 1}}
{{#rollTotal() against 2}}
<div class="sheet-col kungfont"> vs</div>
<img class="resistance-img" style="width: 20px; height: 20px">
{{/rollTotal() against 2}}
{{/^rollTotal() autopierce 1}}
</div>
<div class="flex-center sheet-row footer">
Damage
</div>
</div>
{{/rollTotal() autohit 1}}
<!-- Not auto hit-->
{{#^rollTotal() autohit 1}}
{{#^rollWasFumble() cap}}
<div style="padding-bottom: 5px">
{{#^rollWasCrit() cap}}
<div class="sheet-col">
<div class="flex-center sheet-row">
<div class="sheet-col damage kungfont">
{{damage}}
</div>
<!-- Auto pierce-->
{{#rollTotal() autopierce 1}}
<span class="indicator">Auto-Pierce!</span>
{{/rollTotal() autopierce 1}}
<!-- Not auto pierce-->
{{#^rollTotal() autopierce 1}}
{{#^rollGreater() cap penetration}}
<span class="indicator">Piercing</span>
{{/^rollGreater() cap penetration}}
{{#rollGreater() cap penetration}}
{{#rollTotal() against 1}}
<div class="sheet-col kungfont"> vs</div>
<img class="toughness-img" style="width: 20px; height: 20px">
{{/rollTotal() against 1}}
{{#rollTotal() against 2}}
<div class="sheet-col kungfont"> vs</div>
<img class="resistance-img" style="width: 20px; height: 20px">
{{/rollTotal() against 2}}
{{/rollGreater() cap penetration}}
{{/^rollTotal() autopierce 1}}
</div>
<div class="flex-center sheet-row footer">
Damage
</div>
</div>
{{/^rollWasCrit() cap}}
</div>
{{/^rollWasFumble() cap}}
{{/^rollTotal() autohit 1}}
{{/^rollTotal() autocrit 1}}
{{/^rollTotal() damage 0}}
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-action">
<div class="container">
{{#rollTotal() tideTurner 0}}
<div class="header-bar">
<div><h1 class="tcat-header white-text">{{name}}</h1></div>
<div><span class="tcat-subheader white-text">{{subtag1}} {{subtag2}}</span></div>
</div>
{{/rollTotal() tideTurner 0}}
{{#rollTotal() tideTurner 1}}
<div class="header-tide-bar">
<div><h1 class="tcat-header black-text">{{name}}</h1></div>
<div><span class="tcat-subheader black-text">{{subtag1}} {{subtag2}}</span></div>
</div>
{{/rollTotal() tideTurner 1}}
{{#rollTotal() npc-type 0}}
<div class="header-bar">
<div>
<h1 class="tcat-header black-text">
{{name}}
{{#rollTotal() test 1}}
vs <img class="dodge-img" style="width: 20px; height: 20px" alt="" src="">
{{/rollTotal() test 1}}
{{#rollTotal() test 2}}
vs <img class="willpower-img" style="width: 20px; height: 20px" alt="" src="">
{{/rollTotal() test 2}}
</h1>
</div>
<div><span class="tcat-subheader black-text">{{subtag1}} {{subtag2}}</span></div>
</div>
{{/rollTotal() npc-type 0}}
{{#rollTotal() npc-type 1}}
<div class="header-npc-special-bar">
<div>
<h1 class="tcat-header white-text">
{{name}}
{{#rollTotal() test 1}}
vs <img class="dodge-img" style="width: 20px; height: 20px" alt="" src="">
{{/rollTotal() test 1}}
{{#rollTotal() test 2}}
vs <img class="willpower-img" style="width: 20px; height: 20px" alt="" src="">
{{/rollTotal() test 2}}
{{#rollTotal() test 3}}
<span class="indicator">AUTO-HIT</span>
{{/rollTotal() test 3}}
{{#rollTotal() test 4}}
vs {{skill}}
{{/rollTotal() test 4}}
</h1>
</div>
<div><span class="tcat-subheader white-text">{{subtag1}} {{subtag2}}</span></div>
</div>
{{/rollTotal() npc-type 1}}
{{#rollTotal() npc-type 2}}
<div class="header-npc-learned-bar">
<div>
<h1 class="tcat-header black-text">
{{name}}
{{#rollTotal() test 1}}
vs <img class="dodge-img" style="width: 20px; height: 20px" alt="" src="">
{{/rollTotal() test 1}}
{{#rollTotal() test 2}}
vs <img class="willpower-img" style="width: 20px; height: 20px" alt="" src="">
{{/rollTotal() test 2}}
{{#rollTotal() test 3}}
<span class="indicator">AUTO-HIT</span>
{{/rollTotal() test 3}}
{{#rollTotal() test 4}}
vs {{skill}}
{{/rollTotal() test 4}}
</h1>
</div>
<div><span class="tcat-subheader black-text">{{subtag1}} {{subtag2}}</span></div>
</div>
{{/rollTotal() npc-type 2}}
{{#target}}
<div class="tcat-text">
<span class="tcat">Target: </span>{{target}}
</div>
{{/target}}
{{#range}}
<div class="tcat-text">
<span class="tcat">Range: </span>{{type}} {{range}}
</div>
{{/range}}
{{#speed}}
<div class="tcat-text">
<span class="tcat">Speed: </span>{{speed}}
</div>
{{/speed}}
{{#ampEffect}}
<div class="tcat-text">
<span class="tcat">Amp. Effect: </span>{{ampEffect}}
</div>
{{/ampEffect}}
{{#trigCondition}}
<div class="tcat-text">
<span class="tcat">Trig. Condition: </span>{{trigCondition}}
</div>
{{/trigCondition}}
{{#trigEffect}}
<div class="tcat-text">
<span class="tcat">Trig. Effect: </span>{{trigEffect}}
</div>
{{/trigEffect}}
{{#sustEffect}}
<div class="tcat-text">
<span class="tcat">Sust. Effect: </span>{{sustEffect}}
</div>
{{/sustEffect}}
{{#description}}
<div class="tcat-text">
<span class="tcat">Description: </span>{{description}}
</div>
{{/description}}
<div class="separator"></div>
<!-- CAP Check plus damage-->
{{#rollTotal() rollType 0}}
{{#cap}}
{{#^rollTotal() cap 0}}
{{#^rollTotal() autohit 1}}
{{#^rollTotal() autocrit 1}}
<div class="flex-center sheet-row" style="padding-top: 5px; padding-bottom: 3px">
<!-- Critical hit-->
{{#rollWasCrit() cap}}
<div class="flex-center sheet-row">
<div class="kungfont">CAP:</div>
<div class="crit">{{cap}}</div>
</div>
{{/rollWasCrit() cap}}
<!-- Not a critical hit-->
{{#^rollWasCrit() cap}}
<!-- A miss-->
{{#rollWasFumble() cap}}
<div class="flex-center sheet-row">
<div class="kungfont">CAP:</div>
<div>{{cap}}</div>
</div>
{{/rollWasFumble() cap}}
<!-- Not a miss-->
{{#^rollWasFumble() cap}}
<!-- Not auto pierce-->
{{#^rollTotal() autopierce 1}}
<!-- Did not pierce-->
{{#rollGreater() cap penetration}}
<div class="flex-center sheet-row">
<div class="kungfont">CAP:</div>
<div>{{cap}}</div>
</div>
{{/rollGreater() cap penetration}}
<!-- Pierced-->
{{#^rollGreater() cap penetration}}
<div class="flex-center sheet-row">
<div class="flex-center">
<div class="kungfont">CAP:</div>
<div class="piercing">
<span class="pierce">{{cap}}</span>
</div>
<span class="indicator">Pierced!</span>
</div>
</div>
{{/^rollGreater() cap penetration}}
{{/^rollTotal() autopierce 1}}
<!-- Auto pierce-->
{{#rollTotal() autopierce 1}}
<div class="flex-center sheet-row">
<div class="kungfont">CAP:</div>
<div class="pierce">{{cap}}</div>
</div>
{{/rollTotal() autopierce 1}}
{{/^rollWasFumble() cap}}
{{/^rollWasCrit() cap}}
</div>
{{/^rollTotal() autocrit 1}}
{{/^rollTotal() autohit 1}}
{{/^rollTotal() cap 0}}
{{/cap}}
{{#damage}}
<!-- Auto crit-->
{{#rollTotal() autocrit 1}}
<div class="sheet-col">
<div class="flex-center sheet-row">
<div class="critical flex-center">
<span class="kungfont">Auto-crit!</span>
</div>
</div>
<div class="flex-center sheet-row">
<div class="sheet-col damage kungfont">
{{computed::dmgcrit}}
</div>
<span class="indicator">Piercing</span>
</div>
<div class="flex-center sheet-row footer">
Damage
</div>
</div>
{{/rollTotal() autocrit 1}}
{{#^rollTotal() autocrit 1}}
<!-- Critical hit-->
{{#^rollTotal() autohit 1}}
{{#rollWasCrit() cap}}
<div class="sheet-col">
<div class="flex-center sheet-row">
<div class="critical flex-center">
<span class="kungfont">Critical!</span>
</div>
</div>
<div class="flex-center sheet-row">
<div class="sheet-col damage kungfont">
{{computed::dmgcrit}}
</div>
<span class="indicator">Piercing</span>
</div>
<div class="flex-center sheet-row footer">
Damage
</div>
</div>
{{/rollWasCrit() cap}}
{{/^rollTotal() autohit 1}}
<!-- Auto hit-->
{{#rollTotal() autohit 1}}
<div class="sheet-col">
<div class="flex-center sheet-row">
<span class="indicator">Auto-hit!</span>
</div>
<div class="flex-center sheet-row">
<div class="sheet-col damage kungfont">
{{damage}}
</div>
<!-- Auto pierce-->
{{#rollTotal() autopierce 1}}
<span class="indicator">Auto-Pierce!</span>
{{/rollTotal() autopierce 1}}
<!-- Not auto pierce-->
{{#^rollTotal() autopierce 1}}
{{#rollTotal() against 1}}
<div class="sheet-col kungfont"> vs</div>
<img class="toughness-img" style="width: 20px; height: 20px">
{{/rollTotal() against 1}}
{{#rollTotal() against 2}}
<div class="sheet-col kungfont"> vs</div>
<img class="resistance-img" style="width: 20px; height: 20px">
{{/rollTotal() against 2}}
{{#rollTotal() against 3}}
<span class="indicator">Piercing</span>
{{/rollTotal() against 3}}
{{/^rollTotal() autopierce 1}}
</div>
<div class="flex-center sheet-row footer">
Damage
</div>
</div>
{{/rollTotal() autohit 1}}
<!-- Not auto hit-->
{{#^rollTotal() autohit 1}}
{{#^rollWasFumble() cap}}
<div style="padding-bottom: 5px">
{{#^rollWasCrit() cap}}
<div class="sheet-col">
<div class="flex-center sheet-row">
<div class="sheet-col damage kungfont">
{{damage}}
</div>
<!-- Auto pierce-->
{{#rollTotal() autopierce 1}}
<span class="indicator">Auto-Pierce!</span>
{{/rollTotal() autopierce 1}}
<!-- Not auto pierce-->
{{#^rollTotal() autopierce 1}}
{{#^rollGreater() cap penetration}}
<span class="indicator">Piercing</span>
{{/^rollGreater() cap penetration}}
{{#rollGreater() cap penetration}}
{{#rollTotal() against 1}}
<div class="sheet-col kungfont"> vs</div>
<img class="toughness-img" style="width: 20px; height: 20px">
{{/rollTotal() against 1}}
{{#rollTotal() against 2}}
<div class="sheet-col kungfont"> vs</div>
<img class="resistance-img" style="width: 20px; height: 20px">
{{/rollTotal() against 2}}
{{#rollTotal() against 3}}
<span class="indicator">PIERCING</span>
{{/rollTotal() against 3}}
{{/rollGreater() cap penetration}}
{{/^rollTotal() autopierce 1}}
</div>
<div class="flex-center sheet-row footer">
Damage
</div>
</div>
{{/^rollWasCrit() cap}}
</div>
{{/^rollWasFumble() cap}}
{{/^rollTotal() autohit 1}}
{{/^rollTotal() autocrit 1}}
{{/damage}}
{{/rollTotal() rollType 0}}
<!-- Only CAP Check-->
{{#rollTotal() rollType 1}}
{{#cap}}
{{#^rollTotal() cap 0}}
<div class="flex-center sheet-row" style="padding-top: 10px; padding-bottom: 5px">
{{#rollTotal() autohit 1}}
<div class="flex-center sheet-row">
<span class="indicator">Auto-hit!</span>
</div>
{{/rollTotal() autohit 1}}
{{#^rollTotal() autohit 1}}
<div class="kungfont">CAP:</div>
{{#rollWasFumble() cap}}
<div class="fail">{{cap}}</div>
{{/rollWasFumble() cap}}
{{#^rollWasFumble() cap}}
<div class="crit">{{cap}}</div>
{{/^rollWasFumble() cap}}
{{/^rollTotal() autohit 1}}
</div>
{{/^rollTotal() cap 0}}
{{/cap}}
{{/rollTotal() rollType 1}}
<!-- Auto-hit-->
{{#rollTotal() rollType 2}}
{{#damage}}
<div class="sheet-col" style="padding-top: 5px; padding-bottom: 5px">
<div class="flex-center sheet-row">
<div class="sheet-col damage kungfont">
{{damage}}
</div>
<!-- Auto pierce-->
{{#rollTotal() autopierce 1}}
<span class="indicator">Auto-Pierce!</span>
{{/rollTotal() autopierce 1}}
{{#^rollTotal() autopierce 1}}
{{#rollTotal() against 1}}
<div class="sheet-col kungfont"> vs</div>
<img class="toughness-img" style="width: 20px; height: 20px">
{{/rollTotal() against 1}}
{{#rollTotal() against 2}}
<div class="sheet-col kungfont"> vs</div>
<img class="resistance-img" style="width: 20px; height: 20px">
{{/rollTotal() against 2}}
{{#rollTotal() against 3}}
<span class="indicator">Piercing</span>
{{/rollTotal() against 3}}
{{/^rollTotal() autopierce 1}}
</div>
<div class="flex-center sheet-row footer">
Damage
</div>
</div>
{{/damage}}
{{/rollTotal() rollType 2}}
<!-- Healing-->
{{#rollTotal() rollType 3}}
{{#healing}}
{{#^rollTotal() healing 0}}
<div class="sheet-col" style="padding-top: 5px; padding-bottom: 3px">
<div class="flex-center sheet-row">
<div class="kungfont"></div>
<div class="sheet-col damage kungfont">
{{healing}}
</div>
</div>
<div class="flex-center sheet-row footer">
Healing
</div>
</div>
{{/^rollTotal() healing 0}}
{{/healing}}
{{/rollTotal() rollType 3}}
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-skill">
<div class="container">
<div class="header-bar">
<div><h1 class="tcat-header">{{name}}</h1></div>
{{#subtags}}
<div><span class="tcat-subheader">{{subtags}}</span></div>
{{/subtags}}
</div>
{{#speed}}
<div class="tcat-text">
<span class="tcat">Speed: </span>{{speed}}
</div>
{{/speed}}
{{#description}}
<div class="tcat-text">
<span class="tcat">Description: </span>{{description}}
</div>
<div class="separator"></div>
{{/description}}
{{#^rollTotal() no-roll 0}}
{{#roll}}
<div class="flex-center sheet-row" style="padding-top: 10px; padding-bottom: 5px">
<div class="kungfont">{{skill}}:</div>
<div>{{roll}}</div>
</div>
{{/roll}}
{{/^rollTotal() no-roll 0}}
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-condition-info">
<div class="container">
<div class="header-bar">
<div><h1 class="tcat-header">{{name}}'s Active Conditions</h1></div>
<div><span class="tcat-subheader">Suffering from</span></div>
</div>
{{#allprops() name}}
<p class="flex-center kungfont" style="padding: 3px 0; margin: 0">{{value}}</p>
{{/allprops() name}}
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-turn">
<div class="container">
{{#name}}
{{#rollTotal() pc 0}}
<div class="header-bar">
<div><h1 class="tcat-header black-text">{{name}}</h1></div>
<div><span class="tcat-subheader black-text">{{subtag1}} {{subtag2}}</span></div>
</div>
{{/rollTotal() pc 0}}
{{#rollTotal() pc 1}}
<div class="header-npc-special-bar">
<div><h1 class="tcat-header white-text">{{name}}</h1></div>
<div><span class="tcat-subheader white-text">{{subtag1}} {{subtag2}}</span></div>
</div>
{{/rollTotal() pc 1}}
{{/name}}
{{#roll}}
<div class="flex-center sheet-row" style="padding-top: 10px; padding-bottom: 5px">
<div class="damage">{{roll}}</div>
</div>
{{/roll}}
{{#rollTotal() order 10}}
<div class="flex-center sheet-row" style="padding-top: 10px; padding-bottom: 5px">
<div class="kungfont">Hero Slot 1</div>
</div>
{{/rollTotal() order 10}}
{{#rollTotal() order 15}}
<div class="flex-center sheet-row" style="padding-top: 10px; padding-bottom: 5px">
<div class="kungfont">Grunt Foe Slot</div>
</div>
{{/rollTotal() order 15}}
{{#rollTotal() order 20}}
<div class="flex-center sheet-row" style="padding-top: 10px; padding-bottom: 5px">
<div class="kungfont">Hero Slot 2</div>
</div>
{{/rollTotal() order 20}}
{{#rollTotal() order 25}}
<div class="flex-center sheet-row" style="padding-top: 10px; padding-bottom: 5px">
<div class="kungfont">Awakened Foe Slot</div>
</div>
{{/rollTotal() order 25}}
{{#rollTotal() order 30}}
<div class="flex-center sheet-row" style="padding-top: 10px; padding-bottom: 5px">
<div class="kungfont">Hero Slot 3</div>
</div>
{{/rollTotal() order 30}}
{{#rollTotal() order 35}}
<div class="flex-center sheet-row" style="padding-top: 10px; padding-bottom: 5px">
<div class="kungfont">Elite Foe Slot</div>
</div>
{{/rollTotal() order 35}}
{{#rollTotal() order 40}}
<div class="flex-center sheet-row" style="padding-top: 10px; padding-bottom: 5px">
<div class="kungfont">Hero Slot 4</div>
</div>
{{/rollTotal() order 40}}
{{#rollTotal() order 45}}
<div class="flex-center sheet-row" style="padding-top: 10px; padding-bottom: 5px">
<div class="kungfont">Boss Foe Slot</div>
</div>
{{/rollTotal() order 45}}
</div>
</rolltemplate>
</div>