Files
2020-12-21 11:17:03 -03:00

1234 lines
56 KiB
HTML

<!-- Sheet Tab Buttons -->
<div>
<button type="action" name="act_PC">PC</button>
<!-- <button type="action" name="act_PCdetail">PC-Detail</button>-->
<button type="action" name="act_Beast">Beast of Barsoom</button>
<!-- <button type="action" name="act_GM">GM Panel</button> -->
</div>
<!-- Sheet Tabs -->
<input type="hidden" class="sheet-tabstoggle" name="attr_sheetTab" value="PC">
<input type="hidden" name="attr_initialized" value=0>
<div class="sheet-PC">
<div class="characterinfo">
<input class="charname_label" name="attr_character_name"><br>
<table>
<tr>
<td>
<span class="attributelabel-NP">Title </span>
</td>
<td width=10>
</td>
<td>
<input type="text" class="shorttext" name="attr_title">
</td>
</tr>
<tr>
<td>
<span class="attributelabel-NP">Race </span>
</td>
<td width=10>
</td>
<td>
<input type="text" class="shorttext" name="attr_race">
</td>
</tr>
</table>
</div>
<div class="bannerleft">
.
</div>
<div class="bannerright">
</div>
<div class="weaponpanel">
<span class="2d20header">Equipment</span>
<fieldset class="repeating_coreequ">
<input type="text" class="talentlabel" name="attr_coreequ" value="Equipment" title="Equipment name">
<select name="attr_equclass" class="shorttext3" title="Core or not?">
<option value="core">Core</option>
<option value="noncore">-</option>
</select>
<input type="text" class="text35" name="attr_coreequdesc" value="Description" title="Equipment desc">
</fieldset>
<hr class="minorbreak">
<span class="2d20header">Weapons</span>
<input name="attr_loadbonus" type="hidden" value=0>
<fieldset class="repeating_weapons">
<input type="text" class="weaponheader" value="Weapon Name" name="attr_WeaName" title="Weapon name">
<select name="attr_wea_class" class="shorttext" title="weapon class">
<option value="@{melee_bonus}">Melee</option>
<option value="@{ranged_bonus}">Near</option>
<option value="@{threat_bonus}">Away</option>
<option value="@{threat_bonus}">Threaten</option>
</select>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Spacerflower.png" width="30">
Dmg <input type="number" class="die-value" value="cd" name="attr_CD" title="Damage dice" value="1">
+ <input type="number" class="die-value" value="cd" name="attr_momCD" title="Bonus damage dice from momentum" value="0">
<button type="roll" title="Damage roll" value="&{template:CDroll}{{name=@{character_name}}}{{weaponname=@{WeaName}}}{{effects=@{effects}}}{{bonus=@{momCD}}}{{result=[[[[@{cd}+@{momCD}]]t[CD]]]}}"></button>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Spacerflower.png" width="30">
Notes <input type="text" value="Notes" name="attr_effects" class="shorttext">
<BR>
</fieldset>
</div>
<div class="attributepanel">
<span class="2d20header">Character Attributes</span><br><br>
<table class="attributetable">
<TR>
<td><span class="talentlabel"></span></td><td><span class="talentlabel">Name</span></td><td><span class="talentlabel">Score</span></td><td><span class="talentlabel"></span></td>
</TR>
<TR class="skillrow">
<td><p align="center"><button type="action" name="act_cunning1">A</button></p></td>
<Td><span class="skilllabel" title="Used for all attacks, insults and thefts.">Cunning</span></td>
<td class="skillvaluecell"><input class="attributelabel" name="attr_cunning" type="number" value=0></Td>
<td><p align="center"><button type="action" name="act_cunning2">B</button></p></td>
</TR>
<TR class="skillrow">
<td><p align="center"><button type="action" name="act_daring1">A</button></p></td>
<Td><span class="skilllabel" title="Used when at risk and movement is important.">Daring</span></Td>
<td class="skillvaluecell"><input class="attributelabel" name="attr_daring" type="number" value=0></Td>
<td><p align="center"><button type="action" name="act_daring2">B</button></p></td>
</TR>
<TR class="skillrow">
<td><p align="center"><button type="action" name="act_empathy1">A</button></p></td>
<Td><span class="skilllabel" title="Used to understand or heal another.">Empathy</span></Td>
<td class="skillvaluecell"><input class="attributelabel" name="attr_empathy" type="number" value=0></Td>
<td><p align="center"><button type="action" name="act_empathy2">B</button></p></td>
</TR>
<TR class="skillrow">
<td><p align="center"><button type="action" name="act_might1">A</button></p></td>
<Td><span class="skilllabel" title="Used to apply force to the inanimate world.">Might</span></Td>
<td class="skillvaluecell"><input class="attributelabel" name="attr_might" type="number" value=0></Td>
<td><p align="center"><button type="action" name="act_might2">B</button></p></td>
</TR>
<TR class="skillrow">
<td><p align="center"><button type="action" name="act_passion1">A</button></p></td>
<Td><span class="skilllabel" title="Used for attempts to lead, love or entertain.">Passion</span></Td>
<td class="skillvaluecell"><input class="attributelabel" name="attr_passion" type="number" value=0></Td>
<td><p align="center"><button type="action" name="act_passion2">B</button></p></td>
</TR>
<TR class="skillrow">
<td><p align="center"><button type="action" name="act_reason1">A</button></p></td>
<Td><span class="skilllabel" title="Used for actions that used the mind or the senses.">Reason</span></Td>
<td class="skillvaluecell"><input class="attributelabel" name="attr_reason" type="number" value=0></Td>
<td><p align="center"><button type="action" name="act_reason2">B</button></p></td>
</TR>
</table>
</div>
<!-- ********************************** -->
<!-- MOMENTUM & LUCK -->
<!-- ********************************** -->
<div class="momentumpanel">
<span class="2d20header">Momentum</span><BR>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Mometumgem.png" width="70" title="Max momentum that can be saved turn to turn.">
<input type="number" class="big-value" name="attr_maxpool" value="0"> <!-- <button class="blankroll" type="roll" value="!spendmomentum @{character_id} ?{how much|1} Miscellaneous"><img src="https://i.imgur.com/2aj8eEM.png" title="spend momentum" width="20" height="20"></button>-->
</div>
<div class="luckpanel">
<span class="2d20header">Luck</span>
<table>
<tr>
<td>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Luckcoin.png" width="70" title="Manually tracked Luck pool">
<input type="number" class="big-value" name="attr_fortune" value=0><br>
</td>
</tr>
</table>
</div>
<!-- ********************************** -->
<!-- STRESS & HARM PANEL -->
<!-- ********************************** -->
<div class="stresspanel">
<table class="stresstable">
<tr>
<td>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/JCOMSpacerGem_blue.png" width="40">
</td>
<TD>
<span class="2d20header">Confusion</span><BR>
(Empathy & Reason)<br>
<input name="attr_confusion_current" type="number" value=0 class="die_value">/
<input type="number" name="attr_maxconfusion" class="attributelabel-NP" value="0">
<br>
<input name="attr_madness1" type="checkbox" value="1">
<input name="attr_madness2" type="checkbox" value="1">
<input name="attr_madness3" type="checkbox" value="1">
<input name="attr_madness4" type="checkbox" value="1">
<input name="attr_madness5" type="checkbox" value="1"><br>Madness
<input type="hidden" class="die-value" name="attr_totalmadness" value="0">
</TD>
<td>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/JCOMSpacerGem_green.png" width="40">
</td>
<TD>
<span class="2d20header">Fear</span><BR>
(Daring & Passion) <br>
<input name="attr_fear_current" type="number" value=0 class="die_value">/
<input type="number" name="attr_maxfear" class="attributelabel-NP" value="0" >
<br>
<input name="attr_trauma1" type="checkbox" value="1">
<input name="attr_trauma2" type="checkbox" value="1">
<input name="attr_trauma3" type="checkbox" value="1">
<input name="attr_trauma4" type="checkbox" value="1">
<input name="attr_trauma5" type="checkbox" value="1"><br>Trauma
<input type="hidden" class="die-value" name="attr_totaltrauma" value="0">
</TD>
<td>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/JCOMSpacerGem_red.png" width="40">
</td>
<TD>
<span class="2d20header">Injury</span><BR>
(Cunning & Might)<br>
<input name="attr_injury_current" type="number" value=0 class="die_value">/
<input type="number" name="attr_maxinjury" class="attributelabel-NP" value="0" >
<br>
<input name="attr_wound1" type="checkbox" value="1">
<input name="attr_wound2" type="checkbox" value="1">
<input name="attr_wound3" type="checkbox" value="1">
<input name="attr_wound4" type="checkbox" value="1">
<input name="attr_wound5" type="checkbox" value="1"><br>Wounds
<input type="hidden" class="die-value" name="attr_totalwounds" value="0">
</TD>
</tr>
</table><br>
<p align="center"><button type="action" name="act_resetstress">Reset Stress</button></p>
</div>
<!-- ********************************** -->
<!-- DIE CONTROL PANEL -->
<!-- ********************************** -->
<div class="diecontrol">
<span class="2d20header">2d20 Dice Roller<span><br>
<span class="attributelabel">1. Set Difficulty</span>
<button type="action" name="act_d0">0</button>
<button type="action" name="act_d1">1</button>
<button type="action" name="act_d2">2</button>
<button type="action" name="act_d3">3</button>
<button type="action" name="act_d4">4</button>
<button type="action" name="act_d5">5</button>
<br>
<span class="dielabel">2. attributes:</span><br>
A. <input type="text" name="attr_attribute1" value="None" class="shorttext" readonly> + B. <input type="text" name="attr_attribute2" value="None" class="shorttext" readonly><br>
<input type="hidden" name="attr_attribval1" value="0" readonly>
<input type="hidden" name="attr_attribval2" value="0" readonly>
<span class="dielabel">> TN:</span><input type="number" class="attributelabel-5" name="attr_TN" value="[[@{attribval1}+@{attribval2}]]" disabled>
<span class="dielabel">FC:</span><input type="number" class="attributelabel-5" name="attr_FC" value=10 readonly><BR>
<!-- Hidden fields to calculate difficulties based on harm and skill type -->
<input type="hidden" name="attr_currenttype" value="">
<input type="hidden" name="attr_currentfail" value="20">
<input type="hidden" name="attr_currenttrauma" value="0">
<input type="hidden" class="die-value" name="attr_adjusted_difficulty" value="[[@{difficulty}+@{currentharm}]]" disabled>
<span class="attributelabel">> vs. difficulty</span>
<input type="number" name="attr_difficulty" class="die_value" readonly> <span class="attributelabel-NP">+ Harms</span><input class="die-value" type="number" value="0" name="attr_currentharm"> (Max D5)<br>
<span class="attributelabel">3. Choose dice to add to your roll here</span><BR>
<p align="center">
<input type="hidden" name="attr_baseroll" value="[[2+@{d20momentum}+@{d20doom}]]">
<input type="hidden" name="attr_fortuneroll" value="[[@{d20fortune}<@{currentFC}]]">
<button type="action" title="+1d20 from momentum." name="act_adddie_momentum"><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Mometumgem.png" width="35" height="30"></button>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Chaos.png" width="20" height="20" title="">
<button type="action" title="Give GM 1 doom for +1d20." name="act_adddie_doom"><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/skullandcross.png" width="35" height="30"></button>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Chaos.png" width="20" height="20" title="">
<button type="action" title="+1d20 from Luck, rolled as a 1." name="act_addlucky20"><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Luckcoin.png" width="35" height="30"></button>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Chaos.png" width="20" height="20" title="">
<button type="action" title="+1d20, no cost, make up deficiencies from loads etc." name="act_add20"><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Question.png" width="35" height="30"></button><br><br>
<button type="action" name="act_cleardice" title="Redistribute points">Reset Dice</button>
</p>
<hr class="minorbreak">
Current dice being rolled...<BR>
<p align="center">
<span class="dielabel">2d20 +</span>
<input type="hidden" name="attr_d20momentum" class="die_value" readonly value=0 title="Dice from momentum">
<input type="hidden" name="attr_spentmom" value=0>
<input type="hidden" name="attr_d20doom" class="die_value" readonly value=0 title="Dice from doom">
<input type="hidden" name="attr_d20fortune" class="die_value" readonly value=0 title="Dice from fortune">
<input type="hidden" name="attr_d20exception" class="die_value" readonly value=0 title="Dice from talents/loads/equipment">
<input type="number" class="big-value" name="attr_totaldice" value="[[@{d20momentum}+@{d20fortune}+@{d20doom}+@{d20exception}]]" readonly disabled>
<input type="hidden" name="attr_dicetoroll" value="[[2+@{d20momentum}+@{d20doom}+@{d20exception}]]" readonly disabled>
<!-- API COMMAND -->
<!-- <button type="roll" name="skill_check" value="!skillcheck @{character_id} skill 2">4. Roll</button> -->
<!--<button type="roll" name="skill_check" value="&{template:conanroll}{{name=@{character_name}}}{{skill=@{currentskillname}}}{{diff=@{adjusted_difficulty}}}{{momentumdice=@{d20momentum}}}{{spentmomentum=@{spentmom}}}{{doomdice=@{d20doom}}}{{fortunedice=@{d20fortune}}}{{result=[[@{baseroll}d20<@{TN}cs@{FC}cf@{currentFail}]]}}{{fortune=[[@{d20fortune}d1<@{currentTN}cf@{currentFC}]]}}">Roll Dice</button>-->
<button type="roll" name="skill_check" value="&{template:JCOMroll}{{momentumicon=1}}{{name=@{character_name}}}{{attribute1=@{attribute1}}}{{attribute2=@{attribute2}}}{{diff=@{adjusted_difficulty}}}{{momentumdice=@{d20momentum}}}{{spentmomentum=@{spentmom}}}{{doomdice=@{d20doom}}}{{fortunedice=@{d20fortune}}}{{result=[[@{dicetoroll}d20<@{TN}cs<@{FC}cf20]]}}{{fortune=[[@{d20fortune}d1<@{TN}cf20]]}}">Roll Dice</button>
<!--<button type="roll" value="[[[[2+@{totaldice}]]d20<@{TN}cs<@{FC}]]">Roll</button>-->
</p>
</div>
<!-- ********************************** -->
<!-- TALENT PANEL -->
<!-- ********************************** -->
<div class="talentpanel">
<span class="2d20header">Flaw</span><br>
<input type="text" name="attr_flaw" class="longtext">
<hr class="minorbreak">
<span class="2d20header">Talents</span><Br>
<input type="hidden" value="1" name="attr_deftblade">
<fieldset class="repeating_talents">
<input type="text" class="talentlabel" name="attr_talentname" value="Talent name">
Grade<input type="number" class="die-value" name="attr_talentgrade" value="0">
Circ:<input type="text" name="attr_talentcircumstance">
Eff:<input type="text" name="attr_talenteffect">
<button class="blankroll" type="roll" name="act_activate_talent" value="&{template:conantalent}{{name=@{character_name}}}{{talent=@{talentname}}}{{grade=@{talentgrade}}}{{circumstance=@{talentcircumstance}}}{{effect=@{talenteffect}}}">Use</button>
</fieldset>
</div>
<!-- ********************************** -->
<!-- RENOWNPANEL -->
<!-- ********************************** -->
<div class="renownpanel">
<span class="2d20header">Renown</span>
<table class="stresstable">
<tr>
<td><span class="skilllabel">Unspent</span></td><td><span class="skilllabel">Spent</span></td><td><span class="skilllabel">Total</span></td>
</tr>
<tr>
<td><input type="number" class="die-value" name="attr_unspentrenown"></td>
<td><input type="number" class="die-value" name="attr_spentrenown"></td>
<td><input type="number" class="die-value" name="attr_totalrenown"></td>
</tr>
</table><BR>
<hr class="minorbreak">
<span class="2d20header">Experience</span>
<input type="text" name="attr_experience" value="0"><BR>
<hr class="minorbreak">
<span class="2d20header">Allies</span>
<fieldset class="repeating_allies">
<input type="text" class="text35" name="attr_ally" value="Ally">
</fieldset>
</div>
<div class="starshipsandsteel">
<a href="www.starshipsandsteel.com">www.starshipsandsteel.com</a>
</div>
</div>
<!-- ********************************** -->
<!-- BEAST OF BARSOOM SHEET -->
<!-- ********************************** -->
<div class="sheet-Beast">
<div class="beastbanner">
</div>
<div class="BeastName">
<table class="stresstable">
<tr>
<TD colspan=2>
<input class="charname_label" name="attr_character_name"><BR>
<td>
</Tr>
<tr>
<td padding="2px">
<input type="radio" name="attr_based20" value="1"><span class="tinytext">Minion</span>
<input type="radio" name="attr_based20" value="2"><span class="tinytext">Monster</span><BR>
<span class="tinytext">Pack Count</span><BR>
<input type="checkbox" name="attr_minion1" value="0">
<input type="checkbox" name="attr_minion2" value="1">
<input type="checkbox" name="attr_minion3" value="1">
<input type="checkbox" name="attr_minion4" value="1">
<input type="checkbox" name="attr_minion5" value="1">
<input type="hidden" name="attr_mobsize" class="die-value" value="@{minion2}+@{minion3}+@{minion4}+@{minion5}" disabled>
</TD>
<td>
<span class="2d20header">Menace</span><input type="number" class="big-value" name="attr_beastmenace">/<input type="number" class="attributelabel-NP" name="attr_maxbeastmenace" value="3"><br>
Stress<input type="number" class="die_value" name="attr_beaststress">/<input type="number" class="attributelabel-NP" name="attr_maxbeaststress" value="3">
</td>
</tr>
</table>
</div>
<div class="BeastAttribs">
<br>
<span class="2d20header">Beast Attributes</span><br><br>
<table class="attributetable">
<TR>
<td><span class="talentlabel"></span></td><td><span class="talentlabel">Name</span></td><td><span class="talentlabel">Score</span></td><td><span class="talentlabel"></span></td>
</TR>
<TR class="skillrow">
<td><p align="center"><button type="action" name="act_cunning1">A</button></p></td>
<Td><span class="skilllabel">Cunning</span></td>
<td class="skillvaluecell"><input class="attributelabel" name="attr_cunning" type="number" value=0></Td>
<td><p align="center"><button type="action" name="act_cunning2">B</button></p></td>
</TR>
<TR class="skillrow">
<td><p align="center"><button type="action" name="act_daring1">A</button></p></td>
<Td><span class="skilllabel">Daring</span></Td>
<td class="skillvaluecell"><input class="attributelabel" name="attr_daring" type="number" value=0></Td>
<td><p align="center"><button type="action" name="act_daring2">B</button></p></td>
</TR>
<TR class="skillrow">
<td><p align="center"><button type="action" name="act_empathy1">A</button></p></td>
<Td><span class="skilllabel">Empathy</span></Td>
<td class="skillvaluecell"><input class="attributelabel" name="attr_empathy" type="number" value=0></Td>
<td><p align="center"><button type="action" name="act_empathy2">B</button></p></td>
</TR>
<TR class="skillrow">
<td><p align="center"><button type="action" name="act_might1">A</button></p></td>
<Td><span class="skilllabel">Might</span></Td>
<td class="skillvaluecell"><input class="attributelabel" name="attr_might" type="number" value=0></Td>
<td><p align="center"><button type="action" name="act_might2">B</button></p></td>
</TR>
<TR class="skillrow">
<td><p align="center"><button type="action" name="act_passion1">A</button></p></td>
<Td><span class="skilllabel">Passion</span></Td>
<td class="skillvaluecell"><input class="attributelabel" name="attr_passion" type="number" value=0></Td>
<td><p align="center"><button type="action" name="act_passion2">B</button></p></td>
</TR>
<TR class="skillrow">
<td><p align="center"><button type="action" name="act_reason1">A</button></p></td>
<Td><span class="skilllabel">Reason</span></Td>
<td class="skillvaluecell"><input class="attributelabel" name="attr_reason" type="number" value=0></Td>
<td><p align="center"><button type="action" name="act_reason2">B</button></p></td>
</TR>
</table>
</div>
<!--******************-->
<!-- Beast Special abilities PANEL -->
<!--******************-->
<div class="beasttalents">
<span class="2d20header">Talents</span><br>
<fieldset class="repeating_talents">
<input type="text" class="talentlabel" name="attr_talentname" value="Talent name">
Grade<input type="number" class="die-value" name="attr_talentgrade" value="0">
Circ:<input type="text" name="attr_talentcircumstance">
Eff:<input type="text" name="attr_talenteffect">
<button class="blankroll" type="roll" name="act_activate_talent" value="&{template:conantalent}{{name=@{character_name}}}{{talent=@{talentname}}}{{grade=@{talentgrade}}}{{circumstance=@{talentcircumstance}}}{{effect=@{talenteffect}}}">Use</button>
</fieldset>
</div>>
<div class="beastweapons">
<span class="2d20header">Beast Weapons</span>
<input name="attr_loadbonus" type="hidden" value=0>
<fieldset class="repeating_weapons">
<input type="text" class="weaponheader" value="Weapon Name" name="attr_WeaName" title="Weapon name">
<select name="attr_wea_class" class="shorttext" title="weapon class">
<option value="@{melee_bonus}">Melee</option>
<option value="@{ranged_bonus}">Ranged</option>
<option value="@{threat_bonus}">Threaten</option>
</select>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Spacerflower.png" width="30">
Dmg <input type="number" class="die-value" value="cd" name="attr_CD" title="Damage dice" value="1">
+ <input type="number" class="die-value" value="cd" name="attr_momCD" title="Bonus damage dice from momentum" value="0">
<button type="roll" title="Damage roll" value="&{template:CDroll}{{name=@{character_name}}}{{weaponname=@{WeaName}}}{{effects=@{effects}}}{{bonus=@{momCD}}}{{result=[[[[@{cd}+@{momCD}]]t[CD]]]}}"></button>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Spacerflower.png" width="30">
Notes <input type="text" value="Notes" name="attr_effects" class="shorttext">
<BR>
</fieldset>
</div>
<!--******************-->
<!-- Beast DIE CONTROL -->
<!--******************-->
<div class="diecontrol">
<span class="2d20header">2d20 Dice Roller<span><br>
<span class="attributelabel">1. Set Difficulty</span>
<button type="action" name="act_d0">0</button>
<button type="action" name="act_d1">1</button>
<button type="action" name="act_d2">2</button>
<button type="action" name="act_d3">3</button>
<button type="action" name="act_d4">4</button>
<button type="action" name="act_d5">5</button>
<br>
<span class="dielabel">2. attributes:</span><br>
A. <input type="text" name="attr_attribute1" value="None" class="shorttext" readonly> + B. <input type="text" name="attr_attribute2" value="None" class="shorttext" readonly><br>
<input type="hidden" name="attr_attribval1" value="0" readonly>
<input type="hidden" name="attr_attribval2" value="0" readonly>
<span class="dielabel">> TN:</span><input type="number" class="attributelabel-5" name="attr_TN" value="[[@{attribval1}+@{attribval2}]]" disabled>
<span class="dielabel">FC:</span><input type="number" class="attributelabel-5" name="attr_FC" value=10 readonly><BR>
<!-- Hidden fields to calculate difficulties based on harm and skill type -->
<input type="hidden" name="attr_currenttype" value="">
<input type="hidden" name="attr_currentfail" value="20">
<input type="hidden" name="attr_currenttrauma" value="0">
<input type="hidden" class="die-value" name="attr_adjusted_difficulty" value="[[@{difficulty}+@{currentharm}]]" disabled>
<span class="attributelabel">> vs. difficulty</span>
<input type="number" name="attr_difficulty" class="die_value" readonly> <span class="attributelabel-NP">+ Harms</span><input class="die_value" type="number" value="0" name="attr_currentharm"> (Max D5)<br>
<span class="attributelabel">3. Choose dice to add to your roll here</span><BR>
<p align="center">
<input type="hidden" name="attr_baseroll" value="[[2+@{d20momentum}+@{d20doom}]]">
<input type="hidden" name="attr_fortuneroll" value="[[@{d20fortune}<@{currentFC}]]">
<button type="action" title="+1d20 from momentum." name="act_adddie_momentum"><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Mometumgem.png" width="35" height="30"></button>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Chaos.png" width="20" height="20" title="">
<button type="action" title="Give GM 1 doom for +1d20." name="act_adddie_doom"><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/skullandcross.png" width="35" height="30"></button>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Chaos.png" width="20" height="20" title="">
<button type="action" title="+1d20 from Luck, rolled as a 1." name="act_addlucky20"><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Luckcoin.png" width="35" height="30"></button>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Chaos.png" width="20" height="20" title="">
<button type="action" title="+1d20, no cost, make up deficiencies from loads etc." name="act_add20"><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Question.png" width="35" height="30"></button><br><br>
<button type="action" name="act_cleardice" title="Redistribute points">Reset Dice</button>
</p>
<hr class="minorbreak">
Current dice being rolled...<BR>
<p align="center">
<input type="number" name="attr_based20" class="dielabel" readonly>
<span class="dielabel">d20 +</span>
<input type="hidden" name="attr_d20momentum" class="die_value" readonly value=0 title="Dice from momentum">
<input type="hidden" name="attr_spentmom" value=0>
<input type="hidden" name="attr_d20doom" class="die_value" readonly value=0 title="Dice from doom">
<input type="hidden" name="attr_d20fortune" class="die_value" readonly value=0 title="Dice from fortune">
<input type="hidden" name="attr_d20exception" class="die_value" readonly value=0 title="Dice from talents/loads/equipment">
<input type="number" class="big-value" name="attr_totaldice" value="[[@{d20momentum}+@{d20fortune}+@{d20doom}+@{d20exception}+@{mobsize}]]" readonly disabled>
<input type="hidden" name="attr_dicetoroll" value="[[2+@{d20momentum}+@{d20doom}+@{d20exception}]]" readonly disabled>
<!-- API COMMAND -->
<!-- <button type="roll" name="skill_check" value="!skillcheck @{character_id} skill 2">4. Roll</button> -->
<!--<button type="roll" name="skill_check" value="&{template:conanroll}{{name=@{character_name}}}{{skill=@{currentskillname}}}{{diff=@{adjusted_difficulty}}}{{momentumdice=@{d20momentum}}}{{spentmomentum=@{spentmom}}}{{doomdice=@{d20doom}}}{{fortunedice=@{d20fortune}}}{{result=[[@{baseroll}d20<@{TN}cs@{FC}cf@{currentFail}]]}}{{fortune=[[@{d20fortune}d1<@{currentTN}cf@{currentFC}]]}}">Roll Dice</button>-->
<button type="roll" name="skill_check" value="&{template:JCOMroll}{{momentumicon=1}}{{name=@{character_name}}}{{attribute1=@{attribute1}}}{{attribute2=@{attribute2}}}{{diff=@{adjusted_difficulty}}}{{momentumdice=@{d20momentum}}}{{spentmomentum=@{spentmom}}}{{doomdice=@{d20doom}}}{{fortunedice=@{d20fortune}}}{{result=[[@{dicetoroll}d20<@{TN}cs<@{FC}cf20]]}}{{fortune=[[@{d20fortune}d1<@{TN}cf20]]}}">Roll Dice</button>
<!--<button type="roll" value="[[[[2+@{totaldice}]]d20<@{TN}cs<@{FC}]]">Roll</button>-->
</p>
</div>
<div class="sheet-GM">
<div class="gmpanel">
<input type="number" name="attr_momentum"><button type="roll" class="blankroll" title="Subtract 1 from Momentum" value="!decreasemomentum GMPANEL 1"><img src="https://imgur.com/DxddPM7.png" width="22"></button><br>
<label>Momentum</label>
<input type="number" name="attr_doom"><button type="roll" class="blankroll" title="Report Doom" name="reportdoom" value="!reportdoom GMPANEL"><img src="https://i.imgur.com/J08Xe7w.png" width="22"></button>
<label>Doom</label>
<!-- <input type="number" name="attr_GMdifficulty"><label>GM Difficulty</label>
<input type="number" name="attr_difficulty"><label>Difficulty</label>-->
</div>
<div class="combatpanel">
<input type="number" name="attr_currentround" value="1"><label>Round</label>
<button type="action" name="act_nextround">Next Round</button><BR>
<button type="action" name="act_startcombat">Start Combat</button>
</div>
<div class="playerpanel">
<fieldset class="repeating_players">
<input type="text" class="talentlabel" name="attr_playername">
<input type="checkbox" name="attr_takenturn">
</fieldset>
</div>
<div class="swordfooter">
<button type="roll" class="blankroll" value="!init @{character_id}">
<img src="https://i.imgur.com/GvDDrVy.png" title="End Turn">
</button>
<!-- Zero Momentum spends -->
<!-- Report remaning Momentum -->
<!-- Zero dice-->
<!-- Reset talents -->
</div>
</div>
<!-- Roll Templates -->
<!-- Main Skill & Attribute Template -->
<rolltemplate class="sheet-rolltemplate-JCOMroll">
<div class="sheet-JCOM-container">
{{#momentumicon}}
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/2d20.png" width="60" title="Momentum" class="center" style="padding-top: 6px; padding-left:3px">
{{/momentumicon}}
<div class="sheet-JCOM-roll-header">
{{name}}
</div>
<div class="sheet-JCOM-type">
{{attribute1}} + {{attribute2}}
</div>
<div class="sheet-JCOM-dice">
<br>
Cost<BR>
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Mometumgem.png" width="20" height="20" title="Momentum"> {{spentmomentum}}
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/skullandcross.png" width="30" height="30" title="Doom"> {{doomdice}}
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/John%20Carter%20of%20Mars/Images/Luckcoin.png" width="30" height="30" title="Fortune"> {{fortunedice}}
</div>
<div class="conan-JCOM-result">
{{rolls}}<br>
</div>
{{#SUCCEED}}
<div class="sheet-JCOM-success">
SUCCESS<br>
</div>
{{/SUCCEED}}
{{#FAIL}}
<div class="sheet-JCOM-fail">
FAILURE<br>
</div>
{{/FAIL}}
<div class="JCOM-roll-result">
Difficulty: {{diff}}<br>
Dice: {{result}} +
Luck: {{fortune}}<BR>
{{button}}
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-conantalent">
<div class="sheet-conan-talent-container">
<div class="sheet-conan-talent-header">
{{name}}<BR><BR>
</div>
<div class="sheet-conan-talent-name">
{{talent}}
</div>
<div class="sheet-conan-talent-cost">
Grade: {{grade}}
</div>
<div class="sheet-conan-talent-desc">
<b>Circumstance</b><BR> {{circumstance}}<br>
<b>Effect</b><br> {{effect}}
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-CDroll">
<div class="sheet-CD-container">
<BR><BR><BR>
<div class="sheet-CD-roll-header">
{{name}}<BR>
</div>
<div class="sheet-CD-type">
{{weaponname}}<br><BR>
<b>DAMAGE</b><br>
{{#bonus}}
Momentum: {{bonus}}<br>
{{/bonus}}
</div>
<div class="sheet-CD-dice">
{{effects}}
</div>
<div class="sheet-CD-roll-header">
<br>
{{result}}<BR>
</div>
<div class="sheet-CD-smalltext">
Hover for number of Effects<BR>
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-momentumspend">
<div class="sheet-momentum-container">
<BR><BR><BR><BR>
<div class="sheet-momentum-header">
{{name}}
</div>
<div class="sheet-momentum-spent">
{{#spend_name}}
{{spend_name}}<BR>
{{/spend_name}}
</div>
<div class="sheet-momentum-amount">
- {{spend_cost}} -
</div>
<div class="sheet-momentum-smalltext">
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-doompool">
<div class="sheet-doompool-container">
<div class="sheet-doompool-header">
{{header}}
</div>
<div class="sheet-doompool-total">
<BR>
{{doom}}
</div>
</div>
</rolltemplate>
<!-- Sheet Workers -->
<script type="text/worker">
const buttonlist = ["PC","Beast","GM","PCdetail"];
const harmupdate=["totalmadness","totalwounds","totaltrauma","attribute1","attribute2","difficulty","beastdiff","maxbeastmenace","beastmenace"];
const injuryharms =["wound1","wound2","wound3","wound4","wound5"];
const confusionharms =["madness1","madness2","madness3","madness4","madness5"];
const fearharms =["trauma1","trauma2","trauma3","trauma4","trauma5"];
const damagebonus =["brawn","coordination","personality"];
const attribbuttons = ["Cunning1","Cunning2","Daring1","Daring2","Empathy1","Empathy2","Passion1","Passion2","Reason1","Reason2","Might1","Might2"];
const npcexpertise =["Combat","Movement","Senses","Knowledge","Social","Fortitude"];
const attributes =["cunning","daring","empathy","might","passion","reason"];
const mentalskills=["Alchemy","Animal_Handling","Command","Counsel","Craft","Discipline","Healing","Linguistics","Lore","Observation","Persuade","Society","Sorcery","Warfare"];
const fortunebuttons=["addlucky20","subtractlucky20","recoverfortunevigor","recoverfortuneresolve","ignorewounds","ignoretrauma","secondaction"];
const stressrecover=["resetstress"];
buttonlist.forEach(button => {
on(`clicked:${button}`, function() {
setAttrs({
sheetTab: button
});
});
});
attributes.forEach(maxup => {
on(`change:${maxup}`, function() {
getAttrs(attributes, function(values){
var emp=parseInt(values.empathy)||0;
var cun=parseInt(values.cunning)||0;
var mig=parseInt(values.might)||0;
var pas=parseInt(values.passion)||0;
var dar=parseInt(values.daring)||0;
var rea=parseInt(values.reason)||0;
if (emp>rea){
mxcon=emp;
} else {
mxcon=rea;
}
if (dar>pas){
mxfear=dar;
} else {
mxfear=pas;
}
if (cun>mig){
mxinj=cun;
} else {
mxinj=mig;
}
var poolmom=Math.min(emp,cun,mig,pas,dar,rea);
setAttrs({
maxconfusion:mxcon,
maxfear:mxfear,
maxinjury:mxinj,
maxpool:poolmom
});
});
});
});
attributes.forEach(button => {
on(`clicked:${button}`, function(){
getAttrs([button,"currentFC"], function(values){
var attrib=parseInt(values[button])||0;
var FC=parseInt(values.currentFC)||0;
var TN=attrib+FC;
setAttrs({
currentattribute:attrib,
currentattributename:button,
currentTN:TN
});
});
});
});
npcexpertise.forEach(button => {
on(`clicked:${button}`, function(){
getAttrs([button,"currentattribute"], function(values){
var exp=parseInt(values[button])||0;
var attrib=parseInt(values.currentattribute)||0;
var TN=attrib+exp;
setAttrs({
currentFC:exp,
currentTN:TN,
currentskillname:button
});
});
});
});
stressrecover.forEach(button =>{
on(`clicked:${button}`, function(){
switch(button){
case "resetstress":
getAttrs(["maxconfusion","maxfear","maxinjury"], function(values){
var maxc=parseInt(values.maxconfusion)||0;
var maxf=parseInt(values.maxfear)||0;
var maxi=parseInt(values.maxinjury)||0;
setAttrs({
confusion_current:maxc,
fear_current:maxf,
injury_current:maxi
});
});
break;
}
});
});
fortunebuttons.forEach(button =>{
on(`clicked:${button}`, function(){
switch(button){
case "secondaction":
getAttrs(["fortune"], function(values){
var fort=parseInt(values.fortune)||0;
if (fort-1>=0){
fort=fort-1;
setAttrs({
fortune:fort
});
}
});
break;
case "addlucky20":
getAttrs(["fortune","d20momentum","d20fortune","d20doom","d20exception"], function(values){
var d20fort=parseInt(values.d20fortune)||0;
var d20mom=parseInt(values.d20momentum)||0;
var d20doom=parseInt(values.d20doom)||0;
var d20excp=parseInt(values.d20exception)||0;
var fort=parseInt(values.fortune)||0;
var totald20=d20fort+d20doom+d20mom+d20excp;
if (totald20+1<=3){
// fort=fort-1;
d20fort=d20fort+1;
setAttrs({
// fortune:fort,
d20fortune:d20fort
});
}
});
break;
case "subtractlucky20":
getAttrs(["fortune","d20fortune"], function(values){
var fort=parseInt(values.fortune)||0;
var d20fort=parseInt(values.d20fortune)||0;
if (d20fort-1>=0){
fort=fort+1;
d20fort=d20fort-1;
setAttrs({
Fortune:fort,
d20fortune:d20fort
});
}
});
break;
case "ignorewounds":
getAttrs(["fortune"], function(values){
var fort=parseInt(values.fortune)||0;
var ig=1;
if (fort-1>=0){
fort=fort-1;
setAttrs({
ignorewounds:ig,
fortune:fort
});
}
});
break;
case "ignoretrauma":
getAttrs(["fortune"], function(values){
var fort=parseInt(values.fortune)||0;
var ig=1;
if (fort-1>=0){
fort=fort-1;
setAttrs({
ignoretrauma:ig,
fortune:fort
});
}
});
break;
case "recoverfortunevigor":
getAttrs(["fortune","brawn","resistance_exp","totalfatigue"], function(values){
var fort=parseInt(values.fortune)||0;
var brwn=parseInt(values.brawn)||0;
var rest=parseInt(values.resistance_exp)||0;
var tf=parseInt(values.totalfatigue)||0;
var maxv=brwn+rest-tf;
if (fort-1>=0){
fort=fort-1;
setAttrs({
fortune: fort,
vigor_current:maxv
});
}
});
break;
case "recoverfortuneresolve":
getAttrs(["fortune","willpower","discipline_exp","totaldespair"], function(values){
var fort=parseInt(values.fortune)||0;
var will=parseInt(values.willpower)||0;
var disc=parseInt(values.discipline_exp)||0;
var td=parseInt(values.totaldespair)||0;
var maxr=will+disc-td;
if (fort-1>=0){
fort=fort-1;
setAttrs({
fortune: fort,
resolve_current:maxr
});
}
});
break;
}
});
});
harmupdate.forEach(harmup => {
on(`change:${harmup}`, function(){
getAttrs(["totalmadness","totalwounds","totaltrauma","attribute1","attribute2","difficulty","sheetTab","maxbeastmenace","beastmenace"], function(values){
// var ctype=values.currenttype;
var tmadness=values.totalmadness;
var twounds=values.totalwounds;
var ttrauma=values.totaltrauma;
var attr1=values.attribute1;
var attr2=values.attribute2;
var currentafflictions=0;
var diff=values.difficulty;
var mbeastm=values.maxbeastmenace;
var beastm=values.beastmenace;
var sTab=values.sheetTab;
console.log(attr1);
console.log(attr2);
if (sTab=="Beast"){
console.log("TASTE THE BEAST!");
currentafflictions=mbeastm-beastm;
} else {
if (attr1=="Empathy" || attr2=="Empathy"){
currentafflictions=currentafflictions+tmadness;
}
if (attr1=="Daring" || attr2=="Daring"){
currentafflictions=currentafflictions+ttrauma;
}
if (attr1=="Cunning" || attr2=="Cunning"){
currentafflictions=currentafflictions+twounds;
}
if (attr1=="Reason" || attr2=="Reason"){
currentafflictions=currentafflictions+tmadness;
}
if (attr1=="Might" || attr2=="Might"){
currentafflictions=currentafflictions+twounds;
}
if (attr1=="Passion" || attr2=="Passion"){
currentafflictions=currentafflictions+ttrauma;
}
}
console.log(diff+currentafflictions);
var totaldiff=diff+currentafflictions;
if (totaldiff>5){
var diffadj=totaldiff-5;
currentafflictions=currentafflictions-diffadj;
if (currentafflictions<0){
currentafflictions=0;
}
}
setAttrs({
currentharm:currentafflictions
});
});
});
});
injuryharms.forEach(harm => {
on(`change:${harm}`, function() {
getAttrs(injuryharms, function(values){
var w1=parseInt(values.wound1)||0;
var w2=parseInt(values.wound2)||0;
var w3=parseInt(values.wound3)||0;
var w4=parseInt(values.wound4)||0;
var w5=parseInt(values.wound5)||0;
var tw=w1+w2+w3+w4+w5;
if (tw<=0){
tw=0;
}
console.log ("Wound: "+tw);
setAttrs({
totalwounds:tw
});
});
});
});
confusionharms.forEach(mental_harm => {
on(`change:${mental_harm}`, function() {
getAttrs(confusionharms, function(values){
var t1=parseInt(values.madness1)||0;
var t2=parseInt(values.madness2)||0;
var t3=parseInt(values.madness3)||0;
var t4=parseInt(values.madness4)||0;
var t5=parseInt(values.madness5)||0;
var tt=t1+t2+t3+t4+t5;
if (tt<=0){
tt=0;
}
console.log ("Madness: "+tt);
setAttrs({
totalmadness:tt
});
});
});
});
fearharms.forEach(harm => {
on(`change:${harm}`, function() {
getAttrs(fearharms, function(values){
var t1=parseInt(values.trauma1)||0;
var t2=parseInt(values.trauma2)||0;
var t3=parseInt(values.trauma3)||0;
var t4=parseInt(values.trauma4)||0;
var t5=parseInt(values.trauma5)||0;
var tt=t1+t2+t3+t4+t5;
if (tt<=0){
tt=0;
}
console.log ("Trauma: "+tt);
setAttrs({
totaltrauma:tt
});
});
});
});
damagebonus.forEach(bonus => {
on(`change:${bonus}`, function() {
getAttrs([bonus], function(values){
var bonval=parseInt(values[bonus])||0;
var dambon=0;
if (bonval>=16){
dambon=5;
} else if (bonval>=14) {
dambon=4;
} else if (bonval>=12) {
dambon=3;
} else if (bonval>=10) {
dambon=2;
} else if (bonval>=9) {
dambon=1;
} else {
dambon=0;
}
switch (bonus){
case "brawn":
setAttrs({melee_bonus:dambon});
break;
case "coordination":
setAttrs({ranged_bonus:dambon});
break;
case "personality":
setAttrs({threat_bonus:dambon});
break;
}
});
});
});
attribbuttons.forEach(button => {
on(`clicked:${button}`, function(){
var attribname=button.substring(0,button.length-1);
var attribpos=button.substring(button.length-1,button.length);
getAttrs([attribname,"FC","attribval1","attribval2"], function(values){
var attribvalue=parseInt(values[attribname])||0;
var a1=parseInt(values.attribval1)||0;
var a2=parseInt(values.attribval2)||0;
switch (attribpos){
case "1":
var minatt=Math.min(attribvalue,a2);
setAttrs({
attribute1:attribname,
attribval1:attribvalue,
FC:minatt
});
break;
case"2":
var minatt=Math.min(a1,attribvalue)
setAttrs({
attribute2:attribname,
attribval2:attribvalue,
FC:minatt
});
break;
}
});
});
});
on("clicked:nextround", function(){
getAttrs(["currentround","momentum"], function(values){
var rnd=parseInt(values.currentround)||0;
var mom=parseInt(values.momentum)||0;
rnd=rnd+1;
mom=mom-1;
if (mom<=0){
mom=0;
}
setAttrs({
currentround:rnd,
momentum:mom
});
});
});
on("clicked:startcombat", function() {
var rnd=1;
setAttrs({
currentround:rnd
});
});
on("clicked:d0", function(){
setAttrs({
difficulty:0
});
});
on("clicked:d1", function(){
setAttrs({
difficulty:1
});
});
on("clicked:d2", function(){
setAttrs({
difficulty:2
});
});
on("clicked:d3", function(){
setAttrs({
difficulty:3
});
});
on("clicked:d4", function(){
setAttrs({
difficulty:4
});
});
on("clicked:d5", function(){
setAttrs({
difficulty:5
});
});
on("clicked:adddie_momentum",function () {
getAttrs(["d20momentum","d20doom","d20fortune","momentum","bloodonsteel","spentmom","d20exception"],function(values){
var dieM=parseInt(values.d20momentum)||0;
var dieD=parseInt(values.d20doom)||0;
var dieF=parseInt(values.d20fortune)||0;
var dieE=parseInt(values.d20exception)||0;
var mom=parseInt(values.momentum)||0;
var bos=parseInt(values.bloodonsteel)||0;
var spmom=parseInt(values.spentmom)||0;
var totalDice=2+dieM+dieD+dieF+dieE;
var diepermom=1;
if (bos==1){
diepermom=2;
}
if (totalDice+diepermom<=5){
// if (mom-1>=0){
dieM=dieM+diepermom;
spmom=spmom+1;
// mom=mom-1;
setAttrs({
spentmom: spmom,
d20momentum:dieM,
momentum:mom
});
// }
}
});
});
on("change:GMdifficulty", function() {
getAttrs(["GMdifficulty"],function(values){
var dif=parseInt(values.GMdifficulty)||0;
setAttrs({
difficulty:dif
});
});
});
on("clicked:adddie_doom",function() {
getAttrs(["d20momentum","d20doom","d20fortune","d20exception"],function(values){
var dieM=parseInt(values.d20momentum)||0;
var dieD=parseInt(values.d20doom)||0;
var dieF=parseInt(values.d20fortune)||0;
var dieE=parseInt(values.d20exception)||0;
var totalDice=2+dieM+dieD+dieF+dieE;
if (totalDice+1<=5){
dieD=dieD+1;
setAttrs({
d20doom:dieD
});
}
});
});
on("clicked:add20",function() {
getAttrs(["d20momentum","d20doom","d20fortune","d20exception"],function(values){
var dieM=parseInt(values.d20momentum)||0;
var dieD=parseInt(values.d20doom)||0;
var dieF=parseInt(values.d20fortune)||0;
var dieE=parseInt(values.d20exception)||0;
var totalDice=2+dieM+dieD+dieF+dieE;
if (totalDice+1<=5){
dieE=dieE+1;
setAttrs({
d20exception:dieE
});
}
});
});
on("clicked:cleardice", function() {
let zero=0;
getAttrs(["d20momentum","momentum","d20fortune","fortune","spentmom","d20exception"], function(values) {
var d20mom=parseInt(values.d20momentum)||0;
var spmom=parseInt(values.spentmom)||0;
var mom=parseInt(values.momentum)||0;
var fort=parseInt(values.fortune)||0;
var d20fort=parseInt(values.d20fortune)||0;
var d20excep=parseInt(values.d20exception)||0;
fort=fort+d20fort;
// mom=mom+spmom;
setAttrs({
spentmom:zero,
d20doom:zero,
d20momentum:zero,
d20fortune:zero,
// fortune:fort,
d20exception:zero,
// momentum:mom
});
});
});
on("clicked:repeating_equipment:equip", function(eventInfo) {
getAttrs(["repeating_equipment_equbonus","equipedbonus"], function(values){
let newbonus=parseInt(values.repeating_equipment_equbonus)||0;
let bonus=parseInt(values.equipedbonus)||0;
setAttrs({
"equipedbonus": newbonus+bonus
});
});
});
</script>