added INT to Scrutiny
fixed Fatigue
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@@ -1898,6 +1898,7 @@
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<div class='sheet-skill_grid'>
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<p class='sheet-bold_text sheet-skills_text'>Scrutiny</p>
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<select name='attr_scrutiny_char' class='sheet-full_width sheet-full_height'>
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<option value='int'>INT</option>
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<option value='per' selected='selected'>PER</option>
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<option value='fel'>FEL</option>
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</select>
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@@ -4635,25 +4636,16 @@ NOTE: replace worker by javascript for IDE functionality
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let fieldsFA = [
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'fatigue_mod',
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'tou', 'tou_unnat', 'tou_advancement', 'tou_mod',
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'wp', 'wp_unnat', 'wp_advancement',
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'armor_head', 'armor_arm_right', 'armor_body', 'armor_arm_left', 'armor_leg_right', 'armor_leg_left'
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'toub', 'wpb',
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'armor_head', 'armor_arm_right', 'armor_body', 'armor_arm_left', 'armor_leg_right', 'armor_leg_left'
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];
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on('sheet:opened ' + fieldsFA.map(field => 'change:' + field).join(' '), function() {
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getAttrs(fieldsFA, function(values) {
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var fatigue_mod = parseInt(values['fatigue_mod'], 10) || 0;
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var toughness = parseInt(values['tou'], 10) || 0;
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var toughness_unnat = parseInt(values['tou_unnat'], 10) || 0;
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var toughness_advancement = parseInt(values['tou_advancement'], 10) || 0;
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var toughness_modifier = parseInt(values['tou_mod'], 10) || 0;
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var toughness_bonus = Math.floor((toughness + toughness_advancement + toughness_modifier) / 10 + toughness_unnat);
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var toughness_mod = Math.floor((toughness + toughness_advancement) / 10 + toughness_unnat);
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var willpower = parseInt(values['wp'], 10) || 0;
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var willpower_unnat = parseInt(values['wp_unnat'], 10) || 0;
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var willpower_advancement = parseInt(values['wp_advancement'], 10) || 0;
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var willpower_mod = Math.floor((willpower + willpower_advancement) / 10 + willpower_unnat);
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var toughness_bonus = parseInt(values['toub'], 10) || 0;
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var willpower_bonus = parseInt(values['wpb'], 10) || 0;
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var armor_head = parseInt(values['armor_head'], 10) || 0;
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var armor_arm_right = parseInt(values['armor_arm_right'], 10) || 0;
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@@ -4670,7 +4662,7 @@ NOTE: replace worker by javascript for IDE functionality
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soak_arm_left: (armor_arm_left + toughness_bonus),
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soak_leg_right: (armor_leg_right + toughness_bonus),
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soak_leg_left: (armor_leg_left + toughness_bonus),
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fatigue_max: (toughness_mod + willpower_mod + fatigue_mod)
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fatigue_max: (toughness_bonus + willpower_bonus + fatigue_mod)
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});
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});
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