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@@ -23465,10 +23465,32 @@
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<div class="sheet-col-3-5 sheet-pad-r-md">
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<div class="sheet-row">
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<div class="sheet-col-1">
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<div class="sheet-col-1 sheet-seperator-cap sheet-left sheet-mar-l-md" >
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<div class="sheet-col-1 sheet-left sheet-mar-l-md" >
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<div class="sheet-col-1-2 sheet-seperator-cap">
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<span style="font-size: 14px" data-i18n="PROTECTIVE-ITEMS">PROTECTIVE ITEMS</span>
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<span class="sheet-pictos-custom">e</span>
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</div>
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<div class="sheet-col-7-25 sheet-wrap-box-2" style="height: 14px; float: right;margin-right: 15px;">
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<div class="sheet-col-1-5 sheet-pad-l-sm sheet-vert-middle sheet-center">
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<span style="font-size: 9px; position: relative;bottom: 2.5px;" data-i18n="EQUIP:">Equip:</span>
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</div>
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<div class="sheet-col-3-4 sheet-vert-middle sheet-center">
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<input class="sheet-tab-armorequip1" style="font-size: 9px; position: relative;bottom: 2.5px;" type="checkbox" name="attr_Light_armor_equip" value="1" />
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<span class="sheet-tab-armorequip1">
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<span data-i18n="LIGHT" >Light</span>
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</span>
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<input class="sheet-tab-armorequip2" style="font-size: 9px; position: relative;bottom: 2.5px;" type="checkbox" name="attr_Medium_armor_equip" value="1" />
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<span class="sheet-tab-armorequip2">
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<span data-i18n="MEDIUM" >Medium</span>
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</span>
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<input class="sheet-tab-armorequip3" style="font-size: 9px; position: relative;bottom: 2.5px;" type="checkbox" name="attr_Heavy_armor_equip" value="1" />
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<span class="sheet-tab-armorequip3">
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<span data-i18n="HEAVY" >Heavy</span>
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</span>
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</div>
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</div>
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</div>
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<img src="https://github.com/Djjus/Vault/blob/master/Warhammer%204e%20Character%20Sheet/assets/seperator-center-2-3.png?raw=true">
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<span style="color:darkgray;font-size:10px;" data-i18n="NOTE-ARMOR-ENC">ENC: Input the full enc of each item (-1 if wron is automatically added)</span>
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<span class="sheet-spacer"></span>
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@@ -23557,10 +23579,12 @@
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<div class="sheet-col-1-10t sheet-center sheet-vert-middle sheet-pad-r-sm">
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<span data-i18n="HEAVY">Heavy</span>
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</div>
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<div class="sheet-col-7-22 sheet-vert-middle sheet-pad-r-sm">
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<div class="sheet-col-5-21 sheet-vert-middle sheet-pad-r-sm">
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<input type="text" name="attr_armornameH3" />
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</div>
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<div class="sheet-col-2-25 sheet-vert-middle sheet-center sheet-pad-r-sm">
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<input type="checkbox" name="attr_armorOpenH3" value="1"data-i18n-title="OPEN?" title=" Open? " />
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</div>
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<div class="sheet-col-2-25 sheet-vert-middle sheet-pad-r-sm">
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<input type="number" name="attr_armorEncH3" value="0" min="0" />
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</div>
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@@ -25763,7 +25787,7 @@
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<select class="sheet-center sheet-spell-name" name="attr_spellname" style="border: 1px solid #c0c0c0; border-radius: 2px">
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<option value="" data-i18n="SELECT-BLESSING">Select Blessing</option>
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<option value="@{customblessname}" data-i18n="SPELL-CUSTOM">Custom Spell Name</option>
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<option value="Blessing of Battle" data-i18n="BLESSING-BATTLE">Blessing of Battle</option>
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<option value="@{blessing_of_battle}" data-i18n="BLESSING-BATTLE">Blessing of Battle</option>
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<option value="Blessing of Breath" data-i18n="BLESSING-BREATH">Blessing of Breath</option>
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<option value="Blessing of Charisma" data-i18n="BLESSING-CHARISMA">Blessing of Charisma</option>
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<option value="Blessing of Conscience" data-i18n="BLESSING-CONSCIENCE">Blessing of Conscience</option>
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@@ -27659,7 +27683,7 @@
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<div class="sheet-spacer-xl"></div>
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<!-- FOOTER -->
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<div class="sheet-row sheet-footer">
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<div class="sheet-col-1 sheet-small-label sheet-center">Sheet version 1.6b : August 22th 2022 | by Djjus & Pote</div>
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<div class="sheet-col-1 sheet-small-label sheet-center">Sheet version 1.61 : September 24th 2022 | by Djjus & Pote</div>
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</div>
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</div>
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</div>
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@@ -36247,7 +36271,26 @@
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setAttrs({
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translation_targetnumber: getTranslationByKey("TARGET-NUMBER"),
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translation_modifier: getTranslationByKey("MODIFIER"),
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translation_roll_modifier: getTranslationByKey("ROLL-MODIFIER")
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translation_roll_modifier: getTranslationByKey("ROLL-MODIFIER"),
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blessing_of_battle: getTranslationByKey("BLESSING-BATTLE"),
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blessing_of_breath: getTranslationByKey("BLESSING-BREATH"),
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blessing_of_charisma: getTranslationByKey("BLESSING-CHARISMA"),
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blessing_of_conscience: getTranslationByKey("BLESSING-CONSCIENCE"),
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blessing_of_courage: getTranslationByKey("BLESSING-COURAGE"),
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blessing_of_finesse: getTranslationByKey("BLESSING-FINESSE"),
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blessing_of_fortune: getTranslationByKey("BLESSING-FORTUNE"),
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blessing_of_grace: getTranslationByKey("BLESSING-GRACE"),
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blessing_of_hardiness: getTranslationByKey("BLESSING-HARDINESS"),
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blessing_of_healing: getTranslationByKey("BLESSING-HEALING"),
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blessing_of_hunt: getTranslationByKey("BLESSING-HUNT"),
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blessing_of_might: getTranslationByKey("BLESSING-MIGHT"),
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blessing_of_protection: getTranslationByKey("BLESSING-PROTECTION"),
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blessing_of_recuperation: getTranslationByKey("BLESSING-RECUPERATION"),
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blessing_of_righteousness: getTranslationByKey("BLESSING-RIGHTEUSNESS"),
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blessing_of_savagery: getTranslationByKey("BLESSING-SAVAGERY"),
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blessing_of_tenacity: getTranslationByKey("BLESSING-TENACITY"),
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blessing_of_wit: getTranslationByKey("BLESSING-WIT"),
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blessing_of_wisdom: getTranslationByKey("BLESSING-WISDOM")
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});
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});
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@@ -44997,4 +45040,300 @@ on("change:repeating_spellbookarcane:UsedSpell1 change:repeating_spellbookarcane
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});
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on('change:armoractiveH1 change:armoractiveH2 change:armoractiveH3 change:armoractiveT1 change:armoractiveT2 change:armoractiveT3 change:armoractiveLA1 change:armoractiveLA2 change:armoractiveLA3 change:armoractiveLL1 change:armoractiveLL2 change:armoractiveLL3 change:armoropenh3', function(event){
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if (event.sourceType === 'sheetworker') return;
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console.log("Armor Change");
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var trigger = event.triggerName;
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console.log(trigger);
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if (trigger = "armoractiveh1") {
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getAttrs(["armoractiveh1", "armoractiveh2", "armoractiveh3"], function(v) {
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ar = v.armoractiveh1*1 + v.armoractiveh2*1 + v.armoractiveh3*1;
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if (ar > 0) {ar = 1;} else {ar = 0;}
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setAttrs({
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"Armorpartial": ar,
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}, {silent: true});
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});
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}
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if (trigger = "armoractiveh2") {
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getAttrs(["armoractiveh1", "armoractiveh2", "armoractiveh3"], function(v) {
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ar = v.armoractiveh1*1 + v.armoractiveh2*1 + v.armoractiveh3*1;
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if (ar > 0) {ar = 1;} else {ar = 0;}
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setAttrs({
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"armorpartial": ar,
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"armorcoifpenalty": v.armoractiveh2*10,
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}, {silent: true});
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});
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getAttrs(["armoractiveh2", "armoractivet2", "armoractivela2", "armoractivell2"], function(v) {
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ar2 = v.armoractiveh2*1 + v.armoractivet2*1 + v.armoractivela2*1 + v.armoractivell2*1;
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if (ar2 > 0) {ar2 = 10;} else {ar2 = 0;}
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setAttrs({
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"armormailpenalty": ar2,
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}, {silent: true});
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});
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}
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if (trigger = "armoractiveh3") {
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getAttrs(["armoractiveh1", "armoractiveh2", "armoractiveh3", "armoropenh3", "armoractivet3", "armoractivela3", "armoractivell3"], function(v) {
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ar = v.armoractiveh1*1 + v.armoractiveh2*1 + v.armoractiveh3*1;
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peq = v.armoractiveh3*1 + v.armoractivet3*1 + v.armoractivela3*1 + v.armoractivell3*1
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if (ar > 0) {ar = 1;} else {ar = 0;}
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if (peq > 0) {peq = 1;}
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if (v.armoropenh3 === "1") { helm = 10; } else { helm = 20; peq = 1; }
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console.log(peq);
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console.log("Test");
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setAttrs({
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"armorpartial": ar,
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"armorhelmpenalty": v.armoractiveh3*helm,
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"armorimpenetrable": peq,
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"armorweakpoints": peq,
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}, {silent: true});
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});
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getAttrs(["armoractiveh3", "armoractivet3", "armoractivela3", "armoractivell3"], function(v) {
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ar3 = v.armoractiveh3*1 + v.armoractivet3*1 + v.armoractivela3*1 + v.armoractivell3*1;
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if (ar3 > 0) {ar3 = 10;} else {ar3 = 0;}
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console.log(ar3);
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console.log("Test");
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setAttrs({
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"armorplatepenalty": ar3,
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}, {silent: true});
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});
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}
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if (trigger = "armoropenh3") {
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getAttrs(["armoractiveh1", "armoractiveh2", "armoractiveh3", "armoropenh3"], function(v) {
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ar = v.armoractiveh1*1 + v.armoractiveh2*1 + v.armoractiveh3*1;
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if (ar > 0) {ar = 1;} else {ar = 0;}
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if (v.armoropenh3 === "1") { helm = 10; } else { helm = 20; }
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setAttrs({
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"armorpartial": ar,
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"armorhelmpenalty": v.armoractiveh3*helm,
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}, {silent: true});
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});
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}
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if (trigger = "armoractivet2") {
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getAttrs(["armoractiveh2", "armoractivet2", "armoractivela2", "armoractivell2"], function(v) {
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ar = v.armoractiveh2*1 + v.armoractivet2*1 + v.armoractivela2*1 + v.armoractivell2*1;
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if (ar > 0) {ar = 10;} else {ar = 0;}
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setAttrs({
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"armormailpenalty": ar,
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}, {silent: true});
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});
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}
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if (trigger = "armoractivet3") {
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getAttrs(["armoractiveh3", "armoractivet3", "armoractivela3", "armoractivell3", "armoropenh3"], function(v) {
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ar = v.armoractiveh3*1 + v.armoractivet3*1 + v.armoractivela3*1 + v.armoractivell3*1;
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helm = (v.armoractiveh3*1-v.armoropenh3);
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if (helm < 0) {helm = 0;}
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peq = helm + v.armoractivet3*1 + v.armoractivela3*1 + v.armoractivell3*1;
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if (ar > 0) {ar = 10;} else {ar = 0;}
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if (peq > 0) {peq = 1;}
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setAttrs({
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"armorplatepenalty": ar,
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"armorimpenetrable": peq,
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"armorweakpoints": peq,
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}, {silent: true});
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});
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}
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if (trigger = "armoractivell3") {
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getAttrs(["armoractiveh3", "armoractivet3", "armoractivela3", "armoractivell3", "armoropenh3"], function(v) {
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ar = v.armoractiveh3*1 + v.armoractivet3*1 + v.armoractivela3*1 + v.armoractivell3*1;
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helm = (v.armoractiveh3*1-v.armoropenh3);
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if (helm < 0) {helm = 0;}
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peq = helm + v.armoractivet3*1 + v.armoractivela3*1 + v.armoractivell3*1;
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if (ar > 0) {ar = 10;} else {ar = 0;}
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if (peq > 0) {peq = 1;} else {peq = 0;}
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setAttrs({
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"armorplatepenalty": ar,
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"armorplatelegspenalty": v.armoractivell3*10,
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"armorimpenetrable": peq,
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"armorweakpoints": peq,
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}, {silent: true});
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});
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}
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});
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on('change:Light_armor_equip', function(event){
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if (event.sourceType === 'sheetworker') return;
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getAttrs(["Light_armor_equip"], function(v) {
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var trigger = v.Light_armor_equip*1;
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console.log(trigger);
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if (trigger === 0) {
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console.log("Light Armor Unequip");
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setAttrs({
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"armoractiveh1": 0,
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"armoractivet1": 0,
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"armoractivela1": 0,
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"armoractivell1": 0,
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}, {silent: true});
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} else {
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|
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|
console.log("Light Armor Equip");
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|
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|
setAttrs({
|
|
|
|
|
"armoractiveh1": 1,
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|
|
|
"armoractivet1": 1,
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|
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|
"armoractivela1": 1,
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|
|
|
"armoractivell1": 1,
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|
|
|
}, {silent: true});
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|
|
|
|
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|
|
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|
}
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|
getAttrs(["armoractiveh2", "armoractiveh3"], function(v) {
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|
ar = trigger + v.armoractiveh2*1 + v.armoractiveh3*1;
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if (ar > 0) {ar = 1;} else {ar = 0;}
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|
|
|
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|
|
setAttrs({
|
|
|
|
|
"Armorpartial": ar,
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|
|
|
|
}, {silent: true});
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|
|
|
|
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|
});
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|
|
|
|
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|
|
|
|
|
|
|
|
});
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|
|
|
|
});
|
|
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|
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|
|
on('change:Medium_armor_equip', function(event){
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|
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|
|
if (event.sourceType === 'sheetworker') return;
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|
|
|
|
getAttrs(["Medium_armor_equip"], function(v) {
|
|
|
|
|
|
|
|
|
|
var trigger = v.Medium_armor_equip*1;
|
|
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|
|
|
|
|
|
console.log(trigger);
|
|
|
|
|
|
|
|
|
|
if (trigger === 0) {
|
|
|
|
|
console.log("Medium Armor Unequip");
|
|
|
|
|
setAttrs({
|
|
|
|
|
"armoractiveh2": 0,
|
|
|
|
|
"armoractivet2": 0,
|
|
|
|
|
"armoractivela2": 0,
|
|
|
|
|
"armoractivell2": 0,
|
|
|
|
|
}, {silent: true});
|
|
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
console.log("Medium Armor Equip");
|
|
|
|
|
setAttrs({
|
|
|
|
|
"armoractiveh2": 1,
|
|
|
|
|
"armoractivet2": 1,
|
|
|
|
|
"armoractivela2": 1,
|
|
|
|
|
"armoractivell2": 1,
|
|
|
|
|
}, {silent: true});
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
getAttrs(["armoractiveh1", "armoractiveh3"], function(v) {
|
|
|
|
|
|
|
|
|
|
ar = trigger + v.armoractiveh1*1 + v.armoractiveh3*1;
|
|
|
|
|
if (ar > 0) {ar = 1;} else {ar = 0;}
|
|
|
|
|
|
|
|
|
|
setAttrs({
|
|
|
|
|
"Armorpartial": ar,
|
|
|
|
|
"armorcoifpenalty": trigger*10,
|
|
|
|
|
"armormailpenalty": trigger*10,
|
|
|
|
|
}, {silent: true});
|
|
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
on('change:Heavy_armor_equip', function(event){
|
|
|
|
|
if (event.sourceType === 'sheetworker') return;
|
|
|
|
|
getAttrs(["Heavy_armor_equip"], function(v) {
|
|
|
|
|
|
|
|
|
|
var trigger = v.Heavy_armor_equip*1;
|
|
|
|
|
|
|
|
|
|
console.log(trigger);
|
|
|
|
|
|
|
|
|
|
if (trigger === 0) {
|
|
|
|
|
console.log("Heavy Armor Unequip");
|
|
|
|
|
setAttrs({
|
|
|
|
|
"armoractiveh3": 0,
|
|
|
|
|
"armoractivet3": 0,
|
|
|
|
|
"armoractivela3": 0,
|
|
|
|
|
"armoractivell3": 0,
|
|
|
|
|
"armorplatelegspenalty": 0,
|
|
|
|
|
"armorimpenetrable": 0,
|
|
|
|
|
"armorweakpoints": 0,
|
|
|
|
|
}, {silent: true});
|
|
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
console.log("Heavy Armor Equip");
|
|
|
|
|
setAttrs({
|
|
|
|
|
"armoractiveh3": 1,
|
|
|
|
|
"armoractivet3": 1,
|
|
|
|
|
"armoractivela3": 1,
|
|
|
|
|
"armoractivell3": 1,
|
|
|
|
|
"armorplatelegspenalty": 10,
|
|
|
|
|
"armorimpenetrable": 1,
|
|
|
|
|
"armorweakpoints": 1,
|
|
|
|
|
}, {silent: true});
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
getAttrs(["armoractiveh1", "armoractiveh2", "armoropenh3"], function(v) {
|
|
|
|
|
|
|
|
|
|
ar = trigger + v.armoractiveh1*1 + v.armoractiveh2*1;
|
|
|
|
|
if (ar > 0) {ar = 1;} else {ar = 0;}
|
|
|
|
|
if (v.armoropenh3 === "1") { helm = 10; } else { helm = 20; }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
setAttrs({
|
|
|
|
|
"Armorpartial": ar,
|
|
|
|
|
"armorhelmpenalty": trigger*helm,
|
|
|
|
|
"armorplatepenalty": trigger*10,
|
|
|
|
|
}, {silent: true});
|
|
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
</script>
|