Merge pull request #11584 from momentumx/Forge_update
Forge Stat name changes. Dex adds to Def, IQ adds to Mana
This commit is contained in:
+61
-41
@@ -4,7 +4,7 @@
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<button type="action" name="act_pilot" class="tabs">Character</button>
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<button type="action" name="act_info" class="tabs">Info</button>
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<button type="action" name="act_inv" class="tabs">Inventory</button>
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<button type="action" name="act_grim" class="tabs">Effects</button>
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<button type="action" name="act_grim" class="tabs">Spells</button>
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</div>
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<div class="info">
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<h2>Information</h2>
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@@ -29,6 +29,18 @@
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<label>Age </label>
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<input class="colInput" type="text" name="attr_age">
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</div>
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<div class="col">
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<label>Height </label>
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<input class="colInput" type="text" name="attr_height">
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</div>
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<div class="col">
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<label>Weight </label>
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<input class="colInput" type="text" name="attr_weight">
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</div>
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<div class="col">
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<label>Language </label>
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<input class="colInput" type="text" name="attr_lang">
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</div>
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<div class="col">
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<label>Notes </label>
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<textarea class="colInput" name="attr_notes">
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@@ -42,20 +54,12 @@
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<div class="twocolumns">
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<div>
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<h2 title="All stats cost 5 points. No need to roll if the difficulty is lower than the stat.">Stats</h2>
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<div class="twocolumns">
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<div class="valuecolumn">
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<input type="number" min="-60" max="60" name="attr_targetr" value="10">
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</div>
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<div class="labels">
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<label style="float: left;" title="Target is used against stat checks">Target </label>
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</div>
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</div>
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<div class="twocolumns">
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<div class="labels">
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<label title="Tuf. Rolled for life saving throws (poison, drowning, etc.), Strength throws, HPx2, and Inventory slots (if used)">Toughness </label>
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<label title="DX. Rolled for physical feats (attack, climbing/falling, picking locks, etc.)">Dexterity </label>
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<label title="Dex. Rolled for physical feats (attack, climbing/falling, picking locks, etc.)">Dexterity </label>
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<label title="IQ. Rolled for magic and mental feats (perception, puzzles, knowledge, etc.)">Intelligence </label>
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<label title="DMG. Rolled for breaking inanaimate objects. Adds to all damage dealt, and is the minimum damage you can do. 1 : d2 | 11 : 2d8 2 : d4 | 12 : d20 3 : d6 | 13 : 2d10 4 : d8 | 14 : 2d11 5 : 2d4 | 15 : 2d12 6 : d10 | 16 : 2d20 7 : 2d5 | | : '' 8 : d12 | | : '' 9 : 2d6 | v : '' 10 : 2d7 | 40 : ''">Damage </label>
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<label title="F. Rolled for breaking inanaimate objects. Adds to all damage dealt, and is the minimum damage you can do. 1 : d2 | 11 : 2d8 2 : d4 | 12 : d20 3 : d6 | 13 : 2d10 4 : d8 | 14 : 2d11 5 : 2d4 | 15 : 2d12 6 : d10 | 16 : 2d20 7 : 2d5 | | : '' 8 : d12 | | : '' 9 : 2d6 | v : '' 10 : 2d7 | 40 : ''">Ferocity </label>
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</div>
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<div class="valuecolumn">
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<input type="number" min="0" max="40" name="attr_con" value="0">
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@@ -65,15 +69,23 @@
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</div>
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<div class="valuecolumn">
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<button style="height: 18px;" type="roll" title="Roll stat." value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + @{con}[Tuf] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Toughness'}}"></button>
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<button style="height: 18px;" type="roll" title="Roll stat." value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + @{dx}[DX] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Dexterity'}}"></button>
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<button style="height: 18px;" type="roll" title="Roll stat." value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + @{dx}[Dex] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Dexterity'}}"></button>
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<button style="height: 18px;" type="roll" title="Roll stat." value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + @{iq}[IQ] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Intelligence'}}"></button>
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<button style="height: 18px;" type="roll" value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + @{dmg}[Dmg] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Damage'}}" title="Roll stat. (DMG Should only be used for breaking inanimate objects)"></button>
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<button style="height: 18px;" type="roll" value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + @{dmg}[F] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Ferocity'}}" title="Roll stat. (F Should only be used for breaking inanimate objects)"></button>
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</div>
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<div class="valuecolumn">
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<button style="height: 18px; color: orange;" type="roll" title="Roll stat with mods." value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + ?{Modifier?|0}[Mod] + @{con}[Tuf] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Toughness'}}"></button>
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<button style="height: 18px; color: orange;" type="roll" title="Roll stat with mods." value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + ?{Modifier?|0}[Mod] + @{dx}[DX] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Dexterity'}}"></button>
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<button style="height: 18px; color: orange;" type="roll" title="Roll stat with mods." value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + ?{Modifier?|0}[Mod] + @{dx}[Dex] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Dexterity'}}"></button>
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<button style="height: 18px; color: orange;" type="roll" title="Roll stat with mods." value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + ?{Modifier?|0}[Mod] + @{iq}[IQ] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Intelligence'}}"></button>
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<button style="height: 18px; color: orange;" type="roll" value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + ?{Modifier?|0}[Mod] + @{dmg}[Dmg] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Damage'}}" title="Roll stat with mods. (DMG Should only be used for breaking inanimate objects)"></button>
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<button style="height: 18px; color: orange;" type="roll" value="&{template:roll}{{name=@{character_name}}}{{total=[[ [[1d20]] + ?{Modifier?|0}[Mod] + @{dmg}[F] ]]}}{{roll=$[[0]]}}{{target=[[@{targetr}]]}}{{stat='Ferocity'}}" title="Roll stat with mods. (F Should only be used for breaking inanimate objects)"></button>
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</div>
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</div>
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<div class="twocolumns">
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<div class="valuecolumn">
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<input type="number" min="-60" max="60" name="attr_targetr" value="10">
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</div>
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<div class="labels">
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<label style="float: left;" title="Target is used against stat checks">Target </label>
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</div>
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</div>
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</div>
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@@ -83,18 +95,18 @@
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<div class="labels">
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<label title="HP. The hit points you have left.">Hit Points </label>
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<label title="This cannot be lower than 5. Derived form Tuf*2">Max HP </label>
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<label title="Def (total from armor)">Defense </label>
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<label title="Def, total from Defensive Gear + Dex">Total Defense </label>
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<label title="MR. Increases difficulty of Effects that target you (2 points)">Magic Resistance </label>
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<label title="The amount of mana you have left. Also listed in your Effects page">Mana </label>
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<label title="Used to cast spells (1 point)">Max Mana </label>
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<label title="Used to cast spells. IQ + Bonus (1 point)">Max Mana </label>
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<br>
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<label>Silver </label>
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</div>
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<div class="valuecolumn">
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<input type="number" name="attr_hp" value="5">
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<input type="hidden" name="attr_foo_hpmax" value="5">
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<input type="number" title="To increase, you must increase Tuf" disabled name="attr_hp_max" value="@{foo_hpmax}">
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<input type="number" title="To increase, you must buy armor" disabled name="attr_totalar" title="Total Def: all your armor ACs." value="(@{foo_totalar})">
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<input type="number" title="To increase, increase Tuf" disabled name="attr_hp_max" value="@{foo_hpmax}">
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<input type="number" title="To increase, increase Dex or buy Defensive Gear" disabled name="attr_totalar" value="(@{foo_totalar} + @{dx})">
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<input type="number" min="0" name="attr_mr" value="0">
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<input type="number" min="0" name="attr_mana" value="0">
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<input type="hidden" name="attr_mana_max" value="@{manamax}">
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@@ -120,7 +132,7 @@
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<input type="number" name="attr_tw" value="100" style="width: 100px;">
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<input type="number" disabled name="attr_totalspent" value="(@{stats} + @{gears} + @{abilities} + @{spells})" class="x">
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<input type="number" disabled name="attr_avail" value="(@{tw}-@{totalspent})" class="x">
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<input type="number" disabled name="attr_stats" title="5 points for each stat + 2 points for each MR + a point for each mana." value="((@{con})*5 + (@{dx})*5 + (@{iq})*5 + (@{dmg})*5 + (@{mr})*2 + @{manamax})" class="x">
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<input type="number" disabled name="attr_stats" title="5 points for each stat + 2 points for each MR + a point for each mana." value="((@{con})*5 + (@{dx})*5 + (@{iq})*5 + (@{dmg})*5 + (@{mr})*2 + @{manamax} - @{iq})" class="x">
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<input type="hidden" name="attr_foo_wpns" value="0" />
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<input type="hidden" name="attr_foo_armors" value="0" />
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<input type="number" disabled name="attr_gears" value="(@{foo_wpns} + @{foo_armors})" class="x">
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@@ -137,8 +149,8 @@
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<h3>Attacks</h3>
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<div class="weapon">
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<label title="Name of the Weapon">Name</label>
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<label style="width: 63px;" title="Damage bonus this weapon gives (2 points) 1 : d2 | 11 : 2d8 2 : d4 | 12 : d20 3 : d6 | 13 : 2d10 4 : d8 | 14 : 2d11 5 : 2d4 | 15 : 2d12 6 : d10 | 16 : 2d20 7 : 2d5 | | : '' 8 : d12 | | : '' 9 : 2d6 | v : '' 10 : 2d7 | 40 : ''">Bonus DMG</label>
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<label style="width: 68px;" title="Bonus to hit (2 points)">Accuracy</label>
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<label style="width: 63px;" title="Damage bonus this weapon gives (2 points) 1 : d2 | 11 : 2d8 2 : d4 | 12 : d20 3 : d6 | 13 : 2d10 4 : d8 | 14 : 2d11 5 : 2d4 | 15 : 2d12 6 : d10 | 16 : 2d20 7 : 2d5 | | : '' 8 : d12 | | : '' 9 : 2d6 | v : '' 10 : 2d7 | 40 : ''">Dmg</label>
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<label style="width: 68px;" title="Bonus to hit (2 points)">Hit</label>
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<label title="Point cost of this weapon">Cost</label>
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</div>
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<div>
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@@ -146,16 +158,16 @@
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<div class="weapon">
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<input type="text" name="attr_weaponname">
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<input type="number" name="attr_damage" min="0" value="0">
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<button type="roll" style="color: red;" name="attr_dmgbtn" title="Damage after hit" value="[[1d2]]}}"></button>
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<button type="roll" style="color: red;" name="attr_dmgbtn" title="Damage after hit" value="[[1d2]]"></button>
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<input type="number" name="attr_acc" value="0">
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<button type="roll" title="Use the Weapon" value="&{template:weapon}{{name=@{character_name}}}{{weaponname=@{weaponname}}}{{total=[[ [[1d20]] + @{dx}[DX] + @{acc}[Acc] ]]}}{{roll=$[[0]]}}"></button>
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<button type="roll" style="color: orange;" title="Use the Weapon with mods" value="&{template:weapon}{{name=@{character_name}}}{{weaponname=@{weaponname}}}{{total=[[ [[1d20]] + ?{Modifiers?|0}[Mod] + @{dx}[DX] + @{acc}[Acc] ]]}}{{roll=$[[0]]}}"></button>
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<button type="roll" title="Use the Weapon" value="&{template:weapon}{{name=@{character_name}}}{{weaponname=@{weaponname}}}{{total=[[ [[1d20]] + @{dx}[Dex] + @{acc}[Acc] ]]}}{{roll=$[[0]]}}"></button>
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<button type="roll" style="color: orange;" title="Use the Weapon with mods" value="&{template:weapon}{{name=@{character_name}}}{{weaponname=@{weaponname}}}{{total=[[ [[1d20]] + ?{Modifiers?|0}[Mod] + @{dx}[Dex] + @{acc}[Acc] ]]}}{{roll=$[[0]]}}"></button>
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<input type="number" disabled name="attr_wpncost" title="Point cost of this weapon" value="(@{damage}*2+ @{acc}*2)" >
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</div>
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</fieldset>
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</div>
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<h3>Armor</h3>
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<h3>Defense</h3>
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<div class="weapon">
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<label>Name</label>
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<label title="The place on the body the armor resides. The most important spot is the body, since that's the default hit location.">Location</label>
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@@ -174,10 +186,8 @@
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</div>
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</fieldset>
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<input type="hidden" name="attr_foo_totalar" value="0" />
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<div class="weapon">
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<label style="width: 80px;">Def</label><input type="number" disabled name="attr_totalar" title="Total Def: all your armor ACs." value="(@{foo_totalar})">
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</div>
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</div>
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<br>
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<div class="sheet-rolltemplate-spacer"></div>
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<h3>Abilities</h3>
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@@ -194,13 +204,13 @@
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</div>
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<div class="grim">
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<h2>Effects</h2>
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<h2>Spells</h2>
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<div class="weapon">
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<label style="width: 170px">Name</label>
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<label style="width: 190px" title="Makes ure to put all details in this box (length, bonus, rolls, multipliers, levels, all of it)">Effect</label>
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<label style="width: 62px" title="Damage bonus (leave blank if the spell does no damage, put 0 for base damage)">Damage</label>
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<label style="width: 63px" title="What you must roll (+ penalties) to use the spell">Difficulty</label>
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<label style="width: 40px" title="Cost to cast the spell, derived from difficulty (5-9 = 0, 10-14 = 1, 15-19 = 2, 20-24 = 3, etc.).">Mana Cost</label>
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<label style="width: 85px" title="Cost to cast the spell, derived from difficulty (5-9 = 0, 10-14 = 1, 15-19 = 2, 20-24 = 3, etc.).">Mana/Action Cost</label>
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</div>
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<div class="weapon">
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<button title="This will set all uses to their max use" type="action" name="act_restoreall">Restore Mana</button>
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@@ -226,7 +236,7 @@
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<h2>Inventory</h2>
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<div class="weapon">
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<label>Name</label>
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<label>Effect</label>
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<label>Description</label>
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<label style="width: 35px;">#</label>
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<label style="width: 35px;">Slots</label>
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<label>Cost</label>
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@@ -283,17 +293,26 @@
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}
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on('change:manamax', function(eventInfo) {
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getAttrs( ["mana"]
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getAttrs( ["mana", "iq", "manamax"]
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, function(values) {
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console.log(eventInfo);
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setAttrs({"mana": (parseInt(values.mana) + (parseInt(eventInfo.newValue) - (parseInt(eventInfo.previousValue)||0)))}, {silent:true});
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const minMana = Math.max(parseInt(values.iq), parseInt(eventInfo.newValue));
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console.log(minMana);
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console.log(parseInt(values.iq));
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console.log(parseInt(values.manamax));
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console.log(parseInt(values.mana));
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setAttrs({"mana": (parseInt(values.mana) + (minMana - (parseInt(eventInfo.previousValue)||0))), "manamax":minMana}, {silent:true});
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});
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});
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on('change:iq', function(eventInfo) {
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getAttrs( ["manamax"]
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, function(values) {
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setAttrs({"manamax": (parseInt(values.manamax) + (parseInt(eventInfo.newValue) - (parseInt(eventInfo.previousValue)||0)))}, {silent:false});
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});
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});
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on('clicked:restoreall', function() {
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getAttrs([
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"manamax"
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]
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getAttrs( ["manamax"]
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, function(values) {
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setAttrs({"mana":values.manamax}
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, {silent:true}
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@@ -408,8 +427,9 @@
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, function(values) {
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if(values.first == undefined){
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setAttrs({
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"con": 1
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,"dmg":1
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"con": 0
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,"dmg":0
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,"iq":0
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,"hp_max":5
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,"foo_hpmax":5
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,"hp":5
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@@ -515,7 +535,7 @@
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<td>
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{{damage}}
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{{#rollLess() damage mindmg}}
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Damage cannot be below your Damage stat: {{mindmg}}
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Damage cannot be below Ferocity: {{mindmg}}
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{{/rollLess() damage mindmg}}
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- DR
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</td>
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