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roll20-character-sheets-tester/RunequestGQS/RunequestGQS.html
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2018-07-21 13:02:48 +01:00

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<input type="text" style="display:none" value="0" name="attr_version" />
<input type="text" style="display:none" value="0" name="attr_SetupDone2" />
<input type="checkbox" class="sheet-toggleFullSheet" name="attr_toggleFullSheet" style="display: none">
<div class="sheet-FullSheet">
<input type="radio" name="attr_tab1a" class="sheet-tab sheet-tab1a" value="1" title="Main" checked="checked" /><span title="Main"></span>
<input type="radio" name="attr_tab1a" class="sheet-tab sheet-tab2a" value="2" title="Skills" /><span title="Skills"></span>
<input type="radio" name="attr_tab1a" class="sheet-tab sheet-tab3a" value="3" title="Allies" /><span title="Allies"></span>
<input type="radio" name="attr_tab1a" class="sheet-tab sheet-tab4a" value="4" title="Family" /><span title="Family"></span>
<div class="sheet-tab-contenta sheet-tab1a"><!--- Tab 1 start -->
<div class="sheet-cdiv">
<input class="sheet-HideConfig" type="checkbox" checked="checked" name="attr_is_config"><span class="sheet-is-config"><span style="font-family: &quot;pictos&quot;">y</span></span>
<div class="sheet-config" style="border-style: dotted ; border-color: gray ; padding: 5px ; background-color: white ; background-image: none">
<div><b>Version 10.07.2018</b> <span style="font-size:xx-small;">(see the readme at https://github.com/Roll20/roll20-character-sheets/blob/master/RunequestGQS/ReadMe.md)</span></div>
<br />
<input type="checkbox" class="sheet-toggleQSSheet" name="attr_toggleQSSheet" checked="checked">Display Quick Start Sheet
<input type="checkbox" class="sheet-toggleFullSheet" name="attr_toggleFullSheet">Display Full Sheet
</div>
</div>
<br />
<div class='sheet-2colrow' style="margin-bottom:19px;">
<div class='sheet-col' style="margin-right:1px">
<div class="sheet-info">
<div class="sheet-input_label">Name</div><input type="text" style="width:131px;" class="sheet-text_input" name="attr_character_name" />
<div class="sheet-input_label">Birth Year</div><input type="text" style="width:56px;" class="sheet-text_input" name="attr_birth_year" />
<div class="sheet-input_label">Age</div><input type="text" style="width:35px;" class="sheet-text_input" name="attr_age" />
</div>
<div class="sheet-info">
<div class="sheet-input_label">Gender</div><input type="text" style="width:99px;" class="sheet-text_input" name="attr_gender" />
<div class="sheet-input_label">Homeland</div><input type="text" style="width:145px;" class="sheet-text_input" name="attr_homeland" />
</div>
<div class="sheet-info">
<div class="sheet-input_label">Tribe</div><input type="text" style="width:159px;" class="sheet-text_input" name="attr_tribe" />
<div class="sheet-input_label">Clan</div><input type="text" style="width:143px;" class="sheet-text_input" name="attr_clan" />
</div>
</div>
<div class='sheet-col' style="margin-right:1px">
<div class="sheet-info">
<div class="sheet-input_label">Occupation</div><input type="text" style="width:159px;" class="sheet-text_input" name="attr_occupation" />
<div class="sheet-input_label">Ransom</div><input type="text" style="width:56px;" class="sheet-text_input" name="attr_ransom" />(L)
</div>
<div class="sheet-info">
<div class="sheet-input_label">Reputation</div><input type="text" value="0" class="sheet-text_input sheet-percentiles" name="attr_reputation" /><button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{reputation}]]}} {{fumble=[[{(101-(round((100-(@{reputation}))/20))),100}kl1]]}} {{crit=[[round(([[(@{reputation})]])/20)+1]]}} {{special=[[round(([[(@{reputation})]])/5)+1]]}} {{success=[[(@{reputation})]]}} {{roll=[[1d100]]}} {{skillname=Reputation}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{reputation}]]}} {{fumble=[[{(101-(round((100-(@{reputation}+?{Mods|0}))/20))),100}kl1]]}} {{crit=[[round((@{reputation}+?{Mods|0})/20)+1]]}} {{special=[[round((@{reputation}+?{Mods|0})/5)+1]]}} {{success=[[@{reputation}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Reputation}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<div class="sheet-input_label">Standard of Living</div><input type="text" style="width:75px;" class="sheet-text_input" name="attr_living_standard" />
</div>
<div class="sheet-info">
<div class="sheet-input_label">Base Income</div><input type="text" style="width:95px;" class="sheet-text_input" name="attr_base_income" />(L)
<div class="sheet-input_label">Campaign</div><input type="text" style="width:100px;" class="sheet-text_input" name="attr_campaign" />
</div>
</div>
</div>
<hr class="sheet-hr" />
<div class='sheet-3colrow'><!-- Runes and Hit locations -->
<div class='sheet-col' style="position: relative;margin-right:1px"><!--Hit Location-->
<div class="sheet-hit-box sheet-hit-head" style="font-size:x-small" >
<label>Head 19-20</label>
<div>
<span>AP</span>
<input type="text" style="display:inline-block;" value="0" name="attr_EqpArmorHd" />
<input type="text" style="display:inline-block;;" value="0" name="attr_EqpBonusHd" />
<input type="text" style="display:inline-block;;" value="[[@{EqpArmorHd}+@{EqpBonusHd}]]" disabled name="attr_EqpTotalHd" />
</div>
<div>
<span>HP</span>
<input type="text" style="display:inline-block;;" readonly value="0" name="attr_hd_max_hp" />
<input type="text" style="display:inline-block;;" readonly value="0" name="attr_hd_cur_hp" />
</div>
<div>
<span>Wnds.</span>
<input type="text" class="sheet-wnds" value="0+0" name="attr_hd_damage" />
</div>
</div>
<div class="sheet-hit-box sheet-hit-larm" style="font-size:x-small" >
<label>L Arm 16-18</label>
<div>
<span>AP</span>
<input type="text" style="display:inline-block;" value="0" name="attr_EqpArmorLA" />
<input type="text" style="display:inline-block;;" value="0" name="attr_EqpBonusLA" />
<input type="text" style="display:inline-block;;" value="[[@{EqpArmorLA}+@{EqpBonusLA}]]" disabled name="attr_EqpTotalLA" />
</div>
<div>
<span>HP</span>
<input type="text" style="display:inline-block;;" value="0" readonly name="attr_l_arm_max_hp" />
<input type="text" style="display:inline-block;;" value="0" readonly name="attr_l_arm_cur_hp" />
</div>
<div>
<span>Wnds.</span>
<input type="text" class="sheet-wnds" value="0+0" name="attr_l_arm_damage" />
</div>
</div>
<div class="sheet-hit-box sheet-hit-rarm" style="font-size:x-small" >
<label>R Arm 13-15</label>
<div>
<span>AP</span>
<input type="text" style="display:inline-block;" value="0" name="attr_EqpArmorRA" />
<input type="text" style="display:inline-block;;" value="0" name="attr_EqpBonusRA" />
<input type="text" style="display:inline-block;;" value="[[@{EqpArmorRA}+@{EqpBonusRA}]]" disabled name="attr_EqpTotalRA" />
</div>
<div>
<span>HP</span>
<input type="text" style="display:inline-block;;" readonly value="0" name="attr_r_arm_max_hp" />
<input type="text" style="display:inline-block;;" readonly value="0" name="attr_r_arm_cur_hp" />
</div>
<div>
<span>Wnds.</span>
<input type="text" class="sheet-wnds" value="0+0" name="attr_r_arm_damage" />
</div>
</div>
<div class="sheet-hit-box sheet-hit-chest" style="font-size:x-small" >
<label>Chest 12</label>
<div>
<span>AP</span>
<input type="text" style="display:inline-block;" value="0" name="attr_EqpArmorCh" />
<input type="text" style="display:inline-block;;" value="0" name="attr_EqpBonusCh" />
<input type="text" style="display:inline-block;;" value="[[@{EqpArmorCh}+@{EqpBonusCh}]]" disabled name="attr_EqpTotalCh" />
</div>
<div>
<span>HP</span>
<input type="text" style="display:inline-block;;" value="0" readonly name="attr_chst_max_hp" />
<input type="text" style="display:inline-block;;" value="0" readonly name="attr_chst_cur_hp" />
</div>
<div>
<span>Wnds.</span>
<input type="text" class="sheet-wnds" value="0+0" name="attr_chst_damage" />
</div>
</div>
<div class="sheet-hit-box sheet-hit-abd" style="font-size:x-small" >
<label>Abd 9-11</label>
<div>
<span>AP</span>
<input type="text" style="display:inline-block;" value="0" name="attr_EqpArmorAb" />
<input type="text" style="display:inline-block;;" value="0" name="attr_EqpBonusAb" />
<input type="text" style="display:inline-block;;" value="[[@{EqpArmorAb}+@{EqpBonusAb}]]" disabled name="attr_EqpTotalAb" />
</div>
<div>
<span>HP</span>
<input type="text" style="display:inline-block;;" value="0" readonly name="attr_abd_max_hp" />
<input type="text" style="display:inline-block;;" value="0" readonly name="attr_abd_cur_hp" />
</div>
<div>
<span>Wnds.</span>
<input type="text" class="sheet-wnds" value="0+0" name="attr_abd_damage" />
</div>
</div>
<div class="sheet-hit-box sheet-hit-lleg" style="font-size:x-small" >
<label>L Leg 5-8</label>
<div>
<span>AP</span>
<input type="text" style="display:inline-block;" value="0" name="attr_EqpArmorLL" />
<input type="text" style="display:inline-block;;" value="0" name="attr_EqpBonusLL" />
<input type="text" style="display:inline-block;;" value="[[@{EqpArmorLL}+@{EqpBonusLL}]]" disabled name="attr_EqpTotalLL" />
</div>
<div>
<span>HP</span>
<input type="text" style="display:inline-block;;" value="0" readonly name="attr_l_leg_max_hp" />
<input type="text" style="display:inline-block;;" value="0" readonly name="attr_l_leg_cur_hp" />
</div>
<div>
<span>Wnds.</span>
<input type="text" class="sheet-wnds" value="0+0" name="attr_l_leg_damage" />
</div>
</div>
<div class="sheet-hit-box sheet-hit-rleg" style="font-size:x-small" >
<label>R leg 1-4</label>
<div>
<span>AP</span>
<input type="text" style="display:inline-block;" value="0" name="attr_EqpArmorRL" />
<input type="text" style="display:inline-block;;" value="0" name="attr_EqpBonusRL" />
<input type="text" style="display:inline-block;;" value="[[@{EqpArmorRL}+@{EqpBonusRL}]]" disabled name="attr_EqpTotalRL" />
</div>
<div>
<span>HP</span>
<input type="text" style="display:inline-block;;" value="0" readonly name="attr_r_leg_max_hp" />
<input type="text" style="display:inline-block;;" value="0" readonly name="attr_r_leg_cur_hp" />
</div>
<div>
<span>Wnds.</span>
<input type="text" class="sheet-wnds" value="0+0" name="attr_r_leg_damage" />
</div>
</div>
<img class="sheet-man-image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/man.png" />
</div><!--Hit Location-->
<div class='sheet-col' style="position: relative;"><!--Elemental Runes-->
<img class="sheet-elemental-image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/Elemental.png" />
<div class="sheet-air-image">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{air_rune}]]}} {{fumble=[[{(101-(round((100-(@{air_rune}+?{Mods|0}))/20))),100}kl1]]}} {{crit=[[round((@{air_rune}+?{Mods|0})/20)+1]]}} {{special=[[round((@{air_rune}+?{Mods|0})/5)+1]]}} {{success=[[@{air_rune}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Air Rune}} " class="sheet-rune_roll"><img src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/air rune.jpg"></button>
</div>
<div class="sheet-fire-image">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{fire_rune}]]}} {{fumble=[[{(101-(round((100-(@{fire_rune}+?{Mods|0}))/20))),100}kl1]]}} {{crit=[[round((@{fire_rune}+?{Mods|0})/20)+1]]}} {{special=[[round((@{fire_rune}+?{Mods|0})/5)+1]]}} {{success=[[@{fire_rune}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Fire Rune}} " class="sheet-rune_roll"><img src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/fire rune.png"></button>
</div>
<div class="sheet-dark-image">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{dark_rune}]]}} {{fumble=[[{(101-(round((100-(@{dark_rune}+?{Mods|0}))/20))),100}kl1]]}} {{crit=[[round((@{dark_rune}+?{Mods|0})/20)+1]]}} {{special=[[round((@{dark_rune}+?{Mods|0})/5)+1]]}} {{success=[[@{dark_rune}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Dark Rune}} " class="sheet-rune_roll"><img src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/darkness rune.png"></button>
</div>
<div class="sheet-water-image">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{water_rune}]]}} {{fumble=[[{(101-(round((100-(@{water_rune}+?{Mods|0}))/20))),100}kl1]]}} {{crit=[[round((@{water_rune}+?{Mods|0})/20)+1]]}} {{special=[[round((@{water_rune}+?{Mods|0})/5)+1]]}} {{success=[[@{water_rune}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Water Rune}} " class="sheet-rune_roll"><img src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/water rune.png"></button>
</div>
<div class="sheet-earth-image">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{earth_rune}]]}} {{fumble=[[{(101-(round((100-(@{earth_rune}+?{Mods|0}))/20))),100}kl1]]}} {{crit=[[round((@{earth_rune}+?{Mods|0})/20)+1]]}} {{special=[[round((@{earth_rune}+?{Mods|0})/5)+1]]}} {{success=[[@{earth_rune}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Earth Rune}} " class="sheet-rune_roll"><img src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/earth rune.png"></button>
</div>
<div class="sheet-moon-image">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{moon_rune}]]}} {{fumble=[[{(101-(round((100-(@{moon_rune}+?{Mods|0}))/20))),100}kl1]]}} {{crit=[[round((@{moon_rune}+?{Mods|0})/20)+1]]}} {{special=[[round((@{moon_rune}+?{Mods|0})/5)+1]]}} {{success=[[@{moon_rune}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Moon Rune}} " class="sheet-rune_roll"><img src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/moon rune.png"></button>
</div>
<input type="text" class="sheet-rune_input sheet-dark-value" value="0" name="attr_dark_rune" />
<input type="checkbox" class="sheet-dark-check" value="1" name="attr_dark-runeExp" />
<input type="text" class="sheet-rune_input sheet-air-value" value="0" name="attr_air_rune" />
<input type="checkbox" class="sheet-air-check" value="1" name="attr_air-runeExp" />
<input type="text" class="sheet-rune_input sheet-moon-value" value="0" name="attr_moon_rune" />
<input type="checkbox" class="sheet-moon-check" value="1" name="attr_moon-runeExp" />
<input type="text" class="sheet-rune_input sheet-fire-value" value="0" name="attr_fire_rune" />
<input type="checkbox" class="sheet-fire-check" value="1" name="attr_fire-runeExp" />
<input type="text" class="sheet-rune_input sheet-water-value" value="0" name="attr_water_rune" />
<input type="checkbox" class="sheet-water-check" value="1" name="attr_water-runeExp" />
<input type="text" class="sheet-rune_input sheet-earth-value" value="0" name="attr_earth_rune" />
<input type="checkbox" class="sheet-earth-check" value="1" name="attr_earth-runeExp" />
</div><!--Elemental RuneS-->
<div class='sheet-col'style="position: relative;"><!--Power Runes-->
<img class="sheet-power-image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/power.png" />
<div class="sheet-manR-image">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{man_rune}]]}} {{fumble=[[{(101-(round((100-(@{man_rune}+?{Mods|0}))/20))),100}kl1]]}}{{crit=[[round((@{man_rune}+?{Mods|0})/20)+1]]}} {{special=[[round((@{man_rune}+?{Mods|0})/5)+1]]}} {{success=[[@{man_rune}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Man Rune}}" class="sheet-rune_roll"><img src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/man rune.png"></button>
</div>
<div class="sheet-fertility-image">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{fertility_rune}]]}} {{fumble=[[{(101-(round((100-(@{fertility_rune}+?{Mods|0}))/20))),100}kl1]]}} {{crit=[[round((@{fertility_rune}+?{Mods|0})/20)+1]]}} {{special=[[round((@{fertility_rune}+?{Mods|0})/5)+1]]}} {{success=[[@{fertility_rune}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Fertility Rune}}" class="sheet-rune_roll"><img src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/fertility rune.png"></button>
</div>
<div class="sheet-harmony-image">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{harmony_rune}]]}} {{fumble=[[{(101-(round((100-(@{harmony_rune}+?{Mods|0}))/20))),100}kl1]]}} {{crit=[[round((@{harmony_rune}+?{Mods|0})/20)+1]]}} {{special=[[round((@{harmony_rune}+?{Mods|0})/5)+1]]}} {{success=[[@{harmony_rune}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Harmony Rune}}" class="sheet-rune_roll"><img src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/harmony rune.png"></button>
</div>
<div class="sheet-truth-image">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{truth_rune}]]}} {{fumble=[[{(101-(round((100-(@{truth_rune}+?{Mods|0}))/20))),100}kl1]]}} {{crit=[[round((@{truth_rune}+?{Mods|0})/20)+1]]}} {{special=[[round((@{truth_rune}+?{Mods|0})/5)+1]]}} {{success=[[@{truth_rune}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Truth Rune}}" class="sheet-rune_roll" class="sheet-rune_roll"><img src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/truth rune.png"></button>
</div>
<div class="sheet-stasis-image">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{stasis_rune}]]}} {{fumble=[[{(101-(round((100-(@{stasis_rune}+?{Mods|0}))/20))),100}kl1]]}} {{crit=[[round((@{stasis_rune}+?{Mods|0})/20)+1]]}} {{special=[[round((@{stasis_rune}+?{Mods|0})/5)+1]]}} {{success=[[@{stasis_rune}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Stasis Rune}}" class="sheet-rune_roll"><img src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/stasis rune.png"></button>
</div>
<div class="sheet-death-image">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{death_rune}]]}} {{fumble=[[{(101-(round((100-(@{death_rune}+?{Mods|0}))/20))),100}kl1]]}} {{crit=[[round((@{death_rune}+?{Mods|0})/20)+1]]}} {{special=[[round((@{death_rune}+?{Mods|0})/5)+1]]}} {{success=[[@{death_rune}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Death Rune}} " class="sheet-rune_roll"><img src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/death rune.png"></button>
</div>
<div class="sheet-disorder-image">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{disorder_rune}]]}} {{fumble=[[{(101-(round((100-(@{disorder_rune}+?{Mods|0}))/20))),100}kl1]]}} {{crit=[[round((@{disorder_rune}+?{Mods|0})/20)+1]]}} {{special=[[round((@{disorder_rune}+?{Mods|0})/5)+1]]}} {{success=[[@{disorder_rune}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Disorder Rune}} " class="sheet-rune_roll"><img src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/disorder rune.png"></button>
</div>
<div class="sheet-illusion-image">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{illusion_rune}]]}} {{fumble=[[{(101-(round((100-(@{illusion_rune}+?{Mods|0}))/20))),100}kl1]]}} {{crit=[[round((@{illusion_rune}+?{Mods|0})/20)+1]]}} {{special=[[round((@{illusion_rune}+?{Mods|0})/5)+1]]}} {{success=[[@{illusion_rune}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Illusion Rune}} " class="sheet-rune_roll"><img src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/illusion rune.png"></button>
</div>
<div class="sheet-movement-image">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{movement_rune}]]}} {{fumble=[[{(101-(round((100-(@{movement_rune}+?{Mods|0}))/20))),100}kl1]]}} {{crit=[[round((@{movement_rune}+?{Mods|0})/20)+1]]}} {{special=[[round((@{disorder_rune}+?{Mods|0})/5)+1]]}} {{success=[[@{movement_rune}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Move Rune}} " class="sheet-rune_roll"><img src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/movement rune.png"></button>
</div>
<div class="sheet-beast-image">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{beast_rune}]]}} {{fumble=[[{(101-(round((100-(@{beast_rune}+?{Mods|0}))/20))),100}kl1]]}} {{crit=[[round((@{beast_rune}+?{Mods|0})/20)+1]]}} {{special=[[round((@{beast_rune}+?{Mods|0})/5)+1]]}} {{success=[[@{beast_rune}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Beast Rune}} " class="sheet-rune_roll"><img src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/beast rune.png"></button>
</div>
<input type="text" class="sheet-rune_input sheet-man-value" value="0" name="attr_man_rune" />
<input type="checkbox" class="sheet-man-check" value="1" name="attr_man-runeExp" />
<input type="text" class="sheet-rune_input sheet-fertility-value" value="0" name="attr_fertility_rune" />
<input type="checkbox" class="sheet-fertility-check" value="1" name="attr_fertility-runeExp" />
<input type="text" class="sheet-rune_input sheet-harmony-value" value="0" name="attr_harmony_rune" />
<input type="checkbox" class="sheet-harmony-check" value="1" name="attr_harmony-runeExp" />
<input type="text" class="sheet-rune_input sheet-truth-value" value="0" name="attr_truth_rune" />
<input type="checkbox" class="sheet-truth-check" value="1" name="attr_truth-runeExp" />
<input type="text" class="sheet-rune_input sheet-stasis-value" value="0" name="attr_stasis_rune" />
<input type="checkbox" class="sheet-stasis-check" value="1" name="attr_stasis-runeExp" />
<input type="text" class="sheet-rune_input sheet-death-value" value="0" name="attr_death_rune" />
<input type="checkbox" class="sheet-death-check" value="1" name="attr_death-runeExp" />
<input type="text" class="sheet-rune_input sheet-disorder-value" value="0" name="attr_disorder_rune" />
<input type="checkbox" class="sheet-disorder-check" value="1" name="attr_disorder-runeExp" />
<input type="text" class="sheet-rune_input sheet-illusion-value" value="0" name="attr_illusion_rune" />
<input type="checkbox" class="sheet-illusion-check" value="1" name="attr_illusion-runeExp" />
<input type="text" class="sheet-rune_input sheet-movement-value" value="0" name="attr_movement_rune" />
<input type="checkbox" class="sheet-movement-check" value="1" name="attr_movement-runeExp" />
<input type="text" class="sheet-rune_input sheet-movement-value" value="0" name="attr_death_rune" />
<input type="checkbox" class="sheet-movement-check" value="1" name="attr_movement-runeExp" />
<input type="text" class="sheet-rune_input sheet-movement-value" value="0" name="attr_movement_rune" />
<input type="checkbox" class="sheet-movement-check" value="1" name="attr_movement-runeExp" />
<input type="text" class="sheet-rune_input sheet-beast-value" value="0" name="attr_beast_rune" />
<input type="checkbox" class="sheet-beast-check" value="1" name="attr_beast-runeExp" />
</div><!--Power Runes-->
</div>
<hr class="sheet-hr" />
<div class='sheet-2colrow'>
<div class='sheet-col' style="margin-right:30px;width:50%">
<div class="sheet-header">Characteristics</div>
<div class='sheet-2colrow'>
<div>
<label style="margin-left:56px;display:inline;font-size:0.6em">Orig.</label>
<label style="margin-left:5px;display:inline;font-size:0.6em">Mod.</label>
<label style="margin-left:5px;display:inline;font-size:0.6em">Cur.</label>
</div>
<div class='sheet-col' style="width:64%;margin-right:1px">
<div>
<div class="sheet-char-label">STR</div>
<input type="text" class="sheet-char_values" name="attr_basestr" value="0"/>
<input type="text" class="sheet-char_values" name="attr_modstr" value="0"/>
<input type="text" class="sheet-char_values" readonly name="attr_curstr" value="0"/>
<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curstr}*5)]]}} {{fumble=[[{(101-(round((100-(@{curstr}*5))/20))),100}kl1]]}} {{crit=[[round(([[(@{curstr}*5)]])/20)+1]]}} {{special=[[round(([[(@{curstr}*5)]])/5)+1]]}} {{success=[[(@{curstr}*5)]]}} {{roll=[[1d100]]}} {{skillname=STR}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curstr}*?{multiplier|5})]]}} {{fumble=[[{(101-(round((100-(@{curstr}*?{multiplier|5}))/20))),100}kl1]]}} {{crit=[[round(([[(@{curstr}*?{multiplier|5})]])/20)+1]]}} {{special=[[round(([[(@{curstr}*?{multiplier|5})]])/5)+1]]}} {{success=[[(@{curstr}*?{multiplier|5})]]}} {{roll=[[1d100]]}} {{skillname=STR}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<div>
<div class="sheet-char-label">CON</div>
<input type="text" class="sheet-char_values" name="attr_basecon" value="0"/>
<input type="text" class="sheet-char_values" name="attr_modcon" value="0"/>
<input type="text" class="sheet-char_values" readonly name="attr_curcon" value="0"/>
<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curcon}*5)]]}} {{fumble=[[{(101-(round((100-(@{curcon}*5))/20))),100}kl1]]}} {{crit=[[round(([[(@{curcon}*5)]])/20)+1]]}} {{special=[[round(([[(@{curcon}*5)]])/5)+1]]}} {{success=[[(@{curcon}*5)]]}} {{roll=[[1d100]]}} {{skillname=CON Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curcon}*?{multiplier|5})]]}} {{fumble=[[{(101-(round((100-(@{curcon}*?{multiplier|5}))/20))),100}kl1]]}} {{crit=[[round(([[(@{curcon}*?{multiplier|5})]])/20)+1]]}} {{special=[[round(([[(@{curcon}*?{multiplier|5})]])/5)+1]]}} {{success=[[(@{curcon}*?{multiplier|5})]]}} {{roll=[[1d100]]}} {{skillname=CON Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<div>
<div class="sheet-char-label">SIZ</div>
<input type="text" class="sheet-char_values" name="attr_basesiz" value="0" />
<input type="text" class="sheet-char_values" name="attr_modsiz" value="0"/>
<input type="text" class="sheet-char_values" readonly name="attr_cursiz" value="0"/>
<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{cursiz}*5)]]}} {{fumble=[[{(101-(round((100-(@{cursiz}*5))/20))),100}kl1]]}} {{crit=[[round(([[(@{cursiz}*5)]])/20)+1]]}} {{special=[[round(([[(@{cursiz}*5)]])/5)+1]]}} {{success=[[(@{cursiz}*5)]]}} {{roll=[[1d100]]}} {{skillname=SIZ Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{cursiz}*?{multiplier|5})]]}} {{fumble=[[{(101-(round((100-(@{cursiz}*?{multiplier|5}))/20))),100}kl1]]}} {{crit=[[round(([[(@{cursiz}*?{multiplier|5})]])/20)+1]]}} {{special=[[round(([[(@{cursiz}*?{multiplier|5})]])/5)+1]]}} {{success=[[(@{cursiz}*?{multiplier|5})]]}} {{roll=[[1d100]]}} {{skillname=SIZ Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<div>
<div class="sheet-char-label">INT</div>
<input type="text" class="sheet-char_values" name="attr_baseint" value="0"/>
<input type="text" class="sheet-char_values" name="attr_modint" value="0"/>
<input type="text" class="sheet-char_values" readonly name="attr_curint" value="0"/>
<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curint}*5)]]}} {{fumble=[[{(101-(round((100-(@{curint}*5))/20))),100}kl1]]}} {{crit=[[round(([[(@{curint}*5)]])/20)+1]]}} {{special=[[round(([[(@{curint}*5)]])/5)+1]]}} {{success=[[(@{curint}*5)]]}} {{roll=[[1d100]]}} {{skillname=INT Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curint}*?{multiplier|5})]]}} {{fumble=[[{(101-(round((100-(@{curint}*?{multiplier|5}))/20))),100}kl1]]}} {{crit=[[round(([[(@{curint}*?{multiplier|5})]])/20)+1]]}} {{special=[[round(([[(@{curint}*?{multiplier|5})]])/5)+1]]}} {{success=[[(@{curint}*?{multiplier|5})]]}} {{roll=[[1d100]]}} {{skillname=INT Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<div>
<div class="sheet-char-label">POW</div>
<input type="text" class="sheet-char_values" name="attr_basepow" value="0"/>
<input type="text" class="sheet-char_values" name="attr_modpow" value="0"/>
<input type="text" class="sheet-char_values" readonly name="attr_curpow" value="0"/>
<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curpow}*5)]]}} {{fumble=[[{(101-(round((100-(@{curpow}*5))/20))),100}kl1]]}} {{crit=[[round(([[(@{curpow}*5)]])/20)+1]]}} {{special=[[round(([[(@{curpow}*5)]])/5)+1]]}} {{success=[[(@{curpow}*5)]]}} {{roll=[[1d100]]}} {{skillname=POW Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curpow}*?{multiplier|5})]]}} {{fumble=[[{(101-(round((100-(@{curpow}*?{multiplier|5}))/20))),100}kl1]]}} {{crit=[[round(([[(@{curpow}*?{multiplier|5})]])/20)+1]]}} {{special=[[round(([[(@{curpow}*?{multiplier|5})]])/5)+1]]}} {{success=[[(@{curpow}*?{multiplier|5})]]}} {{roll=[[1d100]]}} {{skillname=POW Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<input type="checkbox" name="attr_pow_check"/>
</div>
<div>
<div class="sheet-char-label">DEX</div>
<input type="text" class="sheet-char_values" name="attr_basedex" value="0"/>
<input type="text" class="sheet-char_values" name="attr_moddex" value="0"/>
<input type="text" class="sheet-char_values" readonly name="attr_curdex" value="0"/>
<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curdex}*5)]]}} {{fumble=[[{(101-(round((100-(@{curdex}*5))/20))),100}kl1]]}} {{crit=[[round(([[(@{curdex}*5)]])/20)+1]]}} {{special=[[round(([[(@{curdex}*5)]])/5)+1]]}} {{success=[[(@{curdex}*5)]]}} {{roll=[[1d100]]}} {{skillname=DEX Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curdex}*?{multiplier|5})]]}} {{fumble=[[{(101-(round((100-(@{curdex}*?{multiplier|5}))/20))),100}kl1]]}} {{crit=[[round(([[(@{curdex}*?{multiplier|5})]])/20)+1]]}} {{special=[[round(([[(@{curdex}*?{multiplier|5})]])/5)+1]]}} {{success=[[(@{curdex}*?{multiplier|5})]]}} {{roll=[[1d100]]}} {{skillname=DEX Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<div>
<div class="sheet-char-label">CHR</div>
<input type="text" class="sheet-char_values" name="attr_basechr" value="0"/>
<input type="text" class="sheet-char_values" name="attr_modchr" value="0"/>
<input type="text" class="sheet-char_values" readonly name="attr_curchr" value="0"/>
<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curchr}*5)]]}} {{fumble=[[{(101-(round((100-(@{curchr}*5))/20))),100}kl1]]}} {{crit=[[round(([[(@{curchr}*5)]])/20)+1]]}} {{special=[[round(([[(@{curchr}*5)]])/5)+1]]}} {{success=[[(@{curchr}*5)]]}} {{roll=[[1d100]]}} {{skillname=chr Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curchr}*?{multiplier|5})]]}} {{fumble=[[{(101-(round((100-(@{curchr}*?{multiplier|5}))/20))),100}kl1]]}} {{crit=[[round(([[(@{curchr}*?{multiplier|5})]])/20)+1]]}} {{special=[[round(([[(@{curchr}*?{multiplier|5})]])/5)+1]]}} {{success=[[(@{curchr}*?{multiplier|5})]]}} {{roll=[[1d100]]}} {{skillname=chr Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</div>
<div class='sheet-col' style="margin-right:1px;width:30%">
<div>
<div class="sheet-attribute_label">Dam. Bonus</div>
<input style="width:50px;" type="text" readonly name="attr_damagebonus" />
<input style="display:none" type="text" readonly name="attr_mdamagebonus" />
<input style="display:none" type="text" readonly name="attr_maxDb" />
<input style="display:none" type="text" readonly name="attr_mmaxDb" />
</div>
<div>
<div class="sheet-attribute_label">Move Rate</div>
<input style="width:50px;" type="text" value="8" name="attr_move_rate" />
</div>
<div>
<div class="sheet-attribute_label">Dex SRM</div>
<input style="width:50px;" value="0" type="text" readonly name="attr_dex_srm" />
</div>
<div>
<div class="sheet-attribute_label">Size SRM</div>
<input style="width:50px;" value="0" type="text" readonly name="attr_siz_srm" />
</div>
<div>
<div class="sheet-attribute_label">Melee SRM</div>
<input style="width:50px;" value="0" type="text" readonly name="attr_melee_srm" />
</div>
<div>
<div class="sheet-attribute_label">Heal Rate</div>
<input style="width:50px;" value="0" type="text" readonly name="attr_heal_rate" />
</div>
</div>
</div>
<br />
<div class="sheet-header">Passions</div>
<div>
<div class="sheet-input_label">Honor</div><input type="text" value="0" style="margin-right:5px;" class="sheet-text_input sheet-percentiles" name="attr_honor" /><input type="checkbox" style="margin-right:5px;" name="attr_honor_check"/><button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{honor})]]}} {{fumble=[[ceil(95+([[(@{honor})]])/20))]]}} {{crit=[[round(([[(@{honor})]])/20)+1]]}} {{special=[[round(([[(@{honor})]])/5)+1]]}} {{success=[[(@{honor})]]}} {{roll=[[1d100]]}} {{skillname=Honor}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{honor}]]}} {{fumble=[[ceil(95+(@{honor}+?{Mods|0})/20)]]}} {{crit=[[round((@{honor}+?{Mods|0})/20)+1]]}} {{special=[[round((@{honor}+?{Mods|0})/5)+1]]}} {{success=[[@{honor}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Honor}}"><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<br />
<div>
<fieldset class="repeating_passions">
<input type="text" class="sheet-text_input" style="width:293px" name="attr_passion" placeholder="Passion(.............)" />
<input type="text" class="sheet-text_input sheet-percentiles" name="attr_value" value="0" />
<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{value})]]}} {{fumble=[[ceil(95+([[(@{value})]])/20))]]}} {{crit=[[round(([[(@{value})]])/20)+1]]}} {{special=[[round(([[(@{value})]])/5)+1]]}} {{success=[[(@{value})]]}} {{roll=[[1d100]]}} {{skillname=@{Passion}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" value="" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<input type="checkbox" name="attr_passionExp" />
</fieldset>
</div>
<br />
<div style="border:1px solid black;border-radius:5px;padding:5px">
<div style="text-align:center" class="sheet-input_label">Hit Points</div>
<div>
<div style="display:inline-block">
<!-- value="[round((@{cursiz}+@{curcon})/2)]" -->
<label style="font-size:0.5em;text-align:center">Max</label>
<input style="text-align:center;width:3.5em" type="text" readonly value="0" name="attr_hp_max" />-
</div>
<div style="display:inline-block">
<label style="font-size:0.5em;text-align:center">LHP<br />Loss</label>
<input style="text-align:center;width:3em;" readonly value="0" type="text" name="attr_lhp_loss" />-
</div>
<div style="display:inline-block">
<label style="font-size:0.5em;text-align:centee">THP<br />Loss</label>
<input style="text-align:center;width:3.5em;" readonly value="0" type="text" name="attr_thp_loss" />=
</div>
<div style="display:inline-block">
<label style="font-size:0.5em;text-align:center">Cur.<br />HP</label>
<input style="text-align:left;width:3em;" value="0" type="text" readonly name="attr_hp_cur" />
</div>
<div style="display:inline-block">
<label style="font-size:0.5em;text-align:center">THP Wounds</label>
<input style="text-align:center;width:11em;" value="0+0" type="text" name="attr_thp_wnds" />
</div>
</div>
</div><!-- -->
<br />
<!-- Start of hit locations and fumbles -->
<div style="border:1px solid black;padding:5px;border-radius:5px">
<div style=" margin-left:50px;">
<div style="margin-left: 5px;display:inline">
<div class="sheet-input_label">Dodge</div>
<input class="sheet-section-header sheet-percentiles" readonly type="text" name="attr_dodge"/>
<button class="sheet-d100_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{dodge})]]}} {{fumble=[[ceil(95+([[(@{dodge})]])/20))]]}} {{crit=[[round(([[(@{dodge})]])/20)+1]]}} {{special=[[round(([[(@{dodge})]])/5)+1]]}} {{success=[[(@{dodge})]]}} {{roll=[[1d100]]}} {{skillname=Dodge}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{dodge}]]}} {{fumble=[[ceil(95+(@{dodge}+?{Mods|0})/20)]]}} {{crit=[[round((@{dodge}+?{Mods|0})/20)+1]]}} {{special=[[round((@{dodge}+?{Mods|0})/5)+1]]}} {{success=[[@{dodge}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Dodge}}"><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<div style="margin-left: 5px;display:inline">
<div class="sheet-input_label">Fumble</div>
<button class="sheet-d100_roll" type="roll" value="&{template:RQG-Fumble} {{roll=[[1d100]]}}"><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</div>
<div>
<div style="display:inline;margin-left:21px;">
<div class="sheet-input_label">Hit Location</div>
<select name="attr_creature_hit_location" style="margin-top: 7px; height: 24px ; width: 106px">
<option value="HL-">Human</option>
<option value="FLL-">Four-Legged</option>
<option value="NewtL-">Newtling</option>
<option value="RockL-">Rock Lizard</option>
<option value="ScorpL-">Scorpion Man</option>
<option value="WalkL-">Walktapus</option>
</select>
<input name="attr_selected_wpn_type" value="Melee" style="display:none;" />
</div>
<div style="margin-left:10px;display:inline">
<div class="sheet-input_label">Die</div>
<select name="attr_selected_die_roll" style="margin-top: 7px; height: 24px ; width: 84px">
<option value="1d20">1d20</option>
<option value="1d10+10">1d10+10</option>
<option value="1d8+12">1d8+12</option>
<option value="1d10">1d10</option>
<option value="1d8">1d8</option>
</select>
<button class="sheet-d100_roll" type="roll" value="&{template:@{creature_hit_location}@{selected_wpn_type}} {{roll=[[@{selected_die_roll}]]}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</div>
</div>
<!-- Start of hit locations and fumbles -->
<br />
<div class="sheet-header">Combat Notes</div>
<textarea style="width:95%;min-height:200px" name="attr_combat-notes"></textarea>
</div><!-- endofcolumn-->
<div class='sheet-col' style="width:45%;margin-right:1px">
<div class="sheet-header" style="display:inline-block">Cults</div>
<div class="sheet-cdiv2" style="display:inline-block">
<input class="sheet-HideConfig2" type="checkbox" checked="checked" name="attr_is_config2"><span class="sheet-is-config2"><span style="font-family: &quot;pictos&quot;">y</span></span>
<div class="sheet-config2" style="border-style: dotted ; border-color: gray ; padding: 5px ; background-color: white ; background-image: none">
<input type="checkbox" name="attr_showsorcery" checked="checked">Show Sorcery<br>
</div>
</div>
<fieldset class="repeating_cults3">
<div class="sheet-info">
<div class="sheet-input_label">Cult</div><input type="text" style="width:102px;" class="sheet-text_input" name="attr_cult" />
<div class="sheet-input_label">Rank</div><input type="text" style="width:69px;" class="sheet-text_input" name="attr_rank" />
<div class="sheet-input_label">Rune Pts</div><input type="text" value="0" style="width:24px" class="sheet-text_input" name="attr_rune_pts" >/<input style="width:24px" type="text" value="0" class="sheet-text_input sheet-percentiles" name="attr_cur_rune_pts" />
</div>
<div>
<div class="sheet-input_label">Sub- or Assoc. Cults</div><input type="text" class="sheet-text_input" name="attr_assoc_cults" >
</div>
</fieldset>
<br />
<div class="sheet-header">Spirit Combat</div>
<div>
<div class="sheet-input_label">Spirit Combat</div>
<input type="text" value="0" style="width:24px;margin-right:5px;" class="sheet-text_input" readonly name="attr_spirit_combat" /><button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{spirit_combat})]]}} {{fumble=[[ceil(95+([[(@{spirit_combat})]])/20))]]}} {{crit=[[round(([[(@{spirit_combat})]])/20)+1]]}} {{special=[[round(([[(@{spirit_combat})]])/5)+1]]}} {{success=[[(@{spirit_combat})]]}} {{roll=[[1d100]]}} {{skillname=Spirit Combat}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" />
</button><button class="sheet-d100_roll" type="roll" style="margin-right:5px;" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{spirit_combat}]]}} {{fumble=[[ceil(95+(@{spirit_combat}+?{Mods|0})/20)]]}} {{crit=[[round((@{spirit_combat}+?{Mods|0})/20)+1]]}} {{special=[[round((@{spirit_combat}+?{Mods|0})/5)+1]]}} {{success=[[@{spirit_combat}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Spirit Combat}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><div class="sheet-input_label">Damage</div><input type="text" value="" style="width:50px" class="sheet-text_input" readonly name="attr_sprt_cmbt_damage" /><button type="roll" class="sheet-d100_roll" value="[[@{sprt_cmbt_damage}]]" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<br />
<div class="sheet-header" >Spirit Magic</div>
<div style="margin-left:210px;display:inline-block">
<div class="sheet-input_label">CHA Limit</div>
<input style="width:24px" type="text" value="0" class="sheet-text_input sheet-percentiles" readonly name="attr_curchr"/>
<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curpow}*5)]]}} {{fumble=[[ceil(95+([[(@{curpow}*5)]])/20))]]}} {{crit=[[round(([[(@{curpow}*5)]])/20)+1]]}} {{special=[[round(([[(@{curpow}*5)]])/5)+1]]}} {{success=[[(@{curpow}*5)]]}} {{roll=[[1d100]]}} {{skillname=Spirit Magic}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curpow}*5)]]}} {{fumble=[[ceil(95+([[(@{curpow}*5)+?{Mods|0}]])/20))]]}} {{crit=[[round(([[(@{curpow}*5)+?{Mods|0}]])/20)+1]]}} {{special=[[round(([[(@{curpow}*5)+?{Mods|0}]])/5)+1]]}} {{success=[[(@{curpow}*5)+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Spirit Magic}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<textarea name="attr_spirit_magic" class="sheet-magic_notes"></textarea>
<br />
<div class="sheet-header" style="display:inline-block">Rune Magic</div>
<textarea name="attr_rune_magic" class="sheet-magic_notes"></textarea>
<br />
<input type="checkbox" class="sheet-showsorcery" name="attr_showsorcery" checked="checked" style="display: none">
<div class="sheet-sorcery">
<div class="sheet-header" >Sorcerous Runes and Techniques</div>
<div style="margin-left:266px;display:inline-block">
<div class="sheet-input_label">Free INT</div>
<input style="width:24px" type="text" value="0" class="sheet-text_input sheet-percentiles" name="attr_freeint"/>
<!--
<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curpow}*5)]]}} {{fumble=[[ceil(95+([[(@{curpow}*5)]])/20))]]}} {{crit=[[round(([[(@{curpow}*5)]])/20)+1]]}} {{special=[[round(([[(@{curpow}*5)]])/5)+1]]}} {{success=[[(@{curpow}*5)]]}} {{roll=[[1d100]]}} {{skillname=POW Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curpow}*?{multiplier|5})]]}} {{fumble=[[ceil(95+([[(@{curpow}*?{multiplier|5})]])/20))]]}} {{crit=[[round(([[(@{curpow}*?{multiplier|5})]])/20)+1]]}} {{special=[[round(([[(@{curpow}*?{multiplier|5})]])/5)+1]]}} {{success=[[(@{curpow}*?{multiplier|5})]]}} {{roll=[[1d100]]}} {{skillname=POW Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>-->
</div>
<textarea name="attr_sorcery_magic" class="sheet-magic_notes"></textarea>
<br />
</div>
<div class="sheet-header" >Magic Points & Storage</div>
<div class="sheet-melee_wpns_labels">
<div style="margin-left:3px;">Location</div>
<div style="margin-left:250px;">Max.</div>
<div style="margin-left:0px;">Cur.</div>
</div>
<div>
<span>Personal</span>
<input style="width:24px;margin-left:246px" type="text" value="0" class="sheet-text_input sheet-percentiles" readonly name="attr_curpow"/>
<input style="width:24px" type="text" value="0" class="sheet-text_input sheet-percentiles" name="attr_curmp"/>
</div>
<fieldset class="repeating_mp_storage">
<input style="width:302px" type="text" class="sheet-text_input" name="attr_mp_location"/>
<input style="width:24px" type="text" value="0" class="sheet-text_input sheet-percentiles" name="attr_maxmp"/>
<input style="width:24px" type="text" value="0" class="sheet-text_input sheet-percentiles" name="attr_curmp"/>
</fieldset>
<br />
<div class="sheet-header" >Magic Notes</div>
<textarea name="attr_magic_notes" style="min-height:200px;"></textarea>
</div>
</div>
<hr class="sheet-hr" />
<div class="sheet-header">Weapons</div>
<br />
<div style="margin-left:194px;margin-bottom:10px;">
<div>
<div CLASS="sheet-input_label">Modifiers</div>
<!--<select name="attr_skillReduct" style="width:100px;display:inline-block" >
<option value="1">Full Skill</option>
<option value="0.5">Half Skill</option>
</select>-->
<input type="text" style="display:inline-block" class="sheet-text_input sheet-percentiles" value="0" name="attr_skillMods" />
</div>
</div>
<div class="sheet-melee_wpns_labels">
<div style="margin-left:3px;">Melee Weapon</div>
<div style="margin-left:30px;">Skill Used</div>
<div style="margin-left:54px;">Default</div>
<div style="margin-left:3px;">WSR</div>
<div style="margin-left:15px;">SR</div>
<!--<div style="margin-left:14px;">STR/DEX</div>-->
<div style="margin-left:43px;">%</div>
<div style="margin-left:46px;">Damage</div>
<div style="margin-left:8px;">*</div>
<div style="margin-left:7px;">Type</div>
<div style="margin-left:8px;">Special</div>
<div style="margin-left:25px;" >HP</div>
</div>
<fieldset class="repeating_melee2">
<div class="sheet-melee_wpns">
<input type="text" class="sheet-text_input sheet-skillName" name="attr_weapon_type" />
<input type="text" class="sheet-text_input sheet-skillName" name="attr_skillName" />
<input type="checkbox" style="margin-left:10px;margin-right:7px" name="attr_skillDefault" />
<input type="text" style="display:none" value="1" name="attr_skillReduct" />
<input type="text" style="margin-left:1px" class="sheet-text_input sheet-percentiles" value="0" name="attr_wpn_sr" />
<input type="text" class="sheet-text_input sheet-percentiles" disabled name="attr_total_wpn_sr" value="[[@{wpn_sr}+@{melee_srm}]]" />
<button type="roll" class="sheet-turn_order" title="Add to turn order" value="@{add_sr}" ></button>
<textarea name="attr_add_sr" style="display:none">
/em --
Add @{character_name} to turn order
@{weapon_type} SR [[@{total_wpn_sr} &{tracker}]]
</textarea>
<!--<input type="text" class="sheet-text_input sheet-percentiles" style="width:22px;margin-left:1px" value="9" name="attr_wpnstr" />
<input type="text" class="sheet-text_input sheet-percentiles" style="width:22px" value="9" name="attr_wpndex" />-->
<input type="text" class="sheet-text_input sheet-percentiles" readonly style="display:none; width:30px;" value="0" name="attr_minmod" />
<input type="text" class="sheet-text_input sheet-percentiles" readonly name="attr_skillTotal" />
<!--
<input type="text" class="sheet-text_input sheet-percentiles" name="attr_wpn_attk_value" />
<input type="text" class="sheet-text_input sheet-percentiles" disabled name="attr_wpn_attk_total" value="@{wpn_attk_value}+@{manipulation_mod}+@{enc_mod}+@{minmod}+@{gen_mod}" />-->
<button type="roll" style="margin-right:0px;margin-left:0px;" class="sheet-d100_roll" value="@{melee_value}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<textarea name="attr_melee_value" style="display:none">&{template:melee-roll2} {{name=@{character_name}}} {{tot=[[@{wpn_damage}+@{damagebonus}]]}}{{skillvalue=(@{skillTotal})}} {{fumble=[[{(101-(round((100-((@{skillTotal}*@{skillReduct})+@{skillMods}))/20))),100}kl1]]}} {{crit=[[round([[ceil((@{skillTotal}*@{skillReduct}))+@{skillMods}]]/20)+1]]}} {{special=[[round(([[ceil((@{skillTotal}*@{skillReduct}))+@{skillMods}]])/5)+1]]}} {{spclDam=[[@{spcldamage}+@{damagebonus}]]}} {{crshDam=[[@{wpn_damage}+@{maxDb}+@{damagebonus}]]}} {{critCrsh=[[@{critdamage}+@{maxDb}+@{damagebonus}]]}} {{critSI=[[@{critdamage}+@{damagebonus}]]}} {{type="[[@{wpn_spl}"]]}} {{success=[[ceil(ceil((@{skillTotal}*@{skillReduct})))+@{skillMods}]]}} {{roll=[[1d100]]}} {{skillname=@{weapon_type}}} {{mntTogVal=[[@{mntTogVal}]]}} {{mntTot=[[@{wpn_damage}+@{mountDB}]]}} {{mntSpcl=[[@{spcldamage}+@{mountDB}]]}} {{mntCrit=[[@{critdamage}+@{mountDB}]]}}
&{template:@{creature_hit_location}Melee}} {{roll=[[@{selected_die_roll}]]}}</textarea>
<input type="text" class="sheet-text_input" style="width:61px" name="attr_wpn_damage" />
<input type="text" style="display:none" name="attr_spcldamage" />
<input type="text" style="display:none" name="attr_critdamage" />
<input type="text" style="display:none" name="attr_maxdamage" />
<input type="checkbox" name="attr_mntDbToggle" />
<input type="text" style="display:none" value="0" name="attr_mntTogVal" />
<input type="text" name="attr_wpn_type" title="C,CT,H,I,S" style="width:35px">
<select name="attr_wpn_spl" style="margin-bottom:0px;width:43px">
<option value="0">I</option>
<option value="1">S</option>
<option value="2">C</option>
</select>
<input type="text" class="sheet-text_input sheet-percentiles" value="0" style="width:29px" name="attr_wpn_hp" />/
<input type="text" class="sheet-text_input sheet-percentiles" value="0" style="width:29px" name="attr_wpn_hpmax" />
<input type="checkbox" name="attr_skillcheck" />
</div>
</fieldset>
<div>
<span class="sheet-input_label">* Use mount's damage bonus</span>
<input class="sheet-text_input" value="0" type="text" style="width:50px" title="Mount Damage Bonus" name="attr_mountDB"/>
</div>
<!--- end of melee wpns -->
<br >
<!-- missile wpns -->
<br />
<div class="sheet-melee_wpns_labels">
<div style="margin-left:3px;">Missile Weapon</div>
<div style="margin-left:24px;">Skill Used</div>
<div style="margin-left:54px;">Default</div>
<!--<div style="margin-left:47px;">STR/DEX</div> -->
<div style="margin-left:7px;">%</div>
<div style="margin-left:48px;">Dmg.</div>
<div style="margin-left:10px;">DB</div>
<div style="margin-left:3px;">Special</div>
<div style="margin-left:8px;">Rng</div>
<div style="margin-left:4px;">Rate</div>
<div style="margin-left:18px;" >HP</div>
<div style="margin-left:10px;" >Ammo</div>
</div>
<fieldset class="repeating_missle2">
<div class="sheet-melee_wpns">
<input type="text" class="sheet-text_input sheet-skillName" name="attr_weapon_type" style="font-size:xx-small" />
<!--
<input type="text" class="sheet-text_input sheet-percentiles" style="width:22px;margin-left:1px" value="9" name="attr_wpnstr" />
<input type="text" class="sheet-text_input sheet-percentiles" style="width:22px" value="9" name="attr_wpndex" />-->
<input type="text" class="sheet-text_input sheet-percentiles" readonly style="display:none; width:30px;" value="0" name="attr_minmod" />
<input type="text" class="sheet-text_input sheet-skillName" style="font-size:xx-small" name="attr_skillName" />
<input type="checkbox" style="margin-left:10px;margin-right:7px" name="attr_skillDefault" />
<input type="text" style="display:none" value="1" name="attr_skillReduct" />
<input type="text" class="sheet-text_input sheet-percentiles" readonly name="attr_skillTotal" />
<!--
<input type="text" class="sheet-text_input sheet-percentiles" name="attr_wpn_attk_value" />
<input type="text" class="sheet-text_input sheet-percentiles" disabled name="attr_wpn_attk_total" value="@{wpn_attk_value}+@{manipulation_mod}+@{enc_mod}+@{minmod}+@{gen_mod}" />-->
<button type="roll" style="margin-right:0px;margin-left:0px;" class="sheet-d100_roll" value="@{melee_value}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><textarea name="attr_melee_value" style="display:none">&{template:melee-roll2} {{name=@{character_name}}} {{tot=[[@{wpn_damage}+@{wpnmdb}]]}}{{skillvalue=(@{skillTotal})}} {{fumble=[[{(101-(round((100-((@{skillTotal}*@{skillReduct})+@{skillMods}))/20))),100}kl1]]}} {{crit=[[round([[ceil((@{skillTotal}*@{skillReduct}))+@{skillMods}]]/20)+1]]}} {{special=[[round(([[ceil((@{skillTotal}*@{skillReduct}))+@{skillMods}]])/5)+1]]}} {{spclDam=[[@{spcldamage}+@{wpnmdb}]]}} {{crshDam=[[@{wpn_damage}+@{maxwpnmdb}+@{wpnmdb}]]}} {{critCrsh=[[@{critdamage}+@{maxwpnmdb}+@{wpnmdb}]]}} {{critSI=[[@{critdamage}+@{wpnmdb}]]}} {{type="[[@{wpn_spl}"]]}} {{success=[[ceil((@{skillTotal}*@{skillReduct}))+@{skillMods}]]}} {{roll=[[1d100]]}} {{mntTogVal=[[0]]}} {{skillname=@{weapon_type}}}
&{template:@{creature_hit_location}Melee}} {{roll=[[@{selected_die_roll}]]}}</textarea>
<input type="text" class="sheet-text_input" style="width:51px" name="attr_wpn_damage" />
<input type="checkbox" name="attr_mdbtoggle" />
<input type="text" style="display:none" name="attr_spcldamage" />
<input type="text" style="display:none" name="attr_critdamage" />
<input type="text" style="display:none" name="attr_maxdamage" />
<select name="attr_wpn_spl" style="margin-bottom:0px;width:50px">
<option value="0">I</option>
<option value="1">S</option>
<option value="2">C</option>
</select>
<input type="text" class="sheet-text_input" style="width:27px;font-size:xx-small" name="attr_wpn_range" />
<input type="text" class="sheet-text_input" style="width:36px;font-size:xx-small" name="attr_wpn_rate" />
<input type="text" class="sheet-text_input sheet-percentiles" name="attr_wpn_hp" />
<input type="text" class="sheet-text_input sheet-percentiles" name="attr_wpn_ammo" />
<input type="checkbox" name="attr_skillcheck" />
<input type="text" value="0" style="display:none" name="attr_wpnmdb" />
<input type="text" value="0" style="display:none" name="attr_maxwpnmdb" />
</div>
</fieldset>
</div>
<div class="sheet-tab-contenta sheet-tab2a"><!--- Tab 2 start -->
<div >
<div>
<span style="margin-left:171px">Enc Mod</span>
<input class="sheet-text_input sheet-char_inputs sheet-percentiles" value="0" type="text" readonly name="attr_enc_mod2"/>
<span style="margin-left:8px">Dodge Mod</span>
<input class="sheet-text_input sheet-char_inputs sheet-percentiles" value="0" type="text" readonly name="attr_dodge_mod2"/>
<span style="margin-left:8px">Swim Mod</span>
<input class="sheet-text_input sheet-char_inputs sheet-percentiles" value="0" type="text" readonly name="attr_swim_mod2"/>
<span style="margin-left:8px">Skill Mod</span>
<input class="sheet-text_input sheet-char_inputs sheet-percentiles" value="0" type="text" name="attr_skill_mod"/>
</div>
<br />
<div class='sheet-2colrow'>
<div style="margin-left:3px;margin-right:3px;width:31%" class='sheet-col'>
<div>
<div class="sheet-skill_category">Agility</div>
<div style="display:inline-block;margin-left:69px;">
<span><b>Modifier</b></span>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" readonly name="attr_agility_mod"/><button type="roll" class="sheet-d100_roll" value="/r [[1d00+@{agility_mod}]]" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<fieldset class="repeating_agilitySkills">
<input type="text" class="sheet-text_input sheet-skillName" name="attr_skill" />
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_base"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" style="display:none" name="attr_base2"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_skillValue"/><input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" readonly name="attr_skillTotal" /><button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{skillTotal})]]}} {{fumble=[[{(101-(round((100-(@{skillTotal}+@{skill_mod}))/20))),100}kl1]]}} {{crit=[[round(([[(@{skillTotal}+@{skill_mod})]])/20)+1]]}} {{special=[[round(([[(@{skillTotal}+@{skill_mod})]])/5)+1]]}} {{success=[[(@{skillTotal}+@{skill_mod})]]}} {{roll=[[1d100]]}} {{skillname=@{skill}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<input type="checkbox" name="attr_expCheck" />
</fieldset>
<br />
<div class="sheet-skill_category">Communication</div>
<div style="display:inline-block;margin-left:9px;">
<span><b>Modifier</b></span>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" readonly name="attr_communication_mod"/><button type="roll" class="sheet-d100_roll" value="/r [[1d00+@{communication_mod}]]" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<fieldset class="repeating_communicationSkills">
<input type="text" class="sheet-text_input sheet-skillName" name="attr_skill" />
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_base"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" style="display:none" name="attr_base2"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_skillValue"/><input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" readonly name="attr_skillTotal" /><button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{skillTotal})]]}} {{fumble=[[{(101-(round((100-(@{skillTotal}+@{skill_mod}))/20))),100}kl1]]}} {{crit=[[round(([[(@{skillTotal}+@{skill_mod})]])/20)+1]]}} {{special=[[round(([[(@{skillTotal}+@{skill_mod})]])/5)+1]]}} {{success=[[(@{skillTotal}+@{skill_mod})]]}} {{roll=[[1d100]]}} {{skillname=@{skill}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<input type="checkbox" name="attr_expCheck" />
</fieldset>
<br />
<div class="sheet-skill_category">Knowledge</div>
<div style="display:inline-block;margin-left:40px;">
<span><b>Modifier</b></span>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" readonly name="attr_knowledge_mod"/><button type="roll" class="sheet-d100_roll" value="/r [[1d00+@{knowledge_mod}]]" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<fieldset class="repeating_knowledgeSkills">
<input type="text" class="sheet-text_input sheet-skillName" name="attr_skill" />
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_base"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" style="display:none" name="attr_base2"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_skillValue"/><input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" readonly name="attr_skillTotal" /><button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{skillTotal})]]}} {{fumble=[[{(101-(round((100-(@{skillTotal}+@{skill_mod}))/20))),100}kl1]]}} {{crit=[[round(([[(@{skillTotal}+@{skill_mod})]])/20)+1]]}} {{special=[[round(([[(@{skillTotal}+@{skill_mod})]])/5)+1]]}} {{success=[[(@{skillTotal}+@{skill_mod})]]}} {{roll=[[1d100]]}} {{skillname=@{skill}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<input type="checkbox" name="attr_expCheck" />
</fieldset>
<br />
</div>
</div>
<!--- ------------------------------------------------------------------ -->
<div style="margin-left:0px;width:66%" class='sheet-col'>
<div class='sheet-2colrow'>
<div style="margin-right:10px" class='sheet-col'>
<div class="sheet-skill_category">Magic</div>
<div style="display:inline-block;margin-left:75px;">
<span><b>Modifier</b></span>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" readonly name="attr_magic_mod"/><button type="roll" class="sheet-d100_roll" value="/r [[1d00+@{magic_mod}]]" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<fieldset class="repeating_magicSkills">
<input type="text" class="sheet-text_input sheet-skillName" name="attr_skill" />
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_base"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" style="display:none" name="attr_base2"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_skillValue"/><input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" readonly name="attr_skillTotal" /><button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{skillTotal})]]}} {{fumble=[[{(101-(round((100-(@{skillTotal}+@{skill_mod}))/20))),100}kl1]]}} {{crit=[[round(([[(@{skillTotal}+@{skill_mod})]])/20)+1]]}} {{special=[[round(([[(@{skillTotal}+@{skill_mod})]])/5)+1]]}} {{success=[[(@{skillTotal}+@{skill_mod})]]}} {{roll=[[1d100]]}} {{skillname=@{skill}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<input type="checkbox" name="attr_expCheck" />
</fieldset>
<br />
<div class="sheet-skill_category">Manipulation</div>
<div style="display:inline-block;margin-left:29px;">
<span><b>Modifier</b></span>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" readonly name="attr_manipulation_mod"/><button type="roll" class="sheet-d100_roll" value="/r [[1d00+@{manipulation_mod}]]" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<fieldset class="repeating_manipulationSkills">
<input type="text" class="sheet-text_input sheet-skillName" name="attr_skill" />
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_base"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" style="display:none" name="attr_base2"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_skillValue"/><input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" readonly name="attr_skillTotal" /><button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{skillTotal})]]}} {{fumble=[[{(101-(round((100-(@{skillTotal}+@{skill_mod}))/20))),100}kl1]]}} {{crit=[[round(([[(@{skillTotal}+@{skill_mod})]])/20)+1]]}} {{special=[[round(([[(@{skillTotal}+@{skill_mod})]])/5)+1]]}} {{success=[[(@{skillTotal}+@{skill_mod})]]}} {{roll=[[1d100]]}} {{skillname=@{skill}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<input type="checkbox" name="attr_expCheck" />
</fieldset>
<br />
<div class="sheet-skill_category">Perception</div>
<div style="display:inline-block;margin-left:43px;">
<span><b>Modifier</b></span>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" readonly name="attr_perception_mod"/><button type="roll" class="sheet-d100_roll" value="/r [[1d00+@{preception_mod}]]" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<fieldset class="repeating_perceptionSkills">
<input type="text" class="sheet-text_input sheet-skillName" name="attr_skill" />
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_base"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" style="display:none" name="attr_base2"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_skillValue"/><input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" readonly name="attr_skillTotal" /><button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{skillTotal})]]}} {{fumble=[[{(101-(round((100-(@{skillTotal}+@{skill_mod}))/20))),100}kl1]]}} {{crit=[[round(([[(@{skillTotal}+@{skill_mod})]])/20)+1]]}} {{special=[[round(([[(@{skillTotal}+@{skill_mod})]])/5)+1]]}} {{success=[[(@{skillTotal}+@{skill_mod})]]}} {{roll=[[1d100]]}} {{skillname=@{skill}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<input type="checkbox" name="attr_expCheck" />
</fieldset>
<br />
<div class="sheet-skill_category">Stealth</div>
<div style="display:inline-block;margin-left:66px;">
<span><b>Modifier</b></span>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" readonly name="attr_stealth_mod"/><button type="roll" class="sheet-d100_roll" value="/r [[1d00+@{stealth_mod}]]" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<fieldset class="repeating_stealthSkills">
<input type="text" class="sheet-text_input sheet-skillName" name="attr_skill" />
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_base"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" style="display:none" name="attr_base2"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_skillValue"/><input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" readonly name="attr_skillTotal" /><button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{skillTotal})]]}} {{fumble=[[{(101-(round((100-(@{skillTotal}+@{skill_mod}))/20))),100}kl1]]}} {{crit=[[round(([[(@{skillTotal}+@{skill_mod})]])/20)+1]]}} {{special=[[round(([[(@{skillTotal}+@{skill_mod})]])/5)+1]]}} {{success=[[(@{skillTotal}+@{skill_mod})]]}} {{roll=[[1d100]]}} {{skillname=@{skill}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<input type="checkbox" name="attr_expCheck" />
</fieldset>
<br />
</div><!--- end 2nd col -->
<div style="margin-right:10px" class='sheet-col'>
<div class="sheet-skill_category">Melee Weapons</div>
<div style="display:inline-block;margin-left:9px;">
<span><b>Modifier</b></span>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" readonly name="attr_manipulation_mod"/><button type="roll" class="sheet-d100_roll" value="/r [[1d00+@{manipulation_mod}]]" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<fieldset class="repeating_meleeSkills">
<input type="text" class="sheet-text_input sheet-skillName" name="attr_skill" />
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_base"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" style="display:none" name="attr_base2"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_skillValue"/><input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" readonly name="attr_skillTotal" /><button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{skillTotal})]]}} {{fumble=[[{(101-(round((100-(@{skillTotal}+@{skill_mod}))/20))),100}kl1]]}} {{crit=[[round(([[(@{skillTotal}+@{skill_mod})]])/20)+1]]}} {{special=[[round(([[(@{skillTotal}+@{skill_mod})]])/5)+1]]}} {{success=[[(@{skillTotal}+@{skill_mod})]]}} {{roll=[[1d100]]}} {{skillname=@{skill}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<input type="checkbox" name="attr_expCheck" />
</fieldset>
<br />
<div class="sheet-skill_category">Missile Weapons</div>
<div style="display:inline-block;margin-left:4px;">
<span><b>Modifier</b></span>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" readonly name="attr_manipulation_mod"/><button type="roll" class="sheet-d100_roll" value="/r [[1d00+@{manipulation_mod}]]" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<fieldset class="repeating_missileSkills">
<input type="text" class="sheet-text_input sheet-skillName" name="attr_skill" />
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_base"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" style="display:none" name="attr_base2"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_skillValue"/><input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" readonly name="attr_skillTotal" /><button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{skillTotal})]]}} {{fumble=[[{(101-(round((100-(@{skillTotal}+@{skill_mod}))/20))),100}kl1]]}} {{crit=[[round(([[(@{skillTotal}+@{skill_mod})]])/20)+1]]}} {{special=[[round(([[(@{skillTotal})]])/5)+1]]}} {{success=[[(@{skillTotal}+@{skill_mod})]]}} {{roll=[[1d100]]}} {{skillname=@{skill}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<input type="checkbox" name="attr_expCheck" />
</fieldset>
<br />
<div class="sheet-skill_category">Shields</div>
<div style="display:inline-block;margin-left:63px;">
<span><b>Modifier</b></span>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" readonly name="attr_manipulation_mod"/><button type="roll" class="sheet-d100_roll" value="/r [[1d00+@{manipulation_mod}]]" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<fieldset class="repeating_shieldSkills">
<input type="text" class="sheet-text_input sheet-skillName" name="attr_skill" />
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_base"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" style="display:none" name="attr_base2"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_skillValue"/><input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" readonly name="attr_skillTotal" /><button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{skillTotal})]]}} {{fumble=[[{(101-(round((100-(@{skillTotal}+@{skill_mod}))/20))),100}kl1]]}} {{crit=[[round(([[(@{skillTotal})]])/20)+1]]}} {{special=[[round(([[(@{skillTotal}+@{skill_mod})]])/5)+1]]}} {{success=[[(@{skillTotal}+@{skill_mod})]]}} {{roll=[[1d100]]}} {{skillname=@{skill}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<input type="checkbox" name="attr_expCheck" />
</fieldset>
<br />
<div class="sheet-skill_category">Natural Weapons</div>
<div style="display:inline-block;margin-left:-1px;">
<span><b>Modifier</b></span>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" readonly name="attr_manipulation_mod"/><button type="roll" class="sheet-d100_roll" value="/r [[1d00+@{manipulation_mod}]]" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<input type="checkbox" name="attr_expCheck" />
</div>
<fieldset class="repeating_naturalWpnSkills">
<input type="text" class="sheet-text_input sheet-skillName" name="attr_skill" />
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_base"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" style="display:none" name="attr_base2"/>
<input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" name="attr_skillValue"/><input type="text" value="0" class="sheet-text_input sheet-skill_values2" value="0" readonly name="attr_skillTotal" /><button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{skillTotal})]]}} {{fumble=[[{(101-(round((100-(@{skillTotal}+@{skill_mod}))/20))),100}kl1]]}} {{crit=[[round(([[(@{skillTotal}+@{skill_mod})]])/20)+1]]}} {{special=[[round(([[(@{skillTotal})]])/5)+1]]}} {{success=[[(@{skillTotal}+@{skill_mod})]]}} {{roll=[[1d100]]}} {{skillname=@{skill}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<input type="checkbox" name="attr_expCheck" />
</fieldset>
<br />
</div>
</div>
<br />
<hr class="sheet-hr">
<div class="sheet-skill_category">Addtional Magic</div>
<textarea style="width:95%;min-height:100px;" name="attr_add_magic"></textarea>
<br />
<div class="sheet-skill_category">Equipment</div>
<div >
<p style="font-weight:bold; display:inline-block">Carried</p>
<p style="font-weight:bold; width:73%; display:inline-block;margin-left:13px">Item</p>
<p style="font-weight:bold;text-align:center;width: 10% ;display:inline-block">Wt.</p>
<fieldset class="repeating_equipment2" style="margin-top:-20px;">
<input type="checkbox" value="1" style="margin-left:17px" name="attr_carried"/>
<input class="sheet-text_input sheet-eqpText" style="margin-left:27px;width: 75% ;" type="text" name="attr_equipment_type"/>
<input class="sheet-text_input sheet-char_inputs sheet-percentiles" type="text" value="0" name="attr_equipment_weight"/>
</fieldset>
<br />
<span>Max Enc</span>
<input class="sheet-text_input sheet-char_inputs sheet-percentiles" value="0" type="text" name="attr_carry_max2"/>
<span style="margin-left:8px">Total Enc</span>
<input class="sheet-text_input sheet-char_inputs" style="width:45px" value="0" type="text" name="attr_carry_total2"/>
</div>
</div>
</div>
</div><!-- end of first 2 col -->
</div><!---- End of Tab -->
<div class="sheet-tab-contenta sheet-tab3a"><!--- Tab 3 start -->
<div style="text-align:center">
<div class="sheet-header2">MOUNT|ELEMENTAL|ALLY</div>
</div>
<div class="sheet-header">Mounts/Allies</div>
<fieldset class="repeating_mounts">
<div class='sheet-2colrow'>
<div style="margin-left:4px" class="sheet-col">
<div style="margin-bottom:5px;">
<input class="sheet-value_display" type="text" value="name and type " style="width:244px;" name="attr_animal1_name" />
</div>
<div>
<p class="sheet-spirit_stat">STR</p> <input class="sheet-value_display2" value="0" name="attr_animal1a_str" type="text"/>
<p class="sheet-spirit_stat">CON</p><input class="sheet-value_display2" value="0" name="attr_animal1a_con" type="text" />
<p class="sheet-spirit_stat">SIZ</p><input class="sheet-value_display2" value="0" name="attr_animal1a_siz" type="text"/>
</div>
<div>
<p class="sheet-spirit_stat">INT</p> <input class="sheet-value_display2" value="0" name="attr_animal1a_int" type="text"/>
<p class="sheet-spirit_stat">POW</p><input class="sheet-value_display2" value="0" name="attr_animal1a_pow" type="text" />
<p class="sheet-spirit_stat">DEX</p><input class="sheet-value_display2" value="0" name="attr_animal1a_dex" type="text"/>
<p class="sheet-spirit_stat">CHA</p><input class="sheet-value_display2" value="0" name="attr_animal1a_cha" type="text"/>
</div>
<br />
<table>
<tr>
<td>HP</td>
<td>
<input type="text" class="sheet-value_display2" name="attr_animal1a_hp_max" value="0" />
/
<input type="text" class="sheet-value_display2" value="0" name="attr_animal1a_hp_cur" />
</td>
<td>Move</td>
<td>
<input type="text" class="sheet-value_display2" name="attr_animal1a_move" value="0" />
</td>
</tr>
<tr>
</tr>
<tr>
<td>MP</td>
<td>
<input type="text" class="sheet-value_display2" name="attr_animal1a_mp_max" value="0" />
/
<input type="text" class="sheet-value_display2" value="" name="attr_animal1a_mp_cur" />
</td> <td>DSR</td>
<td>
<input type="text" class="sheet-value_display2" name="attr_animal1a_dsr" value="0" />
</td>
</tr>
<tr>
<td>DB</td>
<td><input type="text" class="sheet-value_display2" name="attr_animal1a_db" style="width:105px;" value="0" /></td>
<td>MSR</td>
<td><input type="text" class="sheet-value_display2" name="attr_animal1a_msr" value="0" />
</td>
</tr>
</table>
</br />
<div style="margin-top:5px;" class="sheet-melee_wpns_labels">
<br />
<label style="width:98px">Weapon</label>
<label style="width:34px">SR</label>
<label style="width:74px">Attk</label>
<label style="width:71px">Damage</label>
</div>
<div>
<input class="sheet-value_display2" type="text" name="attr_wpn_name1a1" style="text-align:left;width:100px;" value="weapon" />
<input class="sheet-value_display2" type="text" name="attr_wpn_sr1a1" value="0" />
<input class="sheet-value_display2" type="text" name="attr_wpn_attk1a1" value="0" />
<input class="sheet-value_display2" type="text" style="width:80px" name="attr_wpn_damage1a1" value="0" />
<button type="roll" class="sheet-d100_roll" value="&{template:melee-roll} {{name=@{animal1_name}}} {{tot=[[@{wpn_damage1a1}]]}} {{skillvalue=[[@{wpn_attk1a1}]]}} {{fumble=[[{(101-(round((100-(@{wpn_attk1a1}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{wpn_attk1a1}]])/20)+1]]}} {{special=[[ceil(([[@{wpn_attk1a1}]])/5)+1]]}} {{success=[[@{wpn_attk1a1}]]}} {{roll=[[1d100]]}} {{skillname=@{wpn_name1a1}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:melee-roll} {{name=@{animal1_name}}} {{tot=[[@{wpn_damage1a1}]]}} {{skillvalue=[[@{wpn_attk1a1}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{wpn_attk1a1}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{wpn_attk1a1}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{wpn_attk1a1}+?{mods|0}]])/5)+1]]}} {{success=[[@{wpn_attk1a1}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{wpn_name1a1}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<div>
<input class="sheet-value_display2" type="text" name="attr_wpn_name1a2" style="text-align:left;width:100px;" value="weapon" />
<input class="sheet-value_display2" type="text" name="attr_wpn_sr1a2" value="0" />
<input class="sheet-value_display2" type="text" name="attr_wpn_attk1a2" value="0" />
<input class="sheet-value_display2" type="text" style="width:80px" name="attr_wpn_damage1a2" value="0" />
<button type="roll" class="sheet-d100_roll" value="&{template:melee-roll} {{name=@{animal1_name}}} {{tot=[[@{wpn_damage1a2}]]}} {{skillvalue=[[@{wpn_attk1a2}]]}} {{fumble=[[{(101-(round((100-(@{wpn_attk1a2}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{wpn_attk1a2}]])/20)+1]]}} {{special=[[ceil(([[@{wpn_attk1a2}]])/5)+1]]}} {{success=[[@{wpn_attk1a2}]]}} {{roll=[[1d100]]}} {{skillname=@{wpn_name1a2}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:melee-roll} {{name=@{animal1_name}}} {{tot=[[@{wpn_damage1a2}]]}} {{skillvalue=[[@{wpn_attk1a2}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{wpn_attk1a2}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{wpn_attk1a2}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{wpn_attk1a2}+?{mods|0}]])/5)+1]]}} {{success=[[@{wpn_attk1a2}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{wpn_name1a2}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<div>
<input class="sheet-value_display2" type="text" name="attr_wpn_name1a3" style="text-align:left;width:100px;" value="weapon" />
<input class="sheet-value_display2" type="text" name="attr_wpn_sr1a3" value="0" />
<input class="sheet-value_display2" type="text" name="attr_wpn_attk1a3" value="0" />
<input class="sheet-value_display2" type="text" style="width:80px" name="attr_wpn_damage1a3" value="0" />
<button type="roll" class="sheet-d100_roll" value="&{template:melee-roll} {{name=@{animal1_name}}} {{tot=[[@{wpn_damage1a3}]]}} {{skillvalue=[[@{wpn_attk1a3}]]}} {{fumble=[[{(101-(round((100-(@{wpn_attk1a2}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{wpn_attk1a3}]])/20)+1]]}} {{crit=[[ceil(([[@{wpn_attk1a3}]])/20)+1]]}} {{special=[[ceil(([[@{wpn_attk1a3}]])/5)+1]]}} {{success=[[@{wpn_attk1a3}]]}} {{roll=[[1d100]]}} {{skillname=@{wpn_name1a3}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:melee-roll} {{name=@{animal1_name}}} {{tot=[[@{wpn_damage1a3}]]}} {{skillvalue=[[@{wpn_attk1a3}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{wpn_attk1a3}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{wpn_attk1a3}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{wpn_attk1a3}+?{mods|0}]])/5)+1]]}} {{success=[[@{wpn_attk1a3}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{wpn_name1a3}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<br />
<div >
<span style="display:inline-block">
<div style="margin-top:5px;display:inline-block" class="sheet-melee_wpns_labels">
<div style="">Skill</div>
<div style="margin-left:38px;">&#37;</div>
</div>
<div>
<input class="sheet-value_display sheet-ally_skill" type="text" name="attr_skill_name1a1" style="text-align:left;width:232px;font-size:x-small" value="skill" />
<input class="sheet-value_display2" type="text" name="attr_skill_value1a1" value="0" />
<!--<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value1}]]}} {{fumble=[[ceil(95+([[@{skill_value1}]])/20))]]}} {{crit=[[ceil(([[@{skill_value1}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value1}]])/5)+1]]}} {{success=[[@{skill_value1}]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name1}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>--><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value1a1}]]}} {{success=[[@{skill_value1a1}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{skill_value1a1}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{skill_value1a1}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value1a1}+?{mods|0}]])/5)+1]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name1a1}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</span>
<span style="display:inline-block">
<div style="margin-top:5px;display:inline-block" class="sheet-melee_wpns_labels">
<div style="">Skill</div>
<div style="margin-left:38px;">&#37;</div>
</div>
<div>
<input class="sheet-value_display sheet-ally_skill" type="text" name="attr_skill_name1a2" style="text-align:left;width:232px;font-size:x-small" value="skill" />
<input class="sheet-value_display2" type="text" name="attr_skill_value1a2" value="0" />
<!--<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value2}]]}} {{fumble=[[ceil(95+([[@{skill_value2}]])/20))]]}} {{crit=[[ceil(([[@{skill_value2}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value2}]])/5)+1]]}} {{success=[[@{skill_value2}]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name2}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>--><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value1a2}]]}} {{success=[[@{skill_value1a2}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{skill_value1a2}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{skill_value1a2}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value1a2}+?{mods|0}]])/5)+1]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name1a2}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</span>
<span style="display:inline-block">
<div style="margin-top:5px;display:inline-block" class="sheet-melee_wpns_labels">
<div style="">Skill</div>
<div style="margin-left:38px;">&#37;</div>
</div>
<div>
<input class="sheet-value_display sheet-ally_skill" type="text" name="attr_skill_name1a3" style="text-align:left;width:232px;" value="skill" />
<input class="sheet-value_display2" type="text" name="attr_skill_value1a3" value="0" />
<!--<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value2}]]}} {{fumble=[[ceil(95+([[@{skill_value2}]])/20))]]}} {{crit=[[ceil(([[@{skill_value2}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value2}]])/5)+1]]}} {{success=[[@{skill_value2}]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name2}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>--><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value1a3}]]}} {{success=[[@{skill_value1a3}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{skill_value1a3}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{skill_value1a3}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value1a3}+?{mods|0}]])/5)+1]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name1a3}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</span>
</div>
<div>
<span style="display:inline-block">
<div style="margin-top:5px;display:inline-block" class="sheet-melee_wpns_labels">
<div style="">Skill</div>
<div style="margin-left:38px;">&#37;</div>
</div>
<div>
<input class="sheet-value_display sheet-ally_skill" type="text" name="attr_skill_name1a4" style="text-align:left;width:232px;" value="skill" />
<input class="sheet-value_display2" type="text" name="attr_skill_value1a4" value="0" />
<!--<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value1}]]}} {{fumble=[[ceil(95+([[@{skill_value1}]])/20))]]}} {{crit=[[ceil(([[@{skill_value1}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value1}]])/5)+1]]}} {{success=[[@{skill_value1}]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name1}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>--><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value1a4}]]}} {{success=[[@{skill_value1a4}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{skill_value1a4}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{skill_value1a4}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value1a4}+?{mods|0}]])/5)+1]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name1a4}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</span>
<span style="display:inline-block">
<div style="margin-top:5px;display:inline-block" class="sheet-melee_wpns_labels">
<div style="">Skill</div>
<div style="margin-left:38px;">&#37;</div>
</div>
<div>
<input class="sheet-value_display sheet-ally_skill" type="text" name="attr_skill_name1a5" style="text-align:left;width:232px;" value="skill" />
<input class="sheet-value_display2" type="text" name="attr_skill_value1a5" value="0" />
<!--<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value2}]]}} {{fumble=[[ceil(95+([[@{skill_value2}]])/20))]]}} {{crit=[[ceil(([[@{skill_value2}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value2}]])/5)+1]]}} {{success=[[@{skill_value2}]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name2}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>--><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value1a5}]]}} {{success=[[@{skill_value1a5}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{skill_value1a5}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{skill_value1a5}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value1a5}+?{mods|0}]])/5)+1]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name1a5}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</span>
<span style="display:inline-block">
<div style="margin-top:5px;display:inline-block" class="sheet-melee_wpns_labels">
<div style="">Skill</div>
<div style="margin-left:38px;">&#37;</div>
</div>
<div>
<input class="sheet-value_display sheet-ally_skill" type="text" name="attr_skill_name1a6" style="text-align:left;width:232px;" value="skill" />
<input class="sheet-value_display2" type="text" name="attr_skill_value1a6" value="0" />
<!--<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value2}]]}} {{fumble=[[ceil(95+([[@{skill_value2}]])/20))]]}} {{crit=[[ceil(([[@{skill_value2}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value2}]])/5)+1]]}} {{success=[[@{skill_value2}]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name2}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>--><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value1a6}]]}} {{success=[[@{skill_value1a6}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{skill_value1a6}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{skill_value1a6}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value1a6}+?{mods|0}]])/5)+1]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name1a6}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</span>
</div>
<br />
<p>Hit Locations</p>
<textarea style="font-family:courier;margin:0px;" name="attr_animal1_hitloc" >
D20 Result AP/HP
1-2 Right hind-leg 0/0
3-4 Left hind-leg 0/0
5-7 Hindquarters 0/0
8-10 Forequarters 0/0
11-13 Right fore-leg 0/0
14-16 Left fore-leg 0/0
17-20 Head 0/0
THP 0/0
</textarea>
<br />
<p>Notes</p>
<textarea style="font-family:courier;margin:0px;" name="attr_animal1a_notes" ></textarea>
</div> <!-- Animal 1 -->
<!--- Animal 2 -->
<div class="sheet-col">
<div style="margin-bottom:5px;">
<input class="sheet-value_display" type="text" value="name and type " style="width:244px;" name="attr_animal2_name" />
</div>
<div>
<p class="sheet-spirit_stat">STR</p> <input class="sheet-value_display2" value="0" name="attr_animal2a_str" type="text"/>
<p class="sheet-spirit_stat">CON</p><input class="sheet-value_display2" value="0" name="attr_animal2a_con" type="text" />
<p class="sheet-spirit_stat">SIZ</p><input class="sheet-value_display2" value="0" name="attr_animal2a_siz" type="text"/>
</div>
<div>
<p class="sheet-spirit_stat">INT</p> <input class="sheet-value_display2" value="0" name="attr_animal2a_int" type="text"/>
<p class="sheet-spirit_stat">POW</p><input class="sheet-value_display2" value="0" name="attr_animal2a_pow" type="text" />
<p class="sheet-spirit_stat">DEX</p><input class="sheet-value_display2" value="0" name="attr_animal2a_dex" type="text"/>
<p class="sheet-spirit_stat">CHA</p><input class="sheet-value_display2" value="0" name="attr_animal2a_cha" type="text"/>
</div>
<br />
<table>
<tr>
<td>HP</td>
<td>
<input type="text" class="sheet-value_display2" name="attr_animal2a_hp_max" value="0" />
/
<input type="text" class="sheet-value_display2" value="0" name="attr_animal2a_hp_cur" />
</td>
<td>Move</td>
<td>
<input type="text" class="sheet-value_display2" name="attr_animal2a_move" value="0" />
</td>
</tr>
<tr>
</tr>
<tr>
<td>MP</td>
<td>
<input type="text" class="sheet-value_display2" name="attr_animal2a_mp_max" value="0" />
/
<input type="text" class="sheet-value_display2" value="" name="attr_animal2a_mp_cur" />
</td>
<td>DSR</td>
<td>
<input type="text" class="sheet-value_display2" name="attr_animal2a_dsr" value="0" />
</td>
</tr>
<tr>
<td>DB</td>
<td><input type="text" class="sheet-value_display" name="attr_animal2a_db" style="width:105px;" value="0" /></td>
<td>MSR</td>
<td><input type="text" class="sheet-value_display2" name="attr_animal2a_msr" value="0" />
</td>
</tr>
</table>
</br />
<div style="margin-top:5px;" class="sheet-melee_wpns_labels">
<br />
<label style="width:98px">Weapon</label>
<label style="width:34px">SR</label>
<label style="width:74px">Attk</label>
<label style="width:71px">Damage</label>
</div>
<div>
<input class="sheet-value_display2" type="text" name="attr_wpn_name2a1" style="text-align:left;width:100px;" value="weapon" />
<input class="sheet-value_display2" type="text" name="attr_wpn_sr2a1" value="0" />
<input class="sheet-value_display2" type="text" name="attr_wpn_attk2a1" value="0" />
<input class="sheet-value_display2" type="text" style="width:80px" name="attr_wpn_damage2a1" value="0" />
<button type="roll" class="sheet-d100_roll" value="&{template:melee-roll} {{name=@{animal2_name}}} {{tot=[[@{wpn_damage2a1}]]}} {{skillvalue=[[@{wpn_attk2a1}]]}} {{fumble=[[ceil(95+([[@{wpn_attk2a1}]])/20))]]}} {{crit=[[ceil(([[@{wpn_attk2a1}]])/20)+1]]}} {{special=[[ceil(([[@{wpn_attk2a1}]])/5)+1]]}} {{success=[[@{wpn_attk2a1}]]}} {{roll=[[1d100]]}} {{skillname=@{wpn_name2a1}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:melee-roll} {{name=@{animal2_name}}} {{tot=[[@{wpn_damage2a1}]]}} {{skillvalue=[[@{wpn_attk2a1}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{wpn_attk2a1}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{wpn_attk2a1}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{wpn_attk2a1}+?{mods|0}]])/5)+1]]}} {{success=[[@{wpn_attk2a1}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{wpn_name2a1}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<div>
<input class="sheet-value_display2" type="text" name="attr_wpn_name2a2" style="text-align:left;width:100px;" value="weapon" />
<input class="sheet-value_display2" type="text" name="attr_wpn_sr2a2" value="0" />
<input class="sheet-value_display2" type="text" name="attr_wpn_attk2a2" value="0" />
<input class="sheet-value_display2" type="text" style="width:80px" name="attr_wpn_damage2a2" value="0" />
<button type="roll" class="sheet-d100_roll" value="&{template:melee-roll} {{name=@{animal2_name}}} {{tot=[[@{wpn_damage2a2}]]}} {{skillvalue=[[@{wpn_attk2a2}]]}} {{fumble=[[ceil(95+([[@{wpn_attk2a2}]])/20))]]}} {{crit=[[ceil(([[@{wpn_attk2a2}]])/20)+1]]}} {{special=[[ceil(([[@{wpn_attk2a2}]])/5)+1]]}} {{success=[[@{wpn_attk2a2}]]}} {{roll=[[1d100]]}} {{skillname=@{wpn_name2a2}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:melee-roll} {{name=@{animal2_name}}} {{tot=[[@{wpn_damage2a2}]]}} {{skillvalue=[[@{wpn_attk2a2}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{wpn_attk2a2}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{wpn_attk2a2}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{wpn_attk2a2}+?{mods|0}]])/5)+1]]}} {{success=[[@{wpn_attk2a2}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{wpn_name2a2}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<div>
<input class="sheet-value_display2" type="text" name="attr_wpn_name2a3" style="text-align:left;width:100px;" value="weapon" />
<input class="sheet-value_display2" type="text" name="attr_wpn_sr2a3" value="0" />
<input class="sheet-value_display2" type="text" name="attr_wpn_attk2a3" value="0" />
<input class="sheet-value_display2" type="text" style="width:80px" name="attr_wpn_damage2a3" value="0" />
<button type="roll" class="sheet-d100_roll" value="&{template:melee-roll} {{name=@{animal2_name}}} {{tot=[[@{wpn_damage2a3}]]}} {{skillvalue=[[@{wpn_attk2a3}]]}} {{fumble=[[ceil(95+([[@{wpn_attk2a3}]])/20))]]}} {{crit=[[ceil(([[@{wpn_attk2a3}]])/20)+1]]}} {{special=[[ceil(([[@{wpn_attk2a3}]])/5)+1]]}} {{success=[[@{wpn_attk2a3}]]}} {{roll=[[1d100]]}} {{skillname=@{wpn_name2a3}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:melee-roll} {{name=@{animal2_name}}} {{tot=[[@{wpn_damage2a3}]]}} {{skillvalue=[[@{wpn_attk2a3}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{wpn_attk2a3}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{wpn_attk2a3}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{wpn_attk2a3}+?{mods|0}]])/5)+1]]}} {{success=[[@{wpn_attk2a3}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{wpn_name2a3}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
<br />
<div>
<span style="display:inline-block">
<div style="margin-top:5px;display:inline-block" class="sheet-melee_wpns_labels">
<div style="">Skill</div>
<div style="margin-left:38px;">&#37;</div>
</div>
<div>
<input class="sheet-value_display sheet-ally_skill" type="text" name="attr_skill_name2a1" style="text-align:left;width:232px;" value="skill" />
<input class="sheet-value_display2" type="text" name="attr_skill_value2a1" value="0" />
<!--<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value1}]]}} {{fumble=[[ceil(95+([[@{skill_value1}]])/20))]]}} {{crit=[[ceil(([[@{skill_value1}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value1}]])/5)+1]]}} {{success=[[@{skill_value1}]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name1}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>--><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value2a1}]]}} {{success=[[@{skill_value2a1}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{skill_value2a1}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{skill_value2a1}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value2a1}+?{mods|0}]])/5)+1]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name2a1}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</span>
<span style="display:inline-block">
<div style="margin-top:5px;display:inline-block" class="sheet-melee_wpns_labels">
<div style="">Skill</div>
<div style="margin-left:38px;">&#37;</div>
</div>
<div>
<input class="sheet-value_display sheet-ally_skill" type="text" name="attr_skill_name2a2" style="text-align:left;width:232px;" value="skill" />
<input class="sheet-value_display2" type="text" name="attr_skill_value2a2" value="0" />
<!--<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value2}]]}} {{fumble=[[ceil(95+([[@{skill_value2}]])/20))]]}} {{crit=[[ceil(([[@{skill_value2}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value2}]])/5)+1]]}} {{success=[[@{skill_value2}]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name2}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>--><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value2a2}]]}} {{success=[[@{skill_value2a2}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{skill_value2a2}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{skill_value2a2}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value2a2}+?{mods|0}]])/5)+1]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name2a2}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</span>
<span style="display:inline-block">
<div style="margin-top:5px;display:inline-block" class="sheet-melee_wpns_labels">
<div style="">Skill</div>
<div style="margin-left:38px;">&#37;</div>
</div>
<div>
<input class="sheet-value_display sheet-ally_skill" type="text" name="attr_skill_name2a3" style="text-align:left;width:232px;" value="skill" />
<input class="sheet-value_display2" type="text" name="attr_skill_value2a3" value="0" />
<!--<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value2}]]}} {{fumble=[[ceil(95+([[@{skill_value2}]])/20))]]}} {{crit=[[ceil(([[@{skill_value2}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value2}]])/5)+1]]}} {{success=[[@{skill_value2}]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name2}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>--><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value2a3}]]}} {{success=[[@{skill_value2a3}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{skill_value2a3}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{skill_value2a3}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value2a3}+?{mods|0}]])/5)+1]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name2a3}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</span>
</div>
<div>
<span style="display:inline-block">
<div style="margin-top:5px;display:inline-block" class="sheet-melee_wpns_labels">
<div style="">Skill</div>
<div style="margin-left:38px;">&#37;</div>
</div>
<div>
<input class="sheet-value_display sheet-ally_skill" type="text" name="attr_skill_name2a4" style="text-align:left;width:232px;" value="skill" />
<input class="sheet-value_display2" type="text" name="attr_skill_value2a4" value="0" />
<!--<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value1}]]}} {{fumble=[[ceil(95+([[@{skill_value1}]])/20))]]}} {{crit=[[ceil(([[@{skill_value1}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value1}]])/5)+1]]}} {{success=[[@{skill_value1}]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name1}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>--><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value2a4}]]}} {{success=[[@{skill_value2a4}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{skill_value2a4}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{skill_value2a4}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value2a4}+?{mods|0}]])/5)+1]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name2a4}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</span>
<span style="display:inline-block">
<div style="margin-top:5px;display:inline-block" class="sheet-melee_wpns_labels">
<div style="">Skill</div>
<div style="margin-left:38px;">&#37;</div>
</div>
<div>
<input class="sheet-value_display sheet-ally_skill" type="text" name="attr_skill_name2a5" style="text-align:left;width:232px;" value="skill" />
<input class="sheet-value_display2" type="text" name="attr_skill_value2a5" value="0" />
<!--<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value2}]]}} {{fumble=[[ceil(95+([[@{skill_value2}]])/20))]]}} {{crit=[[ceil(([[@{skill_value2}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value2}]])/5)+1]]}} {{success=[[@{skill_value2}]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name2}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>--><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value2a5}]]}} {{success=[[@{skill_value2a5}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{skill_value2a5}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{skill_value2a5}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value2a5}+?{mods|0}]])/5)+1]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name2a5}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</span>
<span style="display:inline-block">
<div style="margin-top:5px;display:inline-block" class="sheet-melee_wpns_labels">
<div style="">Skill</div>
<div style="margin-left:38px;">&#37;</div>
</div>
<div>
<input class="sheet-value_display sheet-ally_skill" type="text" name="attr_skill_name2a6" style="text-align:left;width:232px;" value="skill" />
<input class="sheet-value_display2" type="text" name="attr_skill_value2a6" value="0" />
<!--<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value2}]]}} {{fumble=[[ceil(95+([[@{skill_value2}]])/20))]]}} {{crit=[[ceil(([[@{skill_value2}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value2}]])/5)+1]]}} {{success=[[@{skill_value2}]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name2}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>--><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value2a6}]]}} {{success=[[@{skill_value2a6}+?{mods|0}]]}} {{fumble=[[{(101-(round((100-(@{skill_value2a6}+?{mods|0}))/20))),100}kl1]]}} {{crit=[[ceil(([[@{skill_value2a6}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value2a6}+?{mods|0}]])/5)+1]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name2a6}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</span>
</div>
<p>Hit Locations</p>
<textarea style="font-family:courier;margin:0px;" name="attr_animal1_hit2oc" >
D20 Result AP/HP
1-2 Right hind-leg 0/0
3-4 Left hind-leg 0/0
5-7 Hindquarters 0/0
8-10 Forequarters 0/0
11-13 Right fore-leg 0/0
14-16 Left fore-leg 0/0
17-20 Head 0/0
THP 0/0
</textarea>
<br />
<p>Notes</p>
<textarea style="font-family:courier;margin:0px;" name="attr_animal2_notes" ></textarea>
</div><!-- Animal 2 -->
</div>
</fieldset>
<br />
<div class="sheet-header">Otherworld Creatures</div>
<fieldset class="repeating_otherworld">
<div class='sheet-2colrow'>
<div style="margin-left:4px" class="sheet-col">
<div style="margin-bottom:5px;">
<input class="sheet-value_display" type="text" value="name and type " style="width:244px;" name="attr_otherworld1_name" />
</div>
<div>
<p class="sheet-spirit_stat">STR</p> <input class="sheet-value_display2" value="0" name="attr_otherworld1a_str" type="text"/>
<p class="sheet-spirit_stat">SIZ</p><input class="sheet-value_display2" value="0" name="attr_otherworld1a_siz" type="text"/>
<p class="sheet-spirit_stat">INT</p> <input class="sheet-value_display2" value="0" name="attr_otherworld1a_int" type="text"/>
</div>
<div>
<p class="sheet-spirit_stat">CHR</p> <input class="sheet-value_display2" value="0" name="attr_otherworld1a_chr" type="text"/>
<p class="sheet-spirit_stat">POW</p><input class="sheet-value_display2" value="0" name="attr_otherworld1a_pow" type="text" />
<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{otherworld1a_pow}*5)]]}} {{fumble=[[ceil(95+([[(@{otherworld1a_pow}*5)]])/20))]]}} {{crit=[[round(([[(@{otherworld1a_pow}*5)]])/20)+1]]}} {{special=[[round(([[(@{otherworld1a_pow}*5)]])/5)+1]]}} {{success=[[(@{otherworld1a_pow}*5)]]}} {{roll=[[1d100]]}} {{skillname=POW Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{otherworld1a_pow}*?{multiplier|5})]]}} {{fumble=[[ceil(95+([[(@{otherworld1a_pow}*?{multiplier|5})]])/20))]]}} {{crit=[[round(([[(@{otherworld1a_pow}*?{multiplier|5})]])/20)+1]]}} {{special=[[round(([[(@{otherworld1a_pow}*?{multiplier|5})]])/5)+1]]}} {{success=[[(@{otherworld1a_pow}*?{multiplier|5})]]}} {{roll=[[1d100]]}} {{skillname=POW Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<input type="checkbox" name="attr_o1pow_check"/>
</div>
<br />
<table>
<tr>
<td>HP</td>
<td>
<input type="text" class="sheet-value_display2" name="attr_otherworld1a_hp_max" value="0" />
/
<input type="text" class="sheet-value_display2" value="0" name="attr_otherworld1a_hp_cur" />
</td>
<td>Move</td>
<td>
<input type="text" class="sheet-value_display2" name="attr_otherworld1a_move" value="0" />
</td>
</tr>
<tr>
</tr>
<tr>
<td>MP</td>
<td>
<input type="text" class="sheet-value_display2" name="attr_otherworld1a_mp_max" value="0" />
/
<input type="text" class="sheet-value_display2" value="" name="attr_otherworld1a_mp_cur" />
</td> <td>DSR</td>
<td>
<input type="text" class="sheet-value_display2" name="attr_otherworld1a_dsr" value="0" />
</td>
</tr>
</table>
</br />
<div>
<div style="margin-top:10px">
<div class="sheet-input_label">Spirit Combat</div>
<input type="text" value="0" style="width:24px;margin-right:5px;" class="sheet-text_input" name="attr_spirit_combat1" /><button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{otherworld1_name}}} {{skillvalue=[[(@{spirit_combat1})]]}} {{fumble=[[ceil(95+([[(@{spirit_combat1})]])/20))]]}} {{crit=[[round(([[(@{spirit_combat1})]])/20)+1]]}} {{special=[[round(([[(@{spirit_combat1})]])/5)+1]]}} {{success=[[(@{spirit_combat1})]]}} {{roll=[[1d100]]}} {{skillname=Spirit Combat}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" />
</button><button class="sheet-d100_roll" type="roll" style="margin-right:5px;" value="&{template:skillRoll} {{name=@{otherworld1_name}}} {{skillvalue=[[@{spirit_combat1}]]}} {{fumble=[[ceil(95+(@{spirit_combat1}+?{Mods|0})/20)]]}} {{crit=[[round((@{spirit_combat1}+?{Mods|0})/20)+1]]}} {{special=[[round((@{spirit_combat1}+?{Mods|0})/5)+1]]}} {{success=[[@{spirit_combat1}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Spirit Combat}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><div class="sheet-input_label">Damage</div><input type="text" value="" style="width:50px" class="sheet-text_input" name="attr_sprt_cmbt_damage" /><button type="roll" class="sheet-d100_roll" value="[[@{sprt_cmbt_damage1}]]" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</div>
<br />
<div>
<span style="display:inline-block">
<div style="margin-top:5px;display:inline-block" class="sheet-melee_wpns_labels">
<div style="">Damage</div>
</div>
<div>
<input class="sheet-value_display " type="text" name="attr_damage_name1" style="text-align:left;width:150px!important;" placeholder="Attack" value="" />
<input class="sheet-value_display2" type="text" name="attr_damage1" value="0" />
<!--<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value1}]]}} {{fumble=[[ceil(95+([[@{skill_value1}]])/20))]]}} {{crit=[[ceil(([[@{skill_value1}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value1}]])/5)+1]]}} {{success=[[@{skill_value1}]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name1}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>--><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{otherworld1_name}}} {{roll=[[@{damage1}]]}} {{skillname=@{damage_name1}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</span>
</div>
<br />
<p>Hit Locations</p>
<textarea style="font-family:courier;margin:0px;" name="attr_otherworld1_hitloc" >
D20 Result AP/HP
1-20 Body 0/0
THP 0/0
</textarea>
<br />
<p>Notes/Runes/Passions/Spells</p>
<textarea style="font-family:courier;margin:0px;" name="attr_otherworld1a_notes" ></textarea>
</div> <!-- otherworld 1 -->
<!--- otherworld 2 -->
<div class="sheet-col">
<div style="margin-bottom:5px;">
<input class="sheet-value_display" type="text" value="name and type " style="width:244px;" name="attr_otherworld2_name" />
</div>
<div>
<p class="sheet-spirit_stat">STR</p> <input class="sheet-value_display2" value="0" name="attr_otherworld2a_str" type="text"/>
<p class="sheet-spirit_stat">SIZ</p><input class="sheet-value_display2" value="0" name="attr_otherworld2a_siz" type="text"/>
<p class="sheet-spirit_stat">INT</p> <input class="sheet-value_display2" value="0" name="attr_otherworld2a_int" type="text"/>
</div>
<div>
<p class="sheet-spirit_stat">CHR</p> <input class="sheet-value_display2" value="0" name="attr_otherworld2a_chr" type="text"/>
<p class="sheet-spirit_stat">POW</p><input class="sheet-value_display2" value="0" name="attr_otherworld2a_pow" type="text" />
<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{otherworld2_name}}} {{skillvalue=[[(@{otherworld2a_pow}*5)]]}} {{fumble=[[ceil(95+([[(@{otherworld2a_pow}*5)]])/20))]]}} {{crit=[[round(([[(@{otherworld2a_pow}*5)]])/20)+1]]}} {{special=[[round(([[(@{otherworld2a_pow}*5)]])/5)+1]]}} {{success=[[(@{otherworld2a_pow}*5)]]}} {{roll=[[1d100]]}} {{skillname=POW Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><button class="sheet-d100_roll" type="roll" value="&{template:skillRoll} {{name=@{otherworld2_name}}} {{skillvalue=[[(@{otherworld2a_pow}*?{multiplier|5})]]}} {{fumble=[[ceil(95+([[(@{otherworld2a_pow}*?{multiplier|5})]])/20))]]}} {{crit=[[round(([[(@{otherworld2a_pow}*?{multiplier|5})]])/20)+1]]}} {{special=[[round(([[(@{otherworld2a_pow}*?{multiplier|5})]])/5)+1]]}} {{success=[[(@{otherworld2a_pow}*?{multiplier|5})]]}} {{roll=[[1d100]]}} {{skillname=POW Roll}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
<input type="checkbox" name="attr_o1pow_check"/>
</div>
<br />
<table>
<tr>
<td>HP</td>
<td>
<input type="text" class="sheet-value_display2" name="attr_otherworld2a_hp_max" value="0" />
/
<input type="text" class="sheet-value_display2" value="0" name="attr_otherworld2a_hp_cur" />
</td>
<td>Move</td>
<td>
<input type="text" class="sheet-value_display2" name="attr_otherworld2a_move" value="0" />
</td>
</tr>
<tr>
</tr>
<tr>
<td>MP</td>
<td>
<input type="text" class="sheet-value_display2" name="attr_otherworld2a_mp_max" value="0" />
/
<input type="text" class="sheet-value_display2" value="" name="attr_otherworld2a_mp_cur" />
</td> <td>DSR</td>
<td>
<input type="text" class="sheet-value_display2" name="attr_otherworld2a_dsr" value="0" />
</td>
</tr>
</table>
</br />
<div>
<div style="margin-top:10px">
<div class="sheet-input_label">Spirit Combat</div>
<input type="text" value="0" style="width:24px;margin-right:5px;" class="sheet-text_input" name="attr_spirit_combat2" /><button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{otherworld2_name}}} {{skillvalue=[[(@{spirit_combat2})]]}} {{fumble=[[ceil(95+([[(@{spirit_combat2})]])/20))]]}} {{crit=[[round(([[(@{spirit_combat2})]])/20)+1]]}} {{special=[[round(([[(@{spirit_combat2})]])/5)+1]]}} {{success=[[(@{spirit_combat2})]]}} {{roll=[[1d100]]}} {{skillname=Spirit Combat}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" />
</button><button class="sheet-d100_roll" type="roll" style="margin-right:5px;" value="&{template:skillRoll} {{name=@{otherworld2_name}}} {{skillvalue=[[@{spirit_combat2}]]}} {{fumble=[[ceil(95+(@{spirit_combat2}+?{Mods|0})/20)]]}} {{crit=[[round((@{spirit_combat2}+?{Mods|0})/20)+1]]}} {{special=[[round((@{spirit_combat2}+?{Mods|0})/5)+1]]}} {{success=[[@{spirit_combat2}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Spirit Combat}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button><div class="sheet-input_label">Damage</div><input type="text" value="" style="width:50px" class="sheet-text_input" name="attr_sprt_cmbt_damage2" /><button type="roll" class="sheet-d100_roll" value="[[@{sprt_cmbt_damage2}]]" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</div>
<br />
<div>
<span style="display:inline-block">
<div style="margin-top:5px;display:inline-block" class="sheet-melee_wpns_labels">
<div style="">Damage</div>
</div>
<div>
<input class="sheet-value_display " type="text" name="attr_damage_name2" style="text-align:left;width:150px!important;" placeholder="Attack" value="" />
<input class="sheet-value_display2" type="text" name="attr_damage2" value="0" />
<!--<button type="roll" class="sheet-d100_roll" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value1}]]}} {{fumble=[[ceil(95+([[@{skill_value1}]])/20))]]}} {{crit=[[ceil(([[@{skill_value1}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value1}]])/5)+1]]}} {{success=[[@{skill_value1}]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name1}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>--><button class="sheet-d100_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{otherworld2_name}}} {{roll=[[@{damage2}]]}} {{skillname=@{damage_name2}}}" ><img class="sheet-d100_image" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/master/RunequestGQS/luck.png" /></button>
</div>
</span>
</div>
<br />
<p>Hit Locations</p>
<textarea style="font-family:courier;margin:0px;" name="attr_otherworld2_hitloc" >
D20 Result AP/HP
1-20 Body 0/0
THP 0/0
</textarea>
<br />
<p>Notes/Runes/Passions/Spells</p>
<textarea style="font-family:courier;margin:0px;" name="attr_otherworld2a_notes" ></textarea>
</div><!-- otherworld 2 -->
</div>
</fieldset>
</div><!---- End of Tab 3-->
<div class="sheet-tab-contenta sheet-tab4a"><!--- Tab 4 start -->
<div style="text-align:center" class="sheet-header2">FAMILY</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<div class="sheet-skill_category">GRANDPARENTS</div>
<div><span style="width:92px;display:inline-block;">Grandfather</span><input type="text" style="width:231px;" class="sheet-text_input" name="attr_grandfather" /> Dead? <input type="checkbox" name="attr_dead_gf" /></div>
<div><span style="width:92px;display:inline-block;">Grandmother</span><input type="text" style="width:231px;" class="sheet-text_input" name="attr_grandmother" /> Dead? <input type="checkbox" name="attr_dead_gm" /></div>
<br>
<div class="sheet-skill_category">AUNTS & UNCLES</div>
<fieldset class="repeating_auntsUncles">
<div>
<input type="text" style="width:259px;" class="sheet-text_input" name="attr_auntuncle" />
M <input type="checkbox" name="attr_male" />|F <input type="checkbox" name="attr_female" />
Dead? <input type="checkbox" name="attr_dead_gf" />
</div>
</fieldset>
<br>
<div class="sheet-skill_category">FAMOUS ANCESTORS</div>
<textarea style="height:50px!important;" name="attr_ancestors"></textarea>
</div>
<div class='sheet-col'>
<div class="sheet-skill_category">PARENTS</div>
<div><span style="width:92px;display:inline-block;">Father</span><input type="text" style="width:231px;" class="sheet-text_input" name="attr_father" /> Dead? <input type="checkbox" name="attr_dead_f" /></div>
<div><span style="width:92px;display:inline-block;">Mother</span><input type="text" style="width:231px;" class="sheet-text_input" name="attr_mother" /> Dead? <input type="checkbox" name="attr_dead_m" /></div>
<br>
<div class="sheet-skill_category">SIBLINGS</div>
<fieldset class="repeating_siblings">
<div>
<input type="text" style="width:259px;" class="sheet-text_input" name="attr_sibling" />
M <input type="checkbox" name="attr_male" />|F <input type="checkbox" name="attr_female" />
Dead? <input type="checkbox" name="attr_dead_gf" />
</div>
</fieldset>
<br>
<div class="sheet-skill_category">CLAN & TRIBAL LEADERS</div>
<textarea style="height:50px!important;" name="attr_leaders"></textarea>
</div>
</div>
<hr class="sheet-hr" />
<div style="text-align:center" class="sheet-header2">FAMILY EVENTS</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<div class="sheet-skill_category">MARRIAGE</div>
<fieldset class="repeating_spouse">
<div>
<input type="text" style="width:259px;" class="sheet-text_input" name="attr_spouse" placeholder="Spouse (Marriage Type)" />
M <input type="checkbox" name="attr_male" />|F <input type="checkbox" name="attr_female" />
Dead? <input type="checkbox" name="attr_deadSpouse" />
</div>
</fieldset>
<br>
<div class="sheet-skill_category">Events</div>
<textarea style="height:50px!important;" name="attr_marriageEvents"></textarea>
</div>
<div class='sheet-col'>
<div class="sheet-skill_category">CHILDREN</div>
<fieldset class="repeating_children">
<div>
<input type="text" style="width:259px;" class="sheet-text_input" name="attr_spouse" placeholder="Child" />
M <input type="checkbox" name="attr_male" />|F <input type="checkbox" name="attr_female" />
Dead? <input type="checkbox" name="attr_deadChild" />
</div>
</fieldset>
<br>
</div>
</div>
<hr class="sheet-hr" />
<div style="text-align:center" class="sheet-header2">HOLDINGS</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<span class="sheet-skill_category">HARVEST</span><span style="margin-left:284px;" class="sheet-skill_category">Mod.</span>
<div>
<span style="width:115px;display:inline-block;">Last Year's Omen</span>
<input type="text" style="width:206px;" class="sheet-text_input" name="attr_LastOmen" />
<input class="sheet-text_input sheet-percentiles" name="attr_LastOmenMod" />
</div>
<div>
<span style="width:92px;display:inline-block;">Raiding</span>
<input type="text" style="width:231px;" class="sheet-text_input" name="attr_raiding" />
<input class="sheet-text_input sheet-percentiles" name="attr_raidingMod" />
</div>
<div>
<span style="width:92px;display:inline-block;">Heroquest</span>
<input type="text" style="width:231px;" class="sheet-text_input" name="attr_heroquest" />
<input class="sheet-text_input sheet-percentiles" name="attr_heroquestMod" />
</div>
<div>
<span style="width:156px;display:inline-block;">Previous Year's Harvest</span>
<input type="text" style="width:168px;" class="sheet-text_input" name="attr_prevHarvest" />
<input class="sheet-text_input sheet-percentiles" name="attr_prevHarvestMod" />
</div>
<div>
<span style="width:119px;display:inline-block;">Next Year's Omen</span>
<input type="text" style="width:206px;" class="sheet-text_input" name="attr_nextOmen" />
<input class="sheet-text_input sheet-percentiles" name="attr_nextOmenMod" />
</div>
<br>
<div class="sheet-skill_category">CHARACTER INCOME</div>
<div>
<span style="width:86px;display:inline-block;">Base Income</span>
<input type="text" style="width:50px;" class="sheet-text_input" name="attr_income" /><span> Lunars<span>
</div>
<div>
<span>Special Notes</span>
<textarea style="height:50px!important;" name="attr_spclNotes"></textarea>
</div>
</div>
<div class='sheet-col'>
<span class="sheet-skill_category">HOUSEHOLD</span ><span style="float:right"><span>Hides</span><input type="text" style="width:50px;" class="sheet-text_input" name="attr_hides" /></span>
<div>Description</div>
<textarea style="height:50px!important;" name="attr_household"></textarea>
<div>
<span>Tenant(s)</span>
<textarea style="height:50px!important;" name="attr_tenants"></textarea>
</div>
</div>
</div>
</div><!-- End of tab 4 -->
</div>
<!---- end full sheet -->
<!-- start QS sheet -->
<input type="checkbox" class="sheet-toggleQSSheet" name="attr_toggleQSSheet" checked="checked" style="display: none">
<div class="sheet-QSSheet">
<input type="radio" name="attr_tab1" class="sheet-tab sheet-tab1" value="1" title="Background" checked="checked" /><span title="Basic"></span>
<input type="radio" name="attr_tab1" class="sheet-tab sheet-tab2" value="2" title="Skills" /><span title="Skills"></span>
<input type="radio" name="attr_tab1" class="sheet-tab sheet-tab3" value="3" title="Combat" /><span title="Combat"></span>
<input type="radio" name="attr_tab1" class="sheet-tab sheet-tab4" value="4" title="Equipment" /><span title="Equipment"></span>
<input type="radio" name="attr_tab1" class="sheet-tab sheet-tab5" value="5" title="Magic" /><span title="Magic"></span>
<div style="background-color:#ac6e73" class="sheet-tab-content sheet-tab1">
<div class="sheet-cdiv">
<input class="sheet-HideConfig" type="checkbox" checked="checked" name="attr_is_config"><span class="sheet-is-config"><span style="font-family: &quot;pictos&quot;">y</span></span>
<div class="sheet-config" style="border-style: dotted ; border-color: gray ; padding: 5px ; background-color: white ; background-image: none">
<br />
<input type="checkbox" class="sheet-toggleQSSheet" name="attr_toggleQSSheet" checked="checked">Display Quick Start Sheet
<input type="checkbox" class="sheet-toggleFullSheet" name="attr_toggleFullSheet">Display Full Sheet
</div>
</div>
<br />
<div class='sheet-2colrow'>
<div class='sheet-col'>
<div class='sheet-2colrow'>
<div style="width:47%;margin-right:5px;background-color:white;border-radius:6px;padding:1px;padding-bottom:8px;" class="sheet-col">
<label>Characteristics</label>
<div>
<div>
<label style="margin-left:56px;display:inline;font-size:0.6em">Orig.</label>
<label style="margin-left:5px;display:inline;font-size:0.6em">Cur.</label>
</div>
<div>
<div class="sheet-char_button">STR</div>
<input type="text" class="sheet-skill_values" name="attr_origstr" value="0"/>
<input type="text" class="sheet-skill_values" name="attr_curstr" value="0"/>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curstr}*5)@{enc_mod}]]}} {{fumble=[[ceil(95+([[(@{curstr}*5)@{enc_mod}]])/20))]]}} {{crit=[[ceil(([[(@{curstr}*5)@{enc_mod}]])/20)+1]]}} {{success=[[(@{curstr}*5)@{enc_mod}]]}} {{roll=[[1d100]]}} {{skillname=STR Roll}}" ></button><button class="new_roll2" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curstr}*?{multiplier|5})@{enc_mod}]]}} {{fumble=[[ceil(95+([[(@{curstr}*?{multiplier|5})@{enc_mod}]])/20))]]}} {{crit=[[ceil(([[(@{curstr}*?{multiplier|5})@{enc_mod}]])/20)+1]]}} {{special=[[ceil(([[(@{curstr}*?{multiplier|5})@{enc_mod}]])/5)+1]]}} {{success=[[(@{curstr}*?{multiplier|5})@{enc_mod}]]}} {{roll=[[1d100]]}} {{skillname=STR Roll}}" ></button>
</div>
<div>
<div class="sheet-char_button">CON</div>
<input type="text" class="sheet-skill_values" name="attr_origcon" value="0"/>
<input type="text" class="sheet-skill_values" name="attr_curcon" value="0"/>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curcon}*5)@{enc_mod}]]}} {{fumble=[[ceil(95+([[(@{curcon}*5)@{enc_mod}]])/20))]]}} {{crit=[[ceil(([[(@{curcon}*5)@{enc_mod}]])/20)+1]]}} {{special=[[ceil(([[(@{curcon}*5)@{enc_mod}]])/5)+1]]}} {{success=[[(@{curcon}*5)@{enc_mod}]]}} {{roll=[[1d100]]}} {{skillname=CON Roll}}" ></button><button class="new_roll2" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curcon}*?{multiplier|5})@{enc_mod}]]}} {{fumble=[[ceil(95+([[(@{curcon}*?{multiplier|5})@{enc_mod}]])/20))]]}} {{crit=[[ceil(([[(@{curcon}*?{multiplier|5})@{enc_mod}]])/20)+1]]}} {{special=[[ceil(([[(@{curcon}*?{multiplier|5})@{enc_mod}]])/5)+1]]}} {{success=[[(@{curcon}*?{multiplier|5})@{enc_mod}]]}} {{roll=[[1d100]]}} {{skillname=CON Roll}}" ></button>
</div>
<div>
<div class="sheet-char_button">SIZ</div>
<input type="text" class="sheet-skill_values" name="attr_origsiz" value="0" />
<input type="text" class="sheet-skill_values" name="attr_cursiz" value="0"/>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{cursiz}*5)@{enc_mod}]]}} {{fumble=[[ceil(95+([[(@{cursiz}*5)@{enc_mod}]])/20))]]}} {{crit=[[ceil(([[(@{cursiz}*5)@{enc_mod}]])/20)+1]]}} {{special=[[ceil(([[(@{cursiz}*5)@{enc_mod}]])/5)+1]]}} {{success=[[(@{cursiz}*5)@{enc_mod}]]}} {{roll=[[1d100]]}} {{skillname=SIZ Roll}}" ></button><button class="new_roll2" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{cursiz}*?{multiplier|5})@{enc_mod}]]}} {{fumble=[[ceil(95+([[(@{cursiz}*?{multiplier|5})@{enc_mod}]])/20))]]}} {{crit=[[ceil(([[(@{cursiz}*?{multiplier|5})@{enc_mod}]])/20)+1]]}} {{special=[[ceil(([[(@{cursiz}*?{multiplier|5})@{enc_mod}]])/5)+1]]}} {{success=[[(@{cursiz}*?{multiplier|5})@{enc_mod}]]}} {{roll=[[1d100]]}} {{skillname=SIZ Roll}}" ></button>
</div>
<div>
<div class="sheet-char_button">INT</div>
<input type="text" class="sheet-skill_values" name="attr_origint" value="0"/>
<input type="text" class="sheet-skill_values" name="attr_curint" value="0"/>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curint}*5)@{enc_mod}]]}} {{fumble=[[ceil(95+([[(@{curint}*5)@{enc_mod}]])/20))]]}} {{crit=[[ceil(([[(@{curint}*5)@{enc_mod}]])/20)+1]]}} {{special=[[ceil(([[(@{curint}*5)@{enc_mod}]])/5)+1]]}} {{success=[[(@{curint}*5)@{enc_mod}]]}} {{roll=[[1d100]]}} {{skillname=INT Roll}}" ></button><button class="new_roll2" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curint}*?{multiplier|5})@{enc_mod}]]}} {{fumble=[[ceil(95+([[(@{curint}*?{multiplier|5})@{enc_mod}]])/20))]]}} {{crit=[[ceil(([[(@{curint}*?{multiplier|5})@{enc_mod}]])/20)+1]]}} {{special=[[ceil(([[(@{curint}*?{multiplier|5})@{enc_mod}]])/5)+1]]}} {{success=[[(@{curint}*?{multiplier|5})@{enc_mod}]]}} {{roll=[[1d100]]}} {{skillname=INT Roll}}" ></button>
</div>
<div>
<div class="sheet-char_button">POW</div>
<input type="text" class="sheet-skill_values" name="attr_origpow" value="0"/>
<input type="text" class="sheet-skill_values" name="attr_curpow" value="0"/>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curpow}*5)@{enc_mod}]]}} {{fumble=[[ceil(95+([[(@{curpow}*5)@{enc_mod}]])/20))]]}} {{crit=[[ceil(([[(@{curpow}*5)@{enc_mod}]])/20)+1]]}} {{special=[[ceil(([[(@{curpow}*5)@{enc_mod}]])/5)+1]]}} {{success=[[(@{curpow}*5)@{enc_mod}]]}} {{roll=[[1d100]]}} {{skillname=POW Roll}}" ></button><button class="new_roll2" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curpow}*?{multiplier|5})@{enc_mod}]]}} {{fumble=[[ceil(95+([[(@{curpow}*?{multiplier|5})@{enc_mod}]])/20))]]}} {{crit=[[ceil(([[(@{curpow}*?{multiplier|5})@{enc_mod}]])/20)+1]]}} {{special=[[ceil(([[(@{curpow}*?{multiplier|5})@{enc_mod}]])/5)+1]]}} {{success=[[(@{curpow}*?{multiplier|5})@{enc_mod}]]}} {{roll=[[1d100]]}} {{skillname=POW Roll}}" ></button>
<input type="checkbox" name="attr_pow_check"/>
</div>
<div>
<div class="sheet-char_button">DEX</div>
<input type="text" class="sheet-skill_values" name="attr_origdex" value="0"/>
<input type="text" class="sheet-skill_values" name="attr_curdex" value="0"/>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curdex}*5)@{enc_mod}]]}} {{fumble=[[ceil(95+([[(@{curdex}*5)@{enc_mod}]])/20))]]}} {{crit=[[ceil(([[(@{curdex}*5)@{enc_mod}]])/20)+1]]}} {{special=[[ceil(([[(@{curdex}*5)@{enc_mod}]])/5)+1]]}} {{success=[[(@{curdex}*5)@{enc_mod}]]}} {{roll=[[1d100]]}} {{skillname=DEX Roll}}" ></button><button class="new_roll2" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curdex}*?{multiplier|5})@{enc_mod}]]}} {{fumble=[[ceil(95+([[(@{curdex}*?{multiplier|5})@{enc_mod}]])/20))]]}} {{crit=[[ceil(([[(@{curdex}*?{multiplier|5})@{enc_mod}]])/20)+1]]}} {{special=[[ceil(([[(@{curdex}*?{multiplier|5})@{enc_mod}]])/5)+1]]}} {{success=[[(@{curdex}*?{multiplier|5})@{enc_mod}]]}} {{roll=[[1d100]]}} {{skillname=DEX Roll}}" ></button>
</div>
<div>
<div class="sheet-char_button">CHR</div>
<input type="text" class="sheet-skill_values" name="attr_origchr" value="0"/>
<input type="text" class="sheet-skill_values" name="attr_curchr" value="0"/>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curchr}*5)@{enc_mod}]]}} {{fumble=[[ceil(95+([[(@{curchr}*5)@{enc_mod}]])/20))]]}} {{crit=[[ceil(([[(@{curchr}*5)@{enc_mod}]])/20)+1]]}} {{special=[[ceil(([[(@{curchr}*5)@{enc_mod}]])/5)+1]]}} {{success=[[(@{curchr}*5)@{enc_mod}]]}} {{roll=[[1d100]]}} {{skillname=CHR Roll}}" ></button><button class="new_roll2" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curchr}*?{multiplier|5})@{enc_mod}]]}} {{fumble=[[ceil(95+([[(@{curchr}*?{multiplier|5})@{enc_mod}]])/20))]]}} {{crit=[[ceil(([[(@{curchr}*?{multiplier|5})@{enc_mod}]])/20)+1]]}} {{special=[[ceil(([[(@{curchr}*?{multiplier|5})@{enc_mod}]])/5)+1]]}} {{success=[[(@{curchr}*?{multiplier|5})@{enc_mod}]]}} {{roll=[[1d100]]}} {{skillname=CHR Roll}}" ></button>
</div>
</div>
</div>
<div style="background-color:white;border-radius:6px;padding:1px;padding-bottom:8px" class="sheet-col">
<label>Attributes</label>
<!--
<div>
<label style="margin-left:56px;display:inline;font-size:0.6em">&nbsp;&nbsp;</label>
<label style="margin-left:5px;display:inline;font-size:0.6em">&nbsp;&nbsp;</label>
</div>
-->
<div>
<label class="sheet-attribute_label">Damage Modifier</label>
<input style="width:50px;" type="text" readonly name="attr_damagebonus" />
<input style="display:none" type="text" readonly name="attr_mdamagebonus" />
</div>
<div>
<label class="sheet-attribute_label">Move Rate</label>
<input style="margin-left:-36px;width:25px;" type="text" value="8" name="attr_move_rate" />
<input style="width:25px;" type="text" disabled value="round(@{enc_mod}/5)]" name="attr_move_mod" /> <input style="width:25px;" type="text" disabled value="[@{move_rate}+(round(@{enc_mod}/5))]" name="attr_move_mod" />
</div>
<div>
<label class="sheet-attribute_label">Dex SRM</label>
<input style="width:50px;" value="0" type="text" readonly name="attr_dex_srm" />
</div>
<div>
<label class="sheet-attribute_label">Size SRM</label>
<input style="width:50px;" value="0" type="text" readonly name="attr_siz_srm" />
</div>
<div>
<label class="sheet-attribute_label">Melee SRM</label>
<input style="width:50px;" value="0" type="text" readonly name="attr_melee_srm" />
</div>
<div>
<label class="sheet-attribute_label">Parry</label>
<input style="width:50px;" value="0" type="text" readonly name="attr_parry_mod" />
</div>
<div>
<label style="width:74px" class="sheet-attribute_label">Defense</label>(<span style="display:inline-block;width:21px" name="attr_enc_mod" ></span>)
<input style="width:50px;" value="0" type="text" readonly name="attr_defense" />
</div>
<!--
<div>
<label style="font-size:1.0em;display:inline">Hps</label>
<input type="number" readonly name="atr_hp_max" />
<label style="font-size:1.0em;display:inline">mps</label>
<input type="number" readonly name="atr_curpow" />
<label style="font-size:1.0em;display:inline">fps</label>
<input type="number" readonly name="atr_fp_max" />
</div>-->
<input style="display:none" type="number" name="attr_attackbonus" />
<input style="display:none" type="number" name="attr_parrybonus" />
</div>
</div>
</div>
<div style="background-color:white;border-radius:6px;padding:2px;padding-bottom:8px" class="sheet-col">
<label>Personal Information</label>
<div>
<label class="sheet-personal_label">Name</label>
<input class="sheet-personal_text" style="width:326px;" type="text" name="attr_character_name" />
</div>
<div>
<label class="sheet-personal_label">Species</label>
<input class="sheet-personal_text" style="width:312px;" type="text" name="attr_species" />
</div>
<div>
<label class="sheet-personal_label">Age</label>
<input class="sheet-personal_text" style="width:5em;" type="number" name="attr_age" />
<label class="sheet-personal_label">Gender</label>
<input class="sheet-personal_text" style="width:208px;" type="text" name="attr_gender" />
</div>
<div>
<label class="sheet-personal_label">Occupation</label>
<input class="sheet-personal_text" style="width:288px;" type="text" name="attr_occupation" />
</div>
<div>
<label class="sheet-personal_label">Culture</label>
<input class="sheet-personal_text" style="width:313px;" type="text" name="attr_culture" />
</div>
<div>
<label class="sheet-personal_label">Religion</label>
<input class="sheet-personal_text" style="width:308px;" type="text" name="attr_religion" />
</div>
<div>
<label class="sheet-personal_label">Reputation</label>
<input class="sheet-personal_text" value="0" style="width:50px;" type="text" name="attr_reputation" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{reputation}}} {{fumble=[[ceil(95+(@{reputation})/20))]]}} {{crit=[[ceil((@{reputation})/20)+1]]}} {{special=[[ceil((@{reputation})/5)+1]]}} {{success=[[@{reputation}]]}} {{roll=[[1d100]]}} {{skillname=Reputation}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{reputation}}} {{fumble=[[ceil(95+(@{reputation}+?{Mods|0})/20))]]}} {{crit=[[ceil((@{reputation}+?{Mods|0})/20)+1]]}} {{special=[[ceil((@{reputation}+?{Mods|0})/5)+1]]}} {{success=[[@{reputation}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Reputation}}" ></button>
</div>
</div>
</div>
<br />
<div style="background:white;paddig:5px;border-radius:6px" >
<label>Cult Membership</label>
<div class="sheet-melee_wpns_labels">
<label style="width:216px">Cult</label>
<label style="width:64px">Rank</label>
<label style="width:30px">Gifts\Geases\Notes</label>
</div>
<fieldset class="repeating_cults2">
<input style="width:200px;" type ="text" name="attr_cult" />
<input style="width:100px;" type="text" name="attr_cultrank" />
<input style="width:500px;" type="text" name="attr_cultnotes" />
</fieldset>
</div>
<br />
<div style="background:white;paddig:5px;border-radius:6px" >
<label>Notes etc</label>
<textarea style="margin-left:4px;width:97%" name="attr_notes">
</textarea>
</div>
</div> <!-- End of tab 1 -->
<!--<div style="width:853px;background-color:#ac6e73" class="sheet-tab-content sheet-tab2">-->
<div style="width:853px;" class="sheet-tab-content sheet-tab2">
<br />
<input style="display:none" value="0" type="text" name="attr_fatigue_mod" />
<br />
<div class='sheet-3colrow'>
<div style="margin-right:10px" class='sheet-col'>
<div style="background-color:white;padding-bottom:13px;border-radius:6px">
<div>
<label class="sheet-category_label">Agility</label>
<input class="sheet-skill_values" type="text" value="0" disabled readonly name="attr_agility_mod" />
</div>
<!--
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_boat_check" />
<div class="sheet-skill_button">Boat</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_aname}}} {{skillvalue=[@{boat_total}]}} {{fumble=[[ceil(95+([@{boat_total}])/20))]]}} {{crit=[[ceil(([@{boat_total}])/20)+1]]}} {{special=[[ceil(([@{boat_total}])/5)+1]]}} {{success=[[[@{boat_total}]]]}} {{roll=[[1d100]]}} {{skillname=Boat}}" ></button>
<button class="sheet-new_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{boat_total}]}} {{fumble=[[ceil(95+([@{boat_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{boat_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{boat_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{boat_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Boat}}" type="roll"></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_boat_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{agility_mod}+@{boat_value}+@{fatigue_mod}]" name="attr_boat_total" />
</div>
-->
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_climb_check" />
<div class="sheet-skill_button">Climb</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{climb_total}]}} {{fumble=[[ceil(95+([@{climb_total}])/20))]]}} {{crit=[[ceil(([@{climb_total}])/20)+1]]}} {{special=[[ceil(([@{climb_total}])/5)+1]]}} {{success=[[[@{climb_total}]]]}} {{roll=[[1d100]]}} {{skillname=Climb}}" ></button>
<button class="sheet-new_roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{climb_total}]}} {{fumble=[[ceil(95+([@{climb_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{climb_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{climb_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{climb_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Climb}}" type="roll"></button>
<input class="sheet-skill_values" type="text" value="40" name="attr_climb_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{agility_mod}+@{climb_value}+@{fatigue_mod}]" name="attr_climb_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_dodge_check" />
<div class="sheet-skill_button">Dodge(Dx2)</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{dodge_total}]}} {{fumble=[[ceil(95+([@{dodge_total}])/20))]]}} {{crit=[[ceil(([@{dodge_total}])/20)+1]]}} {{special=[[ceil(([@{dodge_total}])/5)+1]]}} {{success=[[[@{dodge_total}]]]}} {{roll=[[1d100]]}} {{skillname=Dodge}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{dodge_total}]}} {{fumble=[[ceil(95+([@{dodge_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{dodge_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{dodge_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{dodge_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Dodge}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_dodge_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{agility_mod}+@{dodge_value}+@{fatigue_mod}]" name="attr_dodge_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_jump_check" />
<div class="sheet-skill_button">Jump (Dx3)</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{jump_total}]}} {{fumble=[[ceil(95+([@{jump_total}])/20))]]}} {{crit=[[ceil(([@{jump_total}])/20)+1]]}} {{special=[[ceil(([@{jump_total}])/5)+1]]}} {{success=[[[@{jump_total}]]]}} {{roll=[[1d100]]}} {{skillname=Jump}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{jump_total}]}} {{fumble=[[ceil(95+([@{jump_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{jump_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{jump_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{jump_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Jump}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_jump_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{agility_mod}+@{jump_value}+@{fatigue_mod}]" name="attr_jump_total" />
</div>
<div style="margin-bottom:2px" >
<input style="display:inline-block" type="checkbox" name="attr_ride_check" />
<div class="sheet-skill_button">Ride</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{ride_total}]}} {{fumble=[[ceil(95+([@{ride_total}])/20))]]}} {{crit=[[ceil(([@{ride_total}])/20)+1]]}} {{special=[[ceil(([@{ride_total}])/5)+1]]}} {{success=[[[@{ride_total}]]]}} {{roll=[[1d100]]}} {{skillname=Ride}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{ride_total}]}} {{fumble=[[ceil(95+([@{ride_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{ride_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{ride_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{ride_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Ride}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_ride_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{agility_mod}+@{ride_value}+@{fatigue_mod}]" name="attr_ride_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_swim_check" />
<div class="sheet-skill_button">Swim</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{swim_total}]}} {{fumble=[[ceil(95+([@{swim_total}])/20))]]}} {{crit=[[ceil(([@{swim_total}])/20)+1]]}} {{special=[[ceil(([@{swim_total}])/5)+1]]}} {{success=[[[@{swim_total}]]]}} {{roll=[[1d100]]}} {{skillname=Swim}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{swim_total}]}} {{fumble=[[ceil(95+([@{swim_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{swim_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{swim_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{swim_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Swim}}" ></button>
<input class="sheet-skill_values" type="text" value="15" name="attr_swim_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{agility_mod}+@{swim_value}+@{fatigue_mod}]" name="attr_swim_total" />
</div>
<!--
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_throw_check" />
<div class="sheet-skill_button">Throw</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{throw_total}]}} {{fumble=[[ceil(95+([@{throw_total}])/20))]]}} {{crit=[[ceil(([@{throw_total}])/20)+1]]}} {{special=[[ceil(([@{throw_total}])/5)+1]]}} {{success=[[[@{throw_total}]]]}} {{roll=[[1d100]]}} {{skillname=Throw}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{throw_total}]}} {{fumble=[[ceil(95+([@{throw_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{throw_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{throw_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{throw_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Throw}}" ></button>
<input class="sheet-skill_values" type="text" value="25" name="attr_throw_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{agility_mod}+@{throw_value}+@{fatigue_mod}]" name="attr_throw_total" />
</div>
-->
<fieldset class="repeating_askills">
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_askill_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_askill_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{askill_total}}} {{fumble=[[95+ceil((@{askill_total}/20))]]}} {{crit=[[round(@{askill_total}/20)+1]]}} {{special=[[round((@{askill_total})/5)+1]]}} {{success=[[@{askill_total}]]}} {{roll=[[1d100]]}} {{skillname=@{askill_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{askill_total}}} {{fumble=[[95+ceil(((@{askill_total}+?{mods|0})/20))]]}} {{crit=[[round((@{askill_total}+?{mods|0})/20)+1]]}} {{special=[[round(((@{askill_total}+?{mods|0}))/5)+1]]}} {{success=[[@{askill_total}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{askill_name}}}" ></button>
<input type="text" class="sheet-skill_values" value="0" name="attr_askill_value" />
<input type="text" class="sheet-skill_values" disabled name="attr_askill_total" value="@{askill_value}+@{agility_mod}+@{fatigue_mod}" />
</div>
</fieldset>
</div>
<br>
<div style="background-color:white;padding-bottom:13px;border-radius:6px">
<div>
<label class="sheet-category_label">Communications</label>
<input class="sheet-skill_values" type="text" value="0" disabled readonly name="attr_Communications_mod" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_act_check" />
<div class="sheet-skill_button">Act</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{act_total}]}} {{fumble=[[ceil(95+([@{act_total}])/20))]]}} {{crit=[[ceil(([@{act_total}])/20)+1]]}} {{special=[[ceil(([@{act_total}])/5)+1]]}} {{success=[[[@{act_total}]]]}} {{roll=[[1d100]]}} {{skillname=Act}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{act_total}]}} {{fumble=[[ceil(95+([@{act_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{act_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{act_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{act_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Act}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_act_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Communications_mod}+@{act_value}+@{fatigue_mod}]" name="attr_act_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_art_check" />
<div class="sheet-skill_button">Art</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{art_total}]}} {{fumble=[[ceil(95+([@{art_total}])/20))]]}} {{crit=[[ceil(([@{art_total}])/20)+1]]}} {{special=[[ceil(([@{art_total}])/5)+1]]}} {{success=[[[@{art_total}]]]}} {{roll=[[1d100]]}} {{skillname=Art}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{art_total}]}} {{fumble=[[ceil(95+([@{art_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{art_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{art_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{art_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Art}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_art_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Communications_mod}+@{art_value}+@{fatigue_mod}]" name="attr_art_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_bargain_check" />
<div class="sheet-skill_button">Bargain</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{bargain_total}]}} {{fumble=[[ceil(95+([@{bargain_total}])/20))]]}} {{crit=[[ceil(([@{bargain_total}])/20)+1]]}} {{special=[[ceil(([@{bargain_total}])/5)+1]]}} {{success=[[[@{bargain_total}]]]}} {{roll=[[1d100]]}} {{skillname=Bargain}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{bargain_total}]}} {{fumble=[[ceil(95+([@{bargain_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{bargain_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{bargain_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{bargain_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Bargain}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_bargain_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Communications_mod}+@{bargain_value}+@{fatigue_mod}]" name="attr_bargain_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_charm_check" />
<div class="sheet-skill_button">Charm</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{charm_total}]}} {{fumble=[[ceil(95+([@{charm_total}])/20))]]}} {{crit=[[ceil(([@{charm_total}])/20)+1]]}} {{special=[[ceil(([@{charm_total}])/5)+1]]}} {{success=[[[@{charm_total}]]]}} {{roll=[[1d100]]}} {{skillname=Charm}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{charm_total}]}} {{fumble=[[ceil(95+([@{charm_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{charm_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{charm_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{charm_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Charm}}" ></button>
<input class="sheet-skill_values" type="text" value="15" name="attr_charm_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Communications_mod}+@{charm_value}+@{fatigue_mod}]" name="attr_charm_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_dance_check" />
<div class="sheet-skill_button">Dance</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{dance_total}]}} {{fumble=[[ceil(95+([@{dance_total}])/20))]]}} {{crit=[[ceil(([@{dance_total}])/20)+1]]}} {{special=[[ceil(([@{dance_total}])/5)+1]]}} {{success=[[[@{dance_total}]]]}} {{roll=[[1d100]]}} {{skillname=Dance}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{dance_total}]}} {{fumble=[[ceil(95+([@{dance_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{dance_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{dance_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{dance_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Dance}}" ></button>
<input class="sheet-skill_values" type="text" value="10" name="attr_dance_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Communications_mod}+@{dance_value}+@{fatigue_mod}]" name="attr_dance_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_disguise_check" />
<div class="sheet-skill_button">Disguise</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{disguise_total}]}} {{fumble=[[ceil(95+([@{disguise_total}])/20))]]}} {{crit=[[ceil(([@{disguise_total}])/20)+1]]}} {{special=[[ceil(([@{disguise_total}])/5)+1]]}} {{success=[[[@{disguise_total}]]]}} {{roll=[[1d100]]}} {{skillname=Disguise}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{disguise_total}]}} {{fumble=[[ceil(95+([@{disguise_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{disguise_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{disguise_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{disguise_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Disguise}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_disguise_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Communications_mod}+@{disguise_value}+@{fatigue_mod}]" name="attr_disguise_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_fast_talk__check" />
<div class="sheet-skill_button">Fast Talk</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{fast_talk_total}]}} {{fumble=[[ceil(95+([@{fast_talk_total}])/20))]]}} {{crit=[[ceil(([@{fast_talk_total}])/20)+1]]}} {{special=[[ceil(([@{fast_talk_total}])/5)+1]]}} {{success=[[[@{fast_talk_total}]]]}} {{roll=[[1d100]]}} {{skillname=Fast Talk}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{fast_talk_total}]}} {{fumble=[[ceil(95+([@{fast_talk_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{fast_talk_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{fast_talk_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{fast_talk_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Fast_talk}}"></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_fast_talk_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Communications_mod}+@{fast_talk_value}+@{fatigue_mod}]" name="attr_fast_talk_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_intimidate_check" />
<div class="sheet-skill_button">Intimidate</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{intimidate_total}]}} {{fumble=[[ceil(95+([@{intimidate_total}])/20))]]}} {{crit=[[ceil(([@{intimidate_total}])/20)+1]]}} {{special=[[ceil(([@{intimidate_total}])/5)+1]]}} {{success=[[[@{intimidate_total}]]]}} {{roll=[[1d100]]}} {{skillname=Intimidate}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{intimidate_total}]}} {{fumble=[[ceil(95+([@{intimidate_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{intimidate_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{intimidate_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{intimidate_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Intimidate}}" ></button>
<input class="sheet-skill_values" type="text" value="15" name="attr_intimidate_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Communications_mod}+@{intimidate_value}+@{fatigue_mod}]" name="attr_intimidate_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_orate_check" />
<div class="sheet-skill_button">Orate</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{orate_total}]}} {{fumble=[[ceil(95+([@{orate_total}])/20))]]}} {{crit=[[ceil(([@{orate_total}])/20)+1]]}} {{special=[[ceil(([@{orate_total}])/5)+1]]}} {{success=[[[@{orate_total}]]]}} {{roll=[[1d100]]}} {{skillname=Orate}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{orate_total}]}} {{fumble=[[ceil(95+([@{orate_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{orate_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{orate_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{orate_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Orate}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_orate_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Communications_mod}+@{orate_value}+@{fatigue_mod}]" name="attr_orate_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_sing_check" />
<div class="sheet-skill_button">Sing</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{sing_total}]}} {{fumble=[[ceil(95+([@{sing_total}])/20))]]}} {{crit=[[ceil(([@{sing_total}])/20)+1]]}} {{special=[[ceil(([@{sing_total}])/5)+1]]}} {{success=[[[@{sing_total}]]]}} {{roll=[[1d100]]}} {{skillname=sing}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{sing_total}]}} {{fumble=[[ceil(95+([@{sing_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{sing_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{sing_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{sing_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Sing}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_sing_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Communications_mod}+@{sing_value}+@{fatigue_mod}]" name="attr_sing_total" />
</div>
<p style="font-weight:bold;margin-bottom:1px">Speak Languages</p>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_own_lang_check" />
<div class="sheet-skill_button">Own</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{own_lang_total}]}} {{fumble=[[ceil(95+([@{own_lang_total}])/20))]]}} {{crit=[[ceil(([@{own_lang_total}])/20)+1]]}} {{special=[[ceil(([@{own_lang_total}])/5)+1]]}} {{success=[[[@{own_lang_total}]]]}} {{roll=[[1d100]]}} {{skillname=Own Lang.}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{own_lang_total}]}} {{fumble=[[ceil(95+([@{own_lang_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{own_lang_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{own_lang_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{own_lang_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Own Lang.}}" ></button>
<input class="sheet-skill_values" type="text" value="30" name="attr_own_lang_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Communications_mod}+@{own_lang_value}+@{fatigue_mod}]" name="attr_own_lang_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_own_lang1_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_lang1_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{lang1_total}]}} {{fumble=[[ceil(95+([@{lang1_total}])/20))]]}} {{crit=[[ceil(([@{lang1_total}])/20)+1]]}} {{special=[[ceil(([@{lang1_total}])/5)+1]]}} {{success=[[[@{lang1_total}]]]}} {{roll=[[1d100]]}} {{skillname=@{lang1_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{lang1_total}]}} {{fumble=[[ceil(95+([@{lang1_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{lang1_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{lang1_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{lang1_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{lang1_name}}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_lang1_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Communications_mod}+@{lang1_value}+@{fatigue_mod}]" name="attr_lang1_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_own_lang2_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_lang2_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{lang2_total}]}} {{fumble=[[ceil(95+([@{lang2_total}])/20))]]}} {{crit=[[ceil(([@{lang2_total}])/20)+1]]}} {{special=[[ceil(([@{lang2_total}])/5)+1]]}} {{success=[[[@{lang2_total}]]]}} {{roll=[[1d100]]}} {{skillname=@{lang2_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{lang2_total}]}} {{fumble=[[ceil(95+([@{lang2_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{lang2_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{lang2_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{lang2_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{lang2_name}}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_lang2_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Communications_mod}+@{lang2_value}+@{fatigue_mod}]" name="attr_lang2_total" />
</div>
<fieldset class="repeating_cskills">
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_cskill_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_cskill_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{cskill_total}}} {{fumble=[[95+ceil((@{cskill_total}/20))]]}} {{crit=[[round(@{cskill_total}/20)+1]]}} {{special=[[round((@{cskill_total})/5)+1]]}} {{success=[[@{cskill_total}]]}} {{roll=[[1d100]]}} {{skillname=@{cskill_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{cskill_total}}} {{fumble=[[95+ceil(((@{cskill_total}+?{mods|0})/20))]]}} {{crit=[[round((@{cskill_total}+?{mods|0})/20)+1]]}} {{special=[[round(((@{cskill_total}+?{mods|0}))/5)+1]]}} {{success=[[@{cskill_total}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{cskill_name}}}" ></button>
<input type="text" class="sheet-skill_values" value="0" name="attr_cskill_value" />
<input type="text" class="sheet-skill_values" disabled name="attr_cskill_total" value="@{cskill_value}+@{Communications_mod}+@{fatigue_mod}" />
</div>
</fieldset>
</div>
</div>
<div style="margin-right:15px" class='sheet-col'>
<div style="background-color:white;padding-bottom:13px;border-radius:6px">
<div>
<label class="sheet-category_label">Knowledge</label>
<input class="sheet-skill_values" type="text" value="0" disabled readonly name="attr_knowledge_mod" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_battle_check" />
<div class="sheet-skill_button">Battle</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{battle_total}]}} {{fumble=[[ceil(95+([@{battle_total}])/20))]]}} {{crit=[[ceil(([@{battle_total}])/20)+1]]}} {{special=[[ceil(([@{battle_total}])/5)+1]]}} {{success=[[[@{battle_total}]]]}} {{roll=[[1d100]]}} {{skillname=Battle}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{battle_total}]}} {{fumble=[[ceil(95+([@{battle_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{battle_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{battle_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{battle_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Battle}}" ></button>
<input class="sheet-skill_values" type="text" value="10" name="attr_battle_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{battle_value}+@{fatigue_mod}]" name="attr_battle_total" />
</div>
<!--
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_sing_check" />
<div class="sheet-skill_button">Animal Lore</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{animal_lore_total}]}} {{fumble=[[ceil(95+([@{animal_lore_total}])/20))]]}} {{crit=[[ceil(([@{animal_lore_total}])/20)+1]]}} {{special=[[ceil(([@{animal_lore_total}])/5)+1]]}} {{success=[[[@{animal_lore_total}]]]}} {{roll=[[1d100]]}} {{skillname=Animal Lore}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{animal_lore_total}]}} {{fumble=[[ceil(95+([@{animal_lore_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{animal_lore_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{animal_lore_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{animal_lore_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Animal Lore}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_animal_lore_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{animal_lore_value}+@{fatigue_mod}]" name="attr_animal_lore_total" />
</div>
-->
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_evaluate_check" />
<div class="sheet-skill_button">Evaluate</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{evaluate_total}]}} {{fumble=[[ceil(95+([@{evaluate_total}])/20))]]}} {{crit=[[ceil(([@{evaluate_total}])/20)+1]]}} {{special=[[ceil(([@{evaluate_total}])/5)+1]]}} {{success=[[[@{evaluate_total}]]]}} {{roll=[[1d100]]}} {{skillname=Evaluate}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{evaluate_total}]}} {{fumble=[[ceil(95+([@{evaluate_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{evaluate_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{evaluate_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{evaluate_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Evaluate}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_evaluate_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{evaluate_value}+@{fatigue_mod}]" name="attr_evaluate_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_farm_check" />
<div class="sheet-skill_button">Farm</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{farm_total}]}} {{fumble=[[ceil(95+([@{farm_total}])/20))]]}} {{crit=[[ceil(([@{farm_total}])/20)+1]]}} {{special=[[ceil(([@{farm_total}])/5)+1]]}} {{success=[[[@{farm_total}]]]}} {{roll=[[1d100]]}} {{skillname=Farm}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{farm_total}]}} {{fumble=[[ceil(95+([@{farm_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{farm_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{farm_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{farm_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Farm}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_farm_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{farm_value}+@{fatigue_mod}]" name="attr_farm_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_firstaid_check" />
<div class="sheet-skill_button">First Aid</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{firstaid_total}]}} {{fumble=[[ceil(95+([@{firstaid_total}])/20))]]}} {{crit=[[ceil(([@{firstaid_total}])/20)+1]]}} {{special=[[ceil(([@{firstaid_total}])/5)+1]]}} {{success=[[[@{firstaid_total}]]]}} {{roll=[[1d100]]}} {{skillname=First Aid}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{firstaid_total}]}} {{fumble=[[ceil(95+([@{firstaid_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{firstaid_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{firstaid_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{firstaid_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=First Aid}}" ></button>
<input class="sheet-skill_values" type="text" value="10" name="attr_firstaid_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{firstaid_value}+@{fatigue_mod}]" name="attr_firstaid_total" />
</div>
<p style="font-weight:bold;margin-bottom:1px">Herd</p>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_own_herd1_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_herd1_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{herd1_total}]}} {{fumble=[[ceil(95+([@{herd1_total}])/20))]]}} {{crit=[[ceil(([@{herd1_total}])/20)+1]]}} {{special=[[ceil(([@{herd1_total}])/5)+1]]}} {{success=[[[@{herd1_total}]]]}} {{roll=[[1d100]]}} {{skillname=Herd (@{herd1_name})}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{herd1_total}]}} {{fumble=[[ceil(95+([@{herd1_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{herd1_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{herd1_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{herd1_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Herd (@{herd1_name})}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_herd1_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{herd1_value}+@{fatigue_mod}]" name="attr_herd1_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_herd2_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_herd2_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{herd2_total}]}} {{fumble=[[ceil(95+([@{herd2_total}])/20))]]}} {{crit=[[ceil(([@{herd2_total}])/20)+1]]}} {{special=[[ceil(([@{herd2_total}])/5)+1]]}} {{success=[[[@{herd2_total}]]]}} {{roll=[[1d100]]}} {{skillname=Herd (@{herd2_name})}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{herd2_total}]}} {{fumble=[[ceil(95+([@{herd2_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{herd2_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{herd2_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{herd2_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Herd (@{herd2_name})}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_herd2_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{herd2_value}+@{fatigue_mod}]" name="attr_herd2_total" />
</div>
<!--
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_human_lore_check" />
<div class="sheet-skill_button">Human Lore</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{human_lore_total}]}} {{fumble=[[ceil(95+([@{human_lore_total}])/20))]]}} {{crit=[[ceil(([@{human_lore_total}])/20)+1]]}} {{special=[[ceil(([@{human_lore_total}])/5)+1]]}} {{success=[[[@{human_lore_total}]]]}} {{roll=[[1d100]]}} {{skillname=Human Lore}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{human_lore_total}]}} {{fumble=[[ceil(95+([@{human_lore_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{human_lore_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{human_lore_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{human_lore_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Human Lore}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_human_lore_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{human_lore_value}+@{fatigue_mod}]" name="attr_human_lore_total" />
</div>
-->
<!--
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_martial_arts" />
<div class="sheet-skill_button">Martial Arts</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{martial_arts_total}]}} {{fumble=[[ceil(95+([@{martial_arts_total}])/20))]]}} {{crit=[[ceil(([@{martial_arts_total}])/20)+1]]}} {{special=[[ceil(([@{martial_arts_total}])/5)+1]]}} {{success=[[[@{martial_arts_total}]]]}} {{roll=[[1d100]]}} {{skillname=Martial Arts}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{martial_arts_total}]}} {{fumble=[[ceil(95+([@{martial_arts_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{martial_arts_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{martial_arts_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{martial_arts_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Martial Arts}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_martial_arts_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{martial_arts_value}+@{fatigue_mod}]" name="attr_martial_arts_total" />
</div>
-->
<p style="font-weight:bold;margin-bottom:1px">Lore</p>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_lore_check" />
<div class="sheet-skill_button">Homeland</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{lore_total}]}} {{fumble=[[ceil(95+([@{lore_total}])/20))]]}} {{crit=[[ceil(([@{lore_total}])/20)+1]]}} {{special=[[ceil(([@{lore_total}])/5)+1]]}} {{success=[[[@{lore_total}]]]}} {{roll=[[1d100]]}} {{skillname=Homeland Lore}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{lore_total}]}} {{fumble=[[ceil(95+([@{lore_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{lore_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{lore_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{lore_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Home Land Lore}}" ></button>
<input class="sheet-skill_values" type="text" value="30" name="attr_lore_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Knowledge_mod}+@{lore_value}+@{fatigue_mod}]" name="attr_lore_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_lore1_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_lore1_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{lore1_total}]}} {{fumble=[[ceil(95+([@{lore1_total}])/20))]]}} {{crit=[[ceil(([@{lore1_total}])/20)+1]]}} {{special=[[ceil(([@{lore1_total}])/5)+1]]}} {{success=[[[@{lore1_total}]]]}} {{roll=[[1d100]]}} {{skillname=@{lore1_name} Lore}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{lore1_total}]}} {{fumble=[[ceil(95+([@{lore1_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{lore1_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{lore1_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{lore1_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{lore1_name} Lore}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_lore1_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Knowledge_mod}+@{lore1_value}+@{fatigue_mod}]" name="attr_lore1_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_lore2_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_lore2_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{lore2_total}]}} {{fumble=[[ceil(95+([@{lore2_total}])/20))]]}} {{crit=[[ceil(([@{lore2_total}])/20)+1]]}} {{special=[[ceil(([@{lore2_total}])/5)+1]]}} {{success=[[[@{lore2_total}]]]}} {{roll=[[1d100]]}} {{skillname=@{lore2_name} Lore}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{lore2_total}]}} {{fumble=[[ceil(95+([@{lore2_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{lore2_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{lore2_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{lore2_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{lore2_name} Lore}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_lore2_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Knowledge_mod}+@{lore2_value}+@{fatigue_mod}]" name="attr_lore2_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_lore3_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_lore3_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{lore3_total}]}} {{fumble=[[ceil(95+([@{lore3_total}])/20))]]}} {{crit=[[ceil(([@{lore3_total}])/20)+1]]}} {{special=[[ceil(([@{lore3_total}])/5)+1]]}} {{success=[[[@{lore3_total}]]]}} {{roll=[[1d100]]}} {{skillname=@{lore3_name} Lore}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{lore3_total}]}} {{fumble=[[ceil(95+([@{lore3_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{lore3_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{lore3_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{lore3_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{lore3_name} Lore}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_lore3_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Knowledge_mod}+@{lore3_value}+@{fatigue_mod}]" name="attr_lore3_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_lore4_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_lore4_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{lore4_total}]}} {{fumble=[[ceil(95+([@{lore4_total}])/20))]]}} {{crit=[[ceil(([@{lore4_total}])/20)+1]]}} {{special=[[ceil(([@{lore4_total}])/5)+1]]}} {{success=[[[@{lore4_total}]]]}} {{roll=[[1d100]]}} {{skillname=@{lore4_name} Lore}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{lore4_total}]}} {{fumble=[[ceil(95+([@{lore4_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{lore4_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{lore4_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{lore4_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{lore4_name} Lore}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_lore4_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{Knowledge_mod}+@{lore4_value}+@{fatigue_mod}]" name="attr_lore4_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_manage_check" />
<div class="sheet-skill_button">Manage</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{manage_total}]}} {{fumble=[[ceil(95+([@{manage_total}])/20))]]}} {{crit=[[ceil(([@{manage_total}])/20)+1]]}} {{special=[[ceil(([@{manage_total}])/5)+1]]}} {{success=[[[@{manage_total}]]]}} {{roll=[[1d100]]}} {{skillname=Manage}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{manage_total}]}} {{fumble=[[ceil(95+([@{manage_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{manage_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{manage_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{manage_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Manage}}" ></button>
<input class="sheet-skill_values" type="text" value="10" name="attr_manage_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{manage_value}+@{fatigue_mod}]" name="attr_manage_total" />
</div>
<!--
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_mineral_lore_check" />
<div class="sheet-skill_button">Mineral Lore</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{mineral_lore_total}]}} {{fumble=[[ceil(95+([@{mineral_lore_total}])/20))]]}} {{crit=[[ceil(([@{mineral_lore_total}])/20)+1]]}} {{special=[[ceil(([@{mineral_lore_total}])/5)+1]]}} {{success=[[[@{mineral_lore_total}]]]}} {{roll=[[1d100]]}} {{skillname=Mineral Lore}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{mineral_lore_total}]}} {{fumble=[[ceil(95+([@{mineral_lore_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{mineral_lore_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{mineral_lore_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{mineral_lore_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Mineral Lore}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_mineral_lore_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{mineral_lore_value}+@{fatigue_mod}]" name="attr_mineral_lore_total" />
</div>
-->
<!--
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_plant_lore_check" />
<div class="sheet-skill_button">Plant Lore</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{plant_lore_total}]}} {{fumble=[[ceil(95+([@{plant_lore_total}])/20))]]}} {{crit=[[ceil(([@{plant_lore_total}])/20)+1]]}} {{special=[[ceil(([@{plant_lore_total}])/5)+1]]}} {{success=[[[@{plant_lore_total}]]]}} {{roll=[[1d100]]}} {{skillname=Plant Lore}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{plant_lore_total}]}} {{fumble=[[ceil(95+([@{plant_lore_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{plant_lore_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{plant_lore_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{plant_lore_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Plant Lore}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_plant_lore_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{plant_lore_value}+@{fatigue_mod}]" name="attr_plant_lore_total" />
</div>
-->
<p style="font-weight:bold;margin-bottom:1px">R/W Languages</p>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_own_rw_lang1_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_rw_lang1_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{rw_lang1_total}]}} {{fumble=[[ceil(95+([@{rw_lang1_total}])/20))]]}} {{crit=[[ceil(([@{rw_lang1_total}])/20)+1]]}} {{special=[[ceil(([@{rw_lang1_total}])/5)+1]]}} {{success=[[[@{rw_lang1_total}]]]}} {{roll=[[1d100]]}} {{skillname=@{rw_lang1_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{rw_lang1_total}]}} {{fumble=[[ceil(95+([@{rw_lang1_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{rw_lang1_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{rw_lang1_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{rw_lang1_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{rw_lang1_name}}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_rw_lang1_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{rw_lang1_value}+@{fatigue_mod}]" name="attr_rw_lang1_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_own_rw_lang2_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_rw_lang2_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{rw_lang2_total}]}} {{fumble=[[ceil(95+([@{rw_lang2_total}])/20))]]}} {{crit=[[ceil(([@{rw_lang2_total}])/20)+1]]}} {{special=[[ceil(([@{rw_lang2_total}])/5)+1]]}} {{success=[[[@{rw_lang2_total}]]]}} {{roll=[[1d100]]}} {{skillname=@{rw_lang2_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{rw_lang2_total}]}} {{fumble=[[ceil(95+([@{rw_lang2_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{rw_lang2_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{rw_lang2_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{rw_lang2_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{rw_lang2_name}}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_rw_lang2_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{rw_lang2_value}+@{fatigue_mod}]" name="attr_rw_lang2_total" />
</div>
<!--
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_ship_handling_check" />
<div class="sheet-skill_button">Ship Handling</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{ship_handling_total}]}} {{fumble=[[ceil(95+([@{ship_handling_total}])/20))]]}} {{crit=[[ceil(([@{ship_handling_total}])/20)+1]]}} {{special=[[ceil(([@{ship_handling_total}])/5)+1]]}} {{success=[[[@{ship_handling_total}]]]}} {{roll=[[1d100]]}} {{skillname=Ship Handling}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{ship_handling_total}]}} {{fumble=[[ceil(95+([@{ship_handling_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{ship_handling_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{ship_handling_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{ship_handling_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Ship Handling}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_ship_handling_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{ship_handling_value}+@{fatigue_mod}]" name="attr_ship_handling_total" />
</div>
-->
<!--
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_world_lore_check" />
<div class="sheet-skill_button">World Lore</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{world_lore_total}]}} {{fumble=[[ceil(95+([@{world_lore_total}])/20))]]}} {{crit=[[ceil(([@{world_lore_total}])/20)+1]]}} {{special=[[ceil(([@{world_lore_total}])/5)+1]]}} {{success=[[[@{world_lore_total}]]]}} {{roll=[[1d100]]}} {{skillname=World Lore}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{world_lore_total}]}} {{fumble=[[ceil(95+([@{world_lore_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{world_lore_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{world_lore_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{world_lore_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=World Lore}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_world_lore_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{world_lore_value}+@{fatigue_mod}]" name="attr_world_lore_total" />
</div>
-->
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_survival_check" />
<div class="sheet-skill_button">Survival</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{survival_total}]}} {{fumble=[[ceil(95+([@{survival_total}])/20))]]}} {{crit=[[ceil(([@{survival_total}])/20)+1]]}} {{special=[[ceil(([@{survival_total}])/5)+1]]}} {{success=[[[@{survival_total}]]]}} {{roll=[[1d100]]}} {{skillname=Survival}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{survival_total}]}} {{fumble=[[ceil(95+([@{survival_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{survival_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{survival_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{survival_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Survival}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_survival_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{survival_value}+@{fatigue_mod}]" name="attr_survival_total" />
</div>
<fieldset class="repeating_kskills">
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_kskill_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_kskill_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{kskill_total}}} {{fumble=[[95+ceil((@{kskill_total}/20))]]}} {{crit=[[round(@{kskill_total}/20)+1]]}} {{special=[[round((@{kskill_total})/5)+1]]}} {{success=[[@{kskill_total}]]}} {{roll=[[1d100]]}} {{skillname=@{kskill_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{kskill_total}}} {{fumble=[[95+ceil(((@{kskill_total}+?{mods|0})/20))]]}} {{crit=[[round((@{kskill_total}+?{mods|0})/20)+1]]}} {{special=[[round(((@{kskill_total}+?{mods|0}))/5)+1]]}} {{success=[[@{kskill_total}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{kskill_name}}}" ></button>
<input type="text" class="sheet-skill_values" value="0" name="attr_kskill_value" />
<input type="text" class="sheet-skill_values" disabled name="attr_kskill_total" value="@{kskill_value}+@{knowledge_mod}+@{fatigue_mod}" />
</div>
</fieldset>
</div>
<br />
<div style="background-color:white;padding-bottom:13px;border-radius:6px">
<div>
<label class="sheet-category_label">Magic</label>
<input class="sheet-skill_values" type="text" value="0" disabled readonly name="attr_magic_mod" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_meditate_check" />
<div class="sheet-skill_button">Meditate</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{meditate_total}]}} {{fumble=[[ceil(95+([@{meditate_total}])/20))]]}} {{crit=[[ceil(([@{meditate_total}])/20)+1]]}} {{special=[[ceil(([@{meditate_total}])/5)+1]]}} {{success=[[[@{meditate_total}]]]}} {{roll=[[1d100]]}} {{skillname=Meditate}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{meditate_total}]}} {{fumble=[[ceil(95+([@{meditate_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{meditate_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{meditate_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{meditate_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Meditate}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_meditate_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{magic_mod}+@{meditate_value}+@{fatigue_mod}]" name="attr_meditate_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_prepare_corpse_check" />
<div class="sheet-skill_button">Prep. Corpse</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{prepare_corpse_total}]}} {{fumble=[[ceil(95+([@{prepare_corpse_total}])/20))]]}} {{crit=[[ceil(([@{prepare_corpse_total}])/20)+1]]}} {{special=[[ceil(([@{prepare_corpse_total}])/5)+1]]}} {{success=[[[@{prepare_corpse_total}]]]}} {{roll=[[1d100]]}} {{skillname=Prepare Corpse}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{prepare_corpse_total}]}} {{fumble=[[ceil(95+([@{prepare_corpse_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{prepare_corpse_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{prepare_corpse_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{prepare_corpse_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Prepare Corpse}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_prepare_corpse_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{magic_mod}+@{prepare_corpse_value}+@{fatigue_mod}]" name="attr_prepare_corpse_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_spirit_combat_check" />
<div class="sheet-skill_button">Spirt Cmbt.</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{spirit_combat_total}]}} {{fumble=[[ceil(95+([@{spirit_combat_total}])/20))]]}} {{crit=[[ceil(([@{spirit_combat_total}])/20)+1]]}} {{special=[[ceil(([@{spirit_combat_total}])/5)+1]]}} {{success=[[[@{spirit_combat_total}]]]}} {{roll=[[1d100]]}} {{skillname=Spirit Cmbt.}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{spirit_combat_total}]}} {{fumble=[[ceil(95+([@{spirit_combat_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{spirit_combat_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{spirit_combat_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{spirit_combat_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Spirit Cmbt.}}" ></button>
<input class="sheet-skill_values" type="text" value="20" name="attr_spirit_combat_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{magic_mod}+@{spirit_combat_value}+@{fatigue_mod}]" name="attr_spirit_combat_total" />
</div>
<p style="font-weight:bold;margin-bottom:1px">Worship</p>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_own_worship1_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_worship1_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{worship1_total}]}} {{fumble=[[ceil(95+([@{worship1_total}])/20))]]}} {{crit=[[ceil(([@{worship1_total}])/20)+1]]}} {{special=[[ceil(([@{worship1_total}])/5)+1]]}} {{success=[[[@{worship1_total}]]]}} {{roll=[[1d100]]}} {{skillname= Worship (@{worship1_name})}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{worship1_total}]}} {{fumble=[[ceil(95+([@{worship1_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{worship1_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{worship1_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{worship1_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Worship (@{worship1_name})}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_worship1_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{manipulation_mod}+@{worship1_value}+@{fatigue_mod}]" name="attr_worship1_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_worship2_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_worship2_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{worship2_total}]}} {{fumble=[[ceil(95+([@{worship2_total}])/20))]]}} {{crit=[[ceil(([@{worship2_total}])/20)+1]]}} {{special=[[ceil(([@{worship2_total}])/5)+1]]}} {{success=[[[@{worship2_total}]]]}} {{roll=[[1d100]]}} {{skillname=Worship (@{worship2_name})}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{worship2_total}]}} {{fumble=[[ceil(95+([@{worship2_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{worship2_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{worship2_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{worship2_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Worship (@{worship2_name})}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_worship2_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{manipulation_mod}+@{worship2_value}+@{fatigue_mod}]" name="attr_worship2_total" />
</div>
</div>
</div>
<div style="margin-right:10px" class='sheet-col'>
<div style="background-color:white;padding-bottom:13px;border-radius:6px">
<div>
<label class="sheet-category_label">Manipulation</label>
<input class="sheet-skill_values" type="text" value="0" disabled readonly name="attr_manipulation_mod" />
</div>
<p style="font-weight:bold;margin-bottom:1px">Craft</p>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_own_craft1_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_craft1_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{craft1_total}]}} {{fumble=[[ceil(95+([@{craft1_total}])/20))]]}} {{crit=[[ceil(([@{craft1_total}])/20)+1]]}} {{special=[[ceil(([@{craft1_total}])/5)+1]]}} {{success=[[[@{craft1_total}]]]}} {{roll=[[1d100]]}} {{skillname=@{craft1_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{craft1_total}]}} {{fumble=[[ceil(95+([@{craft1_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{craft1_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{craft1_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{craft1_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{craft1_name}}}" ></button>
<input class="sheet-skill_values" type="text" value="10" name="attr_craft1_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{manipulation_mod}+@{craft1_value}+@{fatigue_mod}]" name="attr_craft1_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_craft2_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_craft2_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{craft2_total}]}} {{fumble=[[ceil(95+([@{craft2_total}])/20))]]}} {{crit=[[ceil(([@{craft2_total}])/20)+1]]}} {{special=[[ceil(([@{craft2_total}])/5)+1]]}} {{success=[[[@{craft2_total}]]]}} {{roll=[[1d100]]}} {{skillname=@{craft2_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{craft2_total}]}} {{fumble=[[ceil(95+([@{craft2_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{craft2_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{craft2_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{craft2_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{craft2_name}}}" ></button>
<input class="sheet-skill_values" type="text" value="10" name="attr_craft2_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{manipulation_mod}+@{craft2_value}+@{fatigue_mod}]" name="attr_craft2_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_conceal_check" />
<div class="sheet-skill_button">Conceal</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{conceal_total}]}} {{fumble=[[ceil(95+([@{conceal_total}])/20))]]}} {{crit=[[ceil(([@{conceal_total}])/20)+1]]}} {{special=[[ceil(([@{conceal_total}])/5)+1]]}} {{success=[[[@{conceal_total}]]]}} {{roll=[[1d100]]}} {{skillname=Conceal}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{conceal_total}]}} {{fumble=[[ceil(95+([@{conceal_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{conceal_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{conceal_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{conceal_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Conceal}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_conceal_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{manipulation_mod}+@{conceal_value}+@{fatigue_mod}]" name="attr_conceal_total" />
</div>
<!--
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_devise_check" />
<div class="sheet-skill_button">Devise</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{devise_total}]}} {{fumble=[[ceil(95+([@{devise_total}])/20))]]}} {{crit=[[ceil(([@{devise_total}])/20)+1]]}} {{special=[[ceil(([@{devise_total}])/5)+1]]}} {{success=[[[@{devise_total}]]]}} {{roll=[[1d100]]}} {{skillname=Devise}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{devise_total}]}} {{fumble=[[ceil(95+([@{devise_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{devise_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{devise_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{devise_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Devise}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_devise_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{manipulation_mod}+@{devise_value}+@{fatigue_mod}]" name="attr_devise_total" />
</div>
-->
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_sleighte_check" />
<div class="sheet-skill_button">Sleight</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{sleight_total}]}} {{fumble=[[ceil(95+([@{sleight_total}])/20))]]}} {{crit=[[ceil(([@{sleight_total}])/20)+1]]}} {{special=[[ceil(([@{sleight_total}])/5)+1]]}} {{success=[[[@{sleight_total}]]]}} {{roll=[[1d100]]}} {{skillname=Sleight}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{sleight_total}]}} {{fumble=[[ceil(95+([@{sleight_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{sleight_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{sleight_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{sleight_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Sleight}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_sleight_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{manipulation_mod}+@{sleight_value}+@{fatigue_mod}]" name="attr_sleight_total" />
</div>
<!--
<p style="font-weight:bold;margin-bottom:1px">Play Instrument</p>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_own_play1_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_play1_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{play1_total}]}} {{fumble=[[ceil(95+([@{play1_total}])/20))]]}} {{crit=[[ceil(([@{play1_total}])/20)+1]]}} {{special=[[ceil(([@{play1_total}])/5)+1]]}} {{success=[[[@{play1_total}]]]}} {{roll=[[1d100]]}} {{skillname=@{play1_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{play1_total}]}} {{fumble=[[ceil(95+([@{play1_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{play1_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{play1_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{play1_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{play1_name}}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_play1_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{manipulation_mod}+@{play1_value}+@{fatigue_mod}]" name="attr_play1_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_own_play2_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_play2_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{play2_total}]}} {{fumble=[[ceil(95+([@{play2_total}])/20))]]}} {{crit=[[ceil(([@{play2_total}])/20)+1]]}} {{special=[[ceil(([@{play2_total}])/5)+1]]}} {{success=[[[@{play2_total}]]]}} {{roll=[[1d100]]}} {{skillname=@{play2_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{play2_total}]}} {{fumble=[[ceil(95+([@{play2_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{play2_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{play2_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{play2_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{play2_name}}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_play2_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{manipulation_mod}+@{play2_value}+@{fatigue_mod}]" name="attr_play2_total" />
</div>
<fieldset class="repeating_mskills">
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_mskill_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_mskill_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{mskill_total}}} {{fumble=[[95+ceil((@{mskill_total}/20))]]}} {{crit=[[round(@{mskill_total}/20)+1]]}} {{special=[[round((@{mskill_total})/5)+1]]}} {{success=[[@{mskill_total}]]}} {{roll=[[1d100]]}} {{skillname=@{mskill_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{mskill_total}}} {{fumble=[[95+ceil(((@{mskill_total}+?{mods|0})/20))]]}} {{crit=[[round((@{mskill_total}+?{mods|0})/20)+1]]}} {{special=[[round(((@{mskill_total}+?{mods|0}))/5)+1]]}} {{success=[[@{mskill_total}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{mskill_name}}}" ></button>
<input type="text" class="sheet-skill_values" value="0" name="attr_mskill_value" />
<input type="text" class="sheet-skill_values" disabled name="attr_mskill_total" value="@{mskill_value}+@{manipulation_mod}+@{fatigue_mod}" />
</div>
</fieldset>
-->
</div>
<br />
<br />
<label class="sheet-category_label">Passions</label>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_passion1_check" />
<input class="sheet-blank_skill" style="display:inline-block;width:131px" type="text" name="attr_passion1_name" value="Devotion ()" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{passion1_total}}} {{fumble=[[ceil(95+(@{passion1_total})/20))]]}} {{crit=[[ceil((@{passion1_total})/20)+1]]}} {{special=[[ceil((@{passion1_total})/5)+1]]}} {{success=[[@{passion1_total}]]}} {{roll=[[1d100]]}} {{skillname=@{passion1_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{passion1_total}}} {{fumble=[[ceil(95+(@{passion1_total}+?{Mods|0})/20))]]}} {{crit=[[ceil((@{passion1_total}+?{Mods|0})/20)+1]]}} {{special=[[ceil((@{passion1_total}+?{Mods|0})/5)+1]]}} {{success=[[@{passion1_total}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{passion1_name}}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_passion1_total" />
<!--<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{passion1_value}]"name="attr_passion1_total" />-->
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_passion2_check" />
<input class="sheet-blank_skill" style="display:inline-block;width:131px" type="text" name="attr_passion2_name" value="Love ()" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{passion2_total}}} {{fumble=[[ceil(95+(@{passion2_total})/20))]]}} {{crit=[[ceil((@{passion2_total})/20)+1]]}} {{special=[[ceil((@{passion2_total})/5)+1]]}} {{success=[[@{passion2_total}]]}} {{roll=[[1d100]]}} {{skillname=@{passion2_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{passion2_total}}} {{fumble=[[ceil(95+(@{passion2_total}+?{Mods|0})/20))]]}} {{crit=[[ceil((@{passion2_total}+?{Mods|0})/20)+1]]}} {{special=[[ceil((@{passion2_total}+?{Mods|0})/5)+1]]}} {{success=[[@{passion2_total}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{passion2_name}}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_passion2_total" />
<!--<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{passion2_value}]"name="attr_passion2_total" />-->
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_passion3_check" />
<input class="sheet-blank_skill" style="display:inline-block;width:131px" type="text" name="attr_passion3_name" value="Hate (Lunars)" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{passion3_total}}} {{fumble=[[ceil(95+(@{passion3_total})/20))]]}} {{crit=[[ceil((@{passion3_total})/20)+1]]}} {{special=[[ceil((@{passion3_total})/5)+1]]}} {{success=[[@{passion3_total}]]}} {{roll=[[1d100]]}} {{skillname=@{passion3_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{passion3_total}}} {{fumble=[[ceil(95+(@{passion3_total}+?{Mods|0})/20))]]}} {{crit=[[ceil((@{passion3_total}+?{Mods|0})/20)+1]]}} {{special=[[ceil((@{passion3_total}+?{Mods|0})/5)+1]]}} {{success=[[@{passion3_total}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{passion3_name}}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_passion3_total" />
<!--<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{passion3_value}]"name="attr_passion3_total" />-->
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_passion4_check" />
<input class="sheet-blank_skill" style="display:inline-block;width:131px" type="text" name="attr_passion4_name" value="Loyalty ()" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{passion4_total}}} {{fumble=[[ceil(95+(@{passion4_total})/20))]]}} {{crit=[[ceil((@{passion4_total})/20)+1]]}} {{special=[[ceil((@{passion4_total})/5)+1]]}} {{success=[[@{passion4_total}]]}} {{roll=[[1d100]]}} {{skillname=@{passion4_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{passion4_total}}} {{fumble=[[ceil(95+(@{passion4_total}+?{Mods|0})/20))]]}} {{crit=[[ceil((@{passion4_total}+?{Mods|0})/20)+1]]}} {{special=[[ceil((@{passion4_total}+?{Mods|0})/5)+1]]}} {{success=[[@{passion4_total}+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{passion4_name}}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_passion4_total" />
<!--<input class="sheet-skill_values" type="text" disabled value="[@{knowledge_mod}+@{passion4_value}]"name="attr_passion4_total" />-->
</div>
<fieldset class="repeating_passions">
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_passion_check" />
<input class="sheet-blank_skill" style="display:inline-block;width:131px;" type="text" name="attr_passion_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{passion_total}}} {{fumble=[[95+ceil((@{passion_total}/20))]]}} {{crit=[[round(@{passion_total}/20)+1]]}} {{special=[[round((@{passion_total})/5)+1]]}} {{success=[[@{passion_total}]]}} {{roll=[[1d100]]}} {{skillname=@{passion_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{passion_total}}} {{fumble=[[95+ceil(((@{passion_total}+?{mods|0})/20))]]}} {{crit=[[round((@{passion_total}+?{mods|0})/20)+1]]}} {{special=[[round(((@{passion_total}+?{mods|0}))/5)+1]]}} {{success=[[@{passion_total}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{passion_name}}}" ></button>
<input class="sheet-skill_values" type="text" value="0" name="attr_passion_total" />
</div>
</fieldset>
<br />
<div style="background-color:white;padding-bottom:13px;border-radius:6px">
<div>
<label style="display:inline-block;width:203px;">Perception</label>
<input class="sheet-skill_values" type="text" value="0" disabled readonly name="attr_perception_mod" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_insight_check" />
<div class="sheet-skill_button">Insight</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{insight_total}]}} {{fumble=[[ceil(95+([@{insight_total}])/20))]]}} {{crit=[[ceil(([@{insight_total}])/20)+1]]}} {{special=[[ceil(([@{insight_total}])/5)+1]]}} {{success=[[[@{insight_total}]]]}} {{roll=[[1d100]]}} {{skillname=Insight}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{insight_total}]}} {{fumble=[[ceil(95+([@{insight_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{insight_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{insight_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{insight_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Insight}}" ></button>
<input class="sheet-skill_values" type="text" value="20" name="attr_insight_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{perception_mod}+@{insight_value}+@{fatigue_mod}]" name="attr_insight_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_listen_check" />
<div class="sheet-skill_button">Listen</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{listen_total}]}} {{fumble=[[ceil(95+([@{listen_total}])/20))]]}} {{crit=[[ceil(([@{listen_total}])/20)+1]]}} {{special=[[ceil(([@{listen_total}])/5)+1]]}} {{success=[[[@{listen_total}]]]}} {{roll=[[1d100]]}} {{skillname=Listen}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{listen_total}]}} {{fumble=[[ceil(95+([@{listen_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{listen_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{listen_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{listen_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Listen}}" ></button>
<input class="sheet-skill_values" type="text" value="25" name="attr_listen_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{perception_mod}+@{listen_value}+@{fatigue_mod}]" name="attr_listen_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_scan_check" />
<div class="sheet-skill_button">Scan</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{scan_total}]}} {{fumble=[[ceil(95+([@{scan_total}])/20))]]}} {{crit=[[ceil(([@{scan_total}])/20)+1]]}} {{special=[[ceil(([@{scan_total}])/5)+1]]}} {{success=[[[@{scan_total}]]]}} {{roll=[[1d100]]}} {{skillname=Scan}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{scan_total}]}} {{fumble=[[ceil(95+([@{scan_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{scan_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{scan_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{scan_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Scan}}" ></button>
<input class="sheet-skill_values" type="text" value="25" name="attr_scan_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{perception_mod}+@{scan_value}+@{fatigue_mod}]" name="attr_scan_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_search_check" />
<div class="sheet-skill_button">Search</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{search_total}]}} {{fumble=[[ceil(95+([@{search_total}])/20))]]}} {{crit=[[ceil(([@{search_total}])/20)+1]]}} {{special=[[ceil(([@{search_total}])/5)+1]]}} {{success=[[[@{search_total}]]]}} {{roll=[[1d100]]}} {{skillname=Search}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{search_total}]}} {{fumble=[[ceil(95+([@{search_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{search_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{search_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{search_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Search}}" ></button>
<input class="sheet-skill_values" type="text" value="25" name="attr_search_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{perception_mod}+@{search_value}+@{fatigue_mod}]" name="attr_search_total" />
</div>
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_track_check" />
<div class="sheet-skill_button">Track</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{track_total}]}} {{fumble=[[ceil(95+([@{track_total}])/20))]]}} {{crit=[[ceil(([@{track_total}])/20)+1]]}} {{special=[[ceil(([@{track_total}])/5)+1]]}} {{success=[[[@{track_total}]]]}} {{roll=[[1d100]]}} {{skillname=Track}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{track_total}]}} {{fumble=[[ceil(95+([@{track_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{track_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{search_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{track_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Track}}" ></button>
<input class="sheet-skill_values" type="text" value="5" name="attr_track_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{perception_mod}+@{track_value}+@{fatigue_mod}]" name="attr_track_total" />
</div>
<fieldset class="repeating_pskills">
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_pskill_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_pskill_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{pskill_total}}} {{fumble=[[95+ceil((@{pskill_total}/20))]]}} {{crit=[[round(@{pskill_total}/20)+1]]}} {{special=[[round((@{pskill_total})/5)+1]]}} {{success=[[@{pskill_total}]]}} {{roll=[[1d100]]}} {{skillname=@{pskill_name}}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{pskill_total}}} {{fumble=[[95+ceil(((@{pskill_total}+?{mods|0})/20))]]}} {{crit=[[round((@{pskill_total}+?{mods|0})/20)+1]]}} {{special=[[round(((@{pskill_total}+?{mods|0}))/5)+1]]}} {{success=[[@{pskill_total}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{pskill_name}}}" ></button>
<input type="text" class="sheet-skill_values" value="0" name="attr_pskill_value" />
<input type="text" class="sheet-skill_values" disabled name="attr_pskill_total" value="@{pskill_value}+@{manipulation_mod}+@{fatigue_mod}" />
</div>
</fieldset>
</div>
<br />
<div style="background-color:white;padding-bottom:13px;border-radius:6px">
<div>
<label class="sheet-category_label">Stealth</label>
<input class="sheet-skill_values" type="text" value="0" disabled readonly name="attr_stealth_mod" />
</div>
<div>
<input style="display:inline-block" type="checkbox" name="attr_hide_check" />
<div class="sheet-skill_button">Hide</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{hide_total}]}} {{fumble=[[ceil(95+([@{hide_total}])/20))]]}} {{crit=[[ceil(([@{hide_total}])/20)+1]]}} {{special=[[ceil(([@{hide_total}])/5)+1]]}} {{success=[[[@{hide_total}]]]}} {{roll=[[1d100]]}} {{skillname=Hide}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{hide_total}]}} {{fumble=[[ceil(95+([@{hide_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{hide_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{hide_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{hide_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Hide}}" ></button>
<input class="sheet-skill_values" type="text" value="10" name="attr_hide_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{stealth_mod}+@{hide_value}+@{fatigue_mod}]" name="attr_hide_total" />
</div>
<div>
<input style="display:inline-block" type="checkbox" name="attr_sneak_check" />
<div class="sheet-skill_button">Sneak</div>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{sneak_total}]}} {{fumble=[[ceil(95+([@{sneak_total}])/20))]]}} {{crit=[[ceil(([@{sneak_total}])/20)+1]]}} {{special=[[ceil(([@{sneak_total}])/5)+1]]}} {{success=[[[@{sneak_total}]]]}} {{roll=[[1d100]]}} {{skillname=Sneak}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{sneak_total}]}} {{fumble=[[ceil(95+([@{sneak_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{sneak_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{sneak_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{sneak_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Sneak}}" ></button>
<input class="sheet-skill_values" type="text" value="10" name="attr_sneak_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{stealth_mod}+@{sneak_value}+@{fatigue_mod}]" name="attr_sneak_total" />
</div>
<fieldset class="repeating_sskill">
<div style="margin-bottom:2px">
<input style="display:inline-block" type="checkbox" name="attr_sskill_check" />
<input class="sheet-blank_skill" style="display:inline-block;" type="text" name="attr_sskill_name" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{sskill_total}}} {{fumble=[[95+ceil((@{sskill_total}/20))]]}} {{crit=[[round(@{sskill_total}/20)+1]]}} {{special=[[round((@{sskill_total})/5)+1]]}} {{success=[[@{sskill_total}]]}} {{roll=[[1d100]]}} {{skillname=@{sskill_name}}}" ></button>
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{sskill_total}}} {{fumble=[[95+ceil(((@{sskill_total}+?{mods|0})/20))]]}} {{crit=[[round((@{sskill_total}+?{mods|0})/20)+1]]}} {{special=[[round(((@{sskill_total}+?{mods|0}))/5)+1]]}} {{success=[[@{sskill_total}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{sskill_name}}}" ></button>
<input type="text" class="sheet-skill_values" value="0" name="attr_sskill_value" />
<input type="text" class="sheet-skill_values" disabled name="attr_sskill_total" value="@{sskill_value}+@{manipulation_mod}+@{fatigue_mod}" />
</div>
</fieldset>
</div>
</div>
</div>
</div> <!--- End of Tab 2 -->
<div style="background-color: #ac6e73" class="sheet-tab-content sheet-tab3">
<br />
<div style="background-color:white;padding-top:5px;padding-bottom:13px;border-radius:6px">
<label style="display:inline-Block;width:136px">Weapon Skills</label>
(Defense&#37; <span name="attr_defense"></span>)&nbsp; &nbsp;
(A&#37; <span name="attr_manipulation_mod"></span>)&nbsp; &nbsp; (P&#37; <span name="attr_parry_mod"></span>)
Enc. (<span name="attr_enc_mod"></span>%) Other Modifiers <input type="number" name="attr_gen_mod" value="0" />
Strike Rank Mod. <input type="text" disabled style="border:none;width:25px;" value="[abs(@{enc_mod}/5)]" name="attr_sr_mod" />
</div>
<br />
<span style="display:none" name="attr_enc_mod"></span>
<div style="background-color:white;padding-bottom:13px;border-radius:6px">
<label>Melee Weapons</label>
<div class="sheet-melee_wpns_labels">
<label style="margin-left:35px;width:95px">Weapon</label>
<label style="width:88px">STR/DEX</label>
<label style="width:42px">WSR</label>
<label style="width:30px">SR</label>
<label style="width:98px">Attack Skill</label>
<label style="width:11px"></label>
<label style="width:0px"></label>
<label style="width:66px">Damage</label>
<label style="width:105px">Parry Skill</label>
<label style="width:0px"></label>
<label style="width:0px"></label>
<label style="width:2.0em" >HP</label>
</div>
<fieldset class="repeating_melee">
<div class="sheet-melee_wpns">
<input type="checkbox" name="attr_skillcheck" />
<input type="checkbox" name="attr_parrycheck" />
<input type="text" name="attr_weapon_type" style="width:100px" />
<input type="number" value="9" name="attr_wpnstr" />
<input type="number" value="9" name="attr_wpndex" />
<input type="text" readonly style="display:none; width:30px;" value="0" name="attr_minmod" />
<input type="number" name="attr_wpn_sr" />
<input type="number" disabled name="attr_total_wpn_sr" value="[@{wpn_sr}+@{melee_srm}+@{sr_mod}]" />
<input type="number" name="attr_wpn_attk_value" />
<input type="number" disabled name="attr_wpn_attk_total" value="@{wpn_attk_value}+@{manipulation_mod}+@{enc_mod}+@{minmod}+@{gen_mod}" />
<button type="roll" style="margin-right:0px;margin-left:0px;" value="@{melee_value}" ></button><textarea name="attr_melee_value" style="display:none">&{template:melee-roll} {{name=@{character_name}}} {{tot=[[@{wpn_damage}+@{damagebonus}]]}}{{skillvalue=@{wpn_attk_total}}} {{fumble=[[95+ceil((@{wpn_attk_total}/20))]]}} {{crit=[[round(@{wpn_attk_total}/20)+1]]}} {{special=[[round((@{wpn_attk_total})/5)+1]]}} {{success=[[@{wpn_attk_total}]]}} {{roll=[[1d100]]}} {{skillname=@{weapon_type} attack}}
&{template:@{creature_hit_location}Melee}} {{roll=[[@{selected_die_roll}]]}}</textarea><button class="sheet-new_roll" style="margin-right:0px;margin-left:0px;" type="roll" value="@{meleemod_value}" ></button><textarea name="attr_meleemod_value" style="display:none">&{template:melee-roll} {{name=@{character_name}}} {{tot=[[@{wpn_damage}+@{damagebonus}]]}}{{skillvalue=@{wpn_attk_total}}} {{fumble=[[95+ceil(((@{wpn_attk_total}+?{mods|0})/20))]]}} {{crit=[[round((@{wpn_attk_total}+?{mods|0})/20)+1]]}} {{special=[[round(((@{wpn_attk_total}+?{mods|0}))/5)+1]]}} {{success=[[@{wpn_attk_total}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{weapon_type} attack}}
&{template:@{creature_hit_location}Melee}} {{roll=[[@{selected_die_roll}]]}}</textarea>
<input type="text" style="width:79px" name="attr_wpn_damage" />
<input type="number" name="attr_wpn_parry_value" />
<input type="number" disabled name="attr_parry_total" value="@{wpn_parry_value}+@{parry_mod}+@{enc_mod}" /><button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{tot=[[@{wpn_damage}+@{damagebonus}]]}}{{skillvalue=@{parry_total}}} {{fumble=[[95+ceil((@{parry_total}/20))]]}} {{crit=[[round(@{parry_total}/20)+1]]}} {{special=[[round((@{parry_total})/5)+1]]}} {{success=[[@{parry_total}]]}} {{roll=[[1d100]]}} {{skillname=@{weapon_type} parry}}" ></button><button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=@{parry_total}}} {{fumble=[[95+ceil(((@{parry_total}+?{mods|0})/20))]]}} {{crit=[[round((@{parry_total}+?{mods|0})/20)+1]]}} {{special=[[round(((@{parry_total}+?{mods|0}))/5)+1]]}} {{success=[[@{parry_total}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{weapon_type} parry}} " ></button><input type="number" name="attr_wpn_hp" />
</div>
</fieldset>
</div>
<br />
<div style="background-color:white;padding-bottom:13px;border-radius:6px">
<label>Ranged Weapons</label>
<div class="sheet-melee_wpns_labels">
<br />
<label style="margin-left:18px;width:95px">Weapon</label>
<label style="width:80px">STR/DEX</label>
<label style="width:30px">DSR</label>
<label style="width:136px">Attack Skill</label>
<label style="width:54px">Damage</label>
<label style="width:13px">DB</label>
<label style="width:75px">Range</label>
<label style="width:47px" >Rof</label>
<label style="width:50px" >&#35;</label>
</div>
<fieldset class="repeating_missle">
<div class="sheet-melee_wpns">
<input type="checkbox" name="attr_skillcheck" />
<input type="text" name="attr_weapon_type" style="width:92px" />
<input type="number" value="9" name="attr_wpnstr" />
<input type="number" value="9" name="attr_wpndex" />
<input type="text" readonly style="display:none;width:30px;" value="0" name="attr_minmod" />
<input type="number" disabled name="attr_total_wpn_sr" value="[@{dex_srm}]" />
<input type="number" value="0" name="attr_wpn_attk_value" />
<input type="number" disabled name="attr_wpn_attk_total" value="[@{wpn_attk_value}+@{manipulation_mod}+@{enc_mod}+@{minmod}+@{gen_mod}}]" />
<button type="roll" value="@{missle_value}" ></button>
<textarea name="attr_missle_value" style="display:none">&{template:melee-roll} {{name=@{character_name}}} {{tot=[[@{wpn_damage}+@{wpnmdb}]]}}{{skillvalue=@{wpn_attk_total}}} {{fumble=[[95+ceil((@{wpn_attk_total}/20))]]}} {{crit=[[round(@{wpn_attk_total}/20)+1]]}} {{special=[[round((@{wpn_attk_total})/5)+1]]}} {{success=[[@{wpn_attk_total}]]}} {{roll=[[1d100]]}} {{skillname=@{weapon_type}}}
&{template:@{creature_hit_location}Missle}} {{roll=[[@{selected_die_roll}]]}}</textarea>
<button class="sheet-new_roll" type="roll" value="@{misslemod_value}" ></button> <input type="text" style="width:69px" name="attr_wpn_damage" />
<textarea name="attr_misslemod_value" style="display:none">&{template:melee-roll} {{name=@{character_name}}} {{tot=[[@{wpn_damage}+@{wpnmdb}]]}}{{skillvalue=@{wpn_attk_total}}} {{fumble=[[95+ceil(((@{wpn_attk_total}+?{mods|0})/20))]]}} {{crit=[[round((@{wpn_attk_total}+?{mods|0})/20)+1]]}} {{special=[[round(((@{wpn_attk_total}+?{mods|0}))/5)+1]]}} {{success=[[@{wpn_attk_total}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{weapon_type}}}
&{template:@{creature_hit_location}Missle}} {{roll=[[@{selected_die_roll}]]}}</textarea>
<input type="checkbox" name="attr_mdbtoggle" />
<input type="text" style="width:80px;" name="attr_wpn_range" />
<input type="text" style="width:50px;" name="attr_wpn_rof" />
<input type="text" style="width:50px;" name="attr_wpn_ammo" />
<input type="text" value="0" style="display:none" name="attr_wpnmdb" />
</div>
</fieldset>
</div>
<br />
<div style="padding-top:5px;padding-left:5px;background-color:white;padding-bottom:13px;border-radius:6px">
<div style="margin-top:5px;" class='sheet-2colrow'>
<div class='sheet-col' style="width:65%">
<h3 style="text-align: center; color: #FFF; background-color: #000;">Hit Location & Armor</h3>
<table>
<thead class="sheet-header-text">
<tr>
<!-- <th>
<button name="roll_melee-location" type="roll" value="/me rolls melee hit location [[1d20]]" class="btn ui-draggable">
<div class="sheet-button_header">Melee</div>
</button>
</th>
<th>Missle</th>-->
<th>Location</th>
<th>Armor</th>
<th>AP</th>
<th>Max <br />HP</th>
<!-- <th>*</th> -->
<th>Cur. <br /> HP</th>
<th>Damage</th>
</tr>
</thead>
<tbody>
<tr>
<!--<td class="sheet-loc-text">01-04</td>
<td class="sheet-loc-text">01-03</td>-->
<td><div class="sheet-loc-text">Right Leg</div></td>
<td><input type="text" name="attr_r_leg_armor_name" class="sheet-armor-name"/></td>
<td><input type="number" name="attr_r_Leg_ap" /></td>
<td><input type="number" readonly name="attr_r_leg_max_hp" /></td>
<!--<td><input type="number" value="0" name="attr_r_leg_stre" /></td>-->
<td><input type="number" readonly name="attr_r_leg_cur_hp" /></td>
<td><input type="text" style="width:100px" value="0" name="attr_r_leg_damage" /></td>
</tr>
<tr>
<!--<td class="sheet-loc-text">05-08</td>
<td class="sheet-loc-text">04-06</td>-->
<td > <div class="sheet-loc-text">Left Leg</div></td>
<td><input type="text" name="attr_l_leg_armor_name" class="sheet-armor-name"/></td>
<td><input type="number" name="attr_l_Leg_ap" /></td>
<td><input type="number" readonly name="attr_l_leg_max_hp" /></td>
<!--<td><input type="number" value="0" name="attr_l_leg_stre" /></td>-->
<td><input type="number" readonly name="attr_l_leg_cur_hp" /></td>
<td><input type="text" style="width:100px" value="0" name="attr_l_leg_damage" /></td>
</tr>
<tr>
<!--<td class="sheet-loc-text">09-11</td>
<td class="sheet-loc-text">07-10</td>-->
<td ><div class="sheet-loc-text">Abdomen</div></td>
<td ><input type="text" name="attr_abd_armor_name" class="sheet-armor-name"/></td>
<td ><input type="number" name="attr_abd_ap" /></td>
<td ><input type="number" readonly name="attr_abd_max_hp" /></td>
<!--<td><input type="number" value="0" name="attr_abd_stre" /></td>-->
<td ><input type="number" readonly name="attr_abd_cur_hp" /></td>
<td><input type="text" style="width:100px" value="0" name="attr_abd_damage" /></td>
</tr>
<tr>
<!--<td class="sheet-loc-text">12</td>
<td class="sheet-loc-text">11-15</td>-->
<td><div class="sheet-loc-text">Chest</div></td>
<td><input type="text" name="attr_chst_armor_name" class="sheet-armor-name"/></td>
<td><input type="number" name="attr_chst_ap" /></td>
<td><input type="number" readonly name="attr_chst_max_hp" /></td>
<!--<td><input type="number" value="0" name="attr_chst_stre" /></td>-->
<td><input type="number" readonly name="attr_chst_cur_hp" /></td>
<td><input type="text" style="width:100px" value="0" name="attr_chst_damage" /></td>
</tr>
<tr>
<!--<td class="sheet-loc-text">13-15</td>
<td class="sheet-loc-text">16-17</td>-->
<td><div class="sheet-loc-text">Right Arm</div></td>
<td ><input type="text" name="attr_r_arm_armor_name" class="sheet-armor-name"/></td>
<td><input type="number" name="attr_r_arm_ap" /></td>
<td><input type="number" readonly name="attr_r_arm_max_hp" /></td>
<!--<td><input type="number" value="0" name="attr_r_arm_stre" /></td>-->
<td><input type="number" readonly name="attr_r_arm_cur_hp" /></td>
<td><input type="text" style="width:100px" value="0" name="attr_r_arm_damage" /></td>
</tr>
<tr>
<!--<td class="sheet-loc-text">16-18</td>
<td class="sheet-loc-text">18-19</td>-->
<td ><div class="sheet-loc-text">Left Arm</div></td>
<td><input type="text" name="attr_l_arm_armor_name" class="sheet-armor-name"/></td>
<td><input type="number" name="attr_l_arm_ap" /></td>
<td><input type="number" readonly name="attr_l_arm_max_hp" /></td>
<!--<td><input type="number" value="0" name="attr_l_arm_stre" /></td>-->
<td><input type="number" readonly name="attr_l_arm_cur_hp" /></td>
<td><input type="text" style="width:100px" value="0" name="attr_LAWnds" /></td>
</tr>
<tr>
<!--<td class="sheet-loc-text">19-20</td>
<td class="sheet-loc-text">20</td>-->
<td><div class="sheet-loc-text">Head</div></td>
<td><input type="text" name="attr_hd_armor_name" class="sheet-armor-name"/></td>
<td><input type="number" name="attr_hd_ap" /></td>
<td><input type="number" readonly name="attr_hd_max_hp" /></td>
<!--<td><input type="number" value="0" name="attr_hd_stre" /></td>-->
<td><input type="number" readonly name="attr_hd_cur_hp" /></td>
<td><input type="text" style="width:100px" value="0" name="attr_LAWnds" /></td>
</tr>
</tbody>
</table>
<!--<p>*Strengthening Enchantment</p>-->
<!--
<fieldset class="repeating_hlocations">
<table>
<tr>
<td><input type="text" name="attr_hloc" style="width: 59px" /></td>
<td><input class="sheet-armor-name" type="text" name="attr_atype" /></td>
<td><input type="number" name="attr_app" /></td>
<td><input type="number" name="attr_mhp"/></td>
<td><input type="number" name="attr_chp" /></td>
</tr>
</table>
</fieldset>-->
</div>
<div class="sheet-col" style="width:26%">
<h3 style="text-align: center; color: #FFF; background-color: #000;">Hit Points</h3>
<br/>
<div>
<div style="display:inline-block">
<!-- value="[round((@{cursiz}+@{curcon})/2)]" -->
<label style="font-size:0.5em;text-align:center">Max</label>
<input style="text-align:center;width:3.5em" type="text" readonly value="0" name="attr_hp_max" />-
</div>
<div style="display:inline-block">
<label style="font-size:0.5em;text-align:center">LHP<br />Loss</label>
<input style="text-align:center;width:3em;" value="0" type="text" name="attr_lhp_loss" />-
</div>
<div style="display:inline-block">
<label style="font-size:0.5em;text-align:centee">THP<br />Loss</label>
<input style="text-align:center;width:3.5em;" value="0" type="number" name="attr_thp_loss" />=
</div>
<div style="display:inline-block">
<label style="font-size:0.5em;text-align:center">Cur.<br />HP</label>
<input style="text-align:center;width:3em;" value="0" type="text" readonly name="attr_hp_cur" />
</div>
</div>
<!--
<div>
<div style="margin-left:16px;">+</div>
<input style="text-align:center;width:3.5em" type="text" value="0" name="attr_hpstre" />
<p style="display:inline;font-size:0.75em">*Strenghing Enchanment</p>
</div>
-->
<br />
<h3 style="display:none;text-align: center; color: #FFF; background-color: #000;">Fatigue</h3>
<div style="display:none">
<div style="display:inline-block">
<label style="font-size:0.5em;text-align:center">Max</label>
<input style="text-align:center;width:3.5em" type="text" readonly value="0" name="attr_fp_max" />-
</div>
<div style="display:inline-block">
<label style="font-size:0.5em;text-align:center">ENC</label>
<input style="text-align:center;width:3em;" value="0" readonly type="text" name="attr_enc_total" />-
</div>
<div style="display:inline-block">
<label style="font-size:0.5em;text-align:centee">Loss</label>
<input style="text-align:center;width:3.5em;" type="number" value="0" name="attr_fp_loss" />=
</div>
<div style="display:inline-block">
<label style="font-size:0.5em;text-align:center">Cur.<br />FP</label>
<input style="text-align:center;width:3em;" type="text" readonly value="0"name="attr_fp_cur" />
<input name="attr_enc_mod" style="display:none" type="number" value="0" />
</div>
</div>
</div>
</div>
<div>
<br />
<div style="width: 100% display: inline; color: #FFF; background-color: #000;">
<div style="margin-left: 5px ; display: inline">
Dodge
<input style="width:47px" class="sheet-section-header" disabled="true" value="[@{dodge_total}]" type="number" name="attr_dodge_disp" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{dodge_total}]}} {{fumble=[[ceil(96+([@{dodge_total}])/20))]]}} {{crit=[[ceil(([@{dodge_total}])/20)+1]]}} {{special=[[ceil(([@{dodge_total}])/5)+1]]}} {{success=[[[@{dodge_total}]]]}} {{roll=[[1d100]]}} {{skillname=Dodge}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{dodge_total}]}} {{fumble=[[ceil(96+([@{dodge_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{dodge_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{dodge_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{dodge_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Dodge}}" >
</button>
</div>
<div style="display: inline">
Fumble
<select name="attr_selected_fumble_table" style="margin-top: 7px; height: 24px ; width: 128px">
<option selected="selected" value="0">Melee Attack</option>
<option value="1">Melee Parry</option>
<option value="2">Missle Attack</option>
<option value="3">Natural Weapon</option>
</select>
<button type="roll" value="&{template:Melee-Attack-Fumble} {{table=[[@{selected_fumble_table}]]}} {{roll=[[1d100]]}}"></button>
<div style="display:inline">
Roll
<select name="attr_creature_hit_location" style="margin-top: 7px; height: 24px ; width: 106px">
<option value="HL-">Human</option>
<option value="FLL-">Four-Legged</option>
<option value="NewtL-">Newtling</option>
<option value="ScorpL-">Scorpion Man</option>
<option value="WalkL-">Walktapus</option>
</select>
<!--
<select name="attr_selected_wpn_type" style="margin-top: 7px; height: 24px ; width: 106px">
<option value="Melee">Melee</option>
<option value="Missle">Missle</option>
</select>-->
<input name="attr_selected_wpn_type" value="Melee" style="display:none;" />
Die
<select name="attr_selected_die_roll" style="margin-top: 7px; height: 24px ; width: 84px">
<option value="1d20">1d20</option>
<option value="1d10+10">1d10+10</option>
<option value="1d8+12">1d8+12</option>
<option value="1d10">1d10</option>
<option value="1d8">1d8</option>
</select>
<button type="roll" value="&{template:@{creature_hit_location}@{selected_wpn_type}} {{roll=[[@{selected_die_roll}]]}}" ></button>
<!--
Hit Location
<button style="background-color: white;font-size:0;height:32px" name="roll_melee-location" type="roll" value="&{template:HL-Melee} {{roll=[[@{selected_die_roll}]]}}" class="btn ui-draggable">
<img src="https://i.imgur.com/Is6m9rX.png" />
</button>
<button style="background-color: white;font-size:0;height:32px" name="roll_missle-location" type="roll" value="&{template:HL-Missle} {{roll=[[@{selected_die_roll}]]}}" class="btn ui-draggable ">
<img src="https://i.imgur.com/IxuyBxY.png" />
</button>-->
</div>
</div>
</div>
</div>
<!-------------- -->
</div>
</div> <!--- End of Tab 3 -->
<div style="background-color: #ac6e73" class="sheet-tab-content sheet-tab4">
<br />
<label class="sheet-section_header">EQUIPMENT</label>
<br />
<div class='sheet-2colrow'>
<div style="background-color:white;border-radius:6px;padding:1px;" class='sheet-col'>
<div >
<p style="font-weight:bold; width:54%; display:inline-block">Carried Equipment:</p>
<p style="font-weight:bold;text-align:center;width:25%;display:inline-block">Worn/Carried</p>
<p style="font-weight:bold;text-align:center;width: 10% ;display:inline-block">Enc:</p>
<fieldset class="repeating_equipment" style="margin-top:-20px;">
<input style="display:inline-block; width: 55% ;" type="text" name="attr_equipment_type"/>
<input style="display:inline-block; width: 25% ;" type="text" name="attr_equipment_location"/>
<input style="display:inline-block; width: 4em ;" type="number" name="attr_equipment_weight"/>
</fieldset>
</div>
<br />
<div>
<label style="display:inline" class="sheet-attr_label">ENC:</label>
<input style='width:3em;display:inline;' value="0" type="text" name="attr_enc_totalf"/>
<input style='display:none' type="number" value="0" name="attr_enc_total"/>
<label style="display:inline" class="sheet-attr_label">ENC Max:</label>
<input type="text" style="width:25px;" readonly value="0" name="attr_enc_max"/>
<label style="display:inline" class="sheet-attr_label">ENC Limit:</label>
<input type="text" style="width:25px;" readonly value="0" name="attr_enc_limit"/>
</div>
</div>
<div style="background-color:white;border-radius:6px;padding:1px;" class='sheet-col' >
<p style="width:60%; display:inline-block">Other Equipment:</p>
<p style="text-align:center;width: 10% ;display:inline-block">Enc</p>
<fieldset class="repeating_other-equipment" style="margin-top:-20px;">
<input style="display:inline-block; width: 60% ;" type="text" name="attr_other-equipment_type"/>
<input style="display:inline-block; width: 10% ;" type="number" name="attr_other-equipment_weight"/>
</fieldset>
</div>
</div>
<br />
<div style="background-color: white; 5px;border-radius: 6px;" >
<label style="margin-left:8px">Animals</label>
<div class='sheet-2colrow'>
<div style="margin-left:4px" class="sheet-col">
<div style="margin-bottom:5px;">
<input class="sheet-value_display" type="text" value="name and type " style="width:244px;" name="attr_animal1_name" />
</div>
<div>
<p class="sheet-spirit_stat">STR</p> <input class="sheet-value_display" value="0" name="attr_animal1_str" type="number"/>
<p class="sheet-spirit_stat">CON</p><input class="sheet-value_display" value="0" name="attr_animal1_con" type="number" />
<p class="sheet-spirit_stat">SIZ</p><input class="sheet-value_display" value="0" name="attr_animal1_siz" type="number"/>
</div>
<div>
<p class="sheet-spirit_stat">INT</p> <input class="sheet-value_display" value="0" name="attr_animal1_int" type="number"/>
<p class="sheet-spirit_stat">POW</p><input class="sheet-value_display" value="0" name="attr_animal1_pow" type="number" />
<p class="sheet-spirit_stat">DEX</p><input class="sheet-value_display" value="0" name="attr_animal1_dex" type="number"/>
</div>
<br />
<table>
<tr>
<td>HP</td>
<td>
<input type="number" class="sheet-value_display" readonly name="attr_animal1_hp_max" value="0" />
/
<input type="number" class="sheet-value_display" value="" name="attr_animal1_hp_cur" />
</td>
<td>Move</td>
<td>
<input type="number" class="sheet-value_display" name="attr_animal1_move" value="0" />
</td>
</tr>
<tr>
</tr>
<tr>
<td></td>
<td>
<!-- <input type="number" class="sheet-value_display" readonly name="attr_animal1_fp_max" value="0"/>
/
<input type="number" class="sheet-value_display" value="" name="attr_animal1_fp_cur" />-->
</td>
<td>DSR</td>
<td>
<input type="number" class="sheet-value_display" readonly name="attr_animal1_dsr" value="0" />
</td>
</tr>
<tr>
<td>DB</td>
<td><input type="text" class="sheet-value_display" name="attr_animal1_db" style="width:105px;" value="0" /></td>
<td>MSR</td>
<td><input type="number" class="sheet-value_display" readonly name="attr_animal1_msr" value="0" />
</td>
</tr>
</table>
</br />
<div style="margin-top:5px;" class="sheet-melee_wpns_labels">
<br />
<label style="width:98px">Weapon</label>
<label style="width:34px">SR</label>
<!--<label style="width:30px">SR</label>-->
<label style="width:74px">Attk</label>
<label style="width:71px">Damage</label>
</div>
<fieldset class="repeating_animal1wpns" >
<input class="sheet-value_display" type="text" name="attr_wpn_name" style="text-align:left;width:100px;" value="weapon" />
<input class="sheet-value_display" type="number" name="attr_wpn_sr" value="0" />
<input class="sheet-value_display" type="number" name="attr_wpn_attk" value="0" />
<input class="sheet-value_display" type="text" style="width:80px" name="attr_wpn_damage" value="0" />
<button type="roll" value="&{template:melee-roll} {{name=@{animal1_name}}} {{tot=[[@{wpn_damage}]]}} {{skillvalue=[[@{wpn_attk}]]}} {{fumble=[[ceil(95+([[@{wpn_attk}]])/20))]]}} {{crit=[[ceil(([[@{wpn_attk}]])/20)+1]]}} {{special=[[ceil(([[@{wpn_attk}]])/5)+1]]}} {{success=[[@{wpn_attk}]]}} {{roll=[[1d100]]}} {{skillname=@{wpn_name}}}" ></button> <button class="sheet-new_roll" type="roll" style="margin:0px;" value="&{template:melee-roll} {{name=@{animal1_name}}} {{tot=[[@{wpn_damage}]]}} {{skillvalue=[[@{wpn_attk}+?{mods|0}]]}} {{fumble=[[ceil(95+([[@{wpn_attk}+?{mods|0}]])/20))]]}} {{crit=[[ceil(([[@{wpn_attk}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{wpn_attk}+?{mods|0}]])/5)+1]]}} {{success=[[@{wpn_attk}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{wpn_name}}}" ></button>
</fieldset>
<br />
<div style="margin-top:5px;" class="sheet-melee_wpns_labels">
<br />
<label style="width:237px">Skill</label>
<label style="width:74px">&#37;</label>
</div>
<fieldset class="repeating_animal1skills" >
<input class="sheet-value_display" type="text" name="attr_skill_name" style="text-align:left;width:232px;" value="skill" />
<input class="sheet-value_display" type="number" name="attr_skill_value" value="0" />
<button type="roll" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value}]]}} {{fumble=[[ceil(95+([[@{skill_value}]])/20))]]}} {{crit=[[ceil(([[@{skill_value}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value}]])/5)+1]]}} {{success=[[@{skill_value}]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name}}}" ></button>
<button class="sheet-new_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{animal1_name}}} {{skillvalue=[[@{skill_value}]]}} {{success=[[@{skill_value}+?{mods|0}]]}} {{fumble=[[ceil(95+([[@{skill_value}+?{mods|0}]])/20))]]}} {{crit=[[ceil(([[@{skill_value}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value}+?{mods|0}]])/5)+1]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name}}}" ></button>
</fieldset>
<p>Hit Locations</p>
<textarea style="font-family:courier;margin:0px;" name="attr_animal1_hitloc" >
D20 Result AP/HP
1-2 Right hind-leg 0/0
3-4 Left hind-leg 0/0
5-7 Hindquarters 0/0
8-10 Forequarters 0/0
11-13 Right fore-leg 0/0
14-16 Left fore-leg 0/0
17-20 Head 0/0
</textarea>
<br />
</div> <!-- Animal 1 -->
<div class="sheet-col"> <!--- Animal 2 -->
<div style="margin-bottom:5px;">
<input class="sheet-value_display" type="text" value="name and type " style="width:244px;" name="attr_animal2_name" />
</div>
<div>
<p class="sheet-spirit_stat">STR</p> <input class="sheet-value_display" value="0" name="attr_animal2_str" type="number"/>
<p class="sheet-spirit_stat">CON</p><input class="sheet-value_display" value="0" name="attr_animal2_con" type="number" />
<p class="sheet-spirit_stat">SIZ</p><input class="sheet-value_display" value="0" name="attr_animal2_siz" type="number"/>
</div>
<div>
<p class="sheet-spirit_stat">INT</p> <input class="sheet-value_display" value="0" name="attr_animal2_int" type="number"/>
<p class="sheet-spirit_stat">POW</p><input class="sheet-value_display" value="0" name="attr_animal2_pow" type="number" />
<p class="sheet-spirit_stat">DEX</p><input class="sheet-value_display" value="0" name="attr_animal2_dex" type="number"/>
</div>
<br />
<table>
<tr>
<td>HP</td>
<td>
<input type="number" class="sheet-value_display" readonly name="attr_animal2_hp_max" value="0" />
/
<input type="number" class="sheet-value_display" value="" name="attr_animal2_hp_cur" />
</td>
<td>Move</td>
<td>
<input type="number" class="sheet-value_display" name="attr_animal2_move" value="0" />
</td>
</tr>
<tr>
</tr>
<tr>
<td></td>
<td>
<!--
<input type="number" class="sheet-value_display" readonly name="attr_animal2_fp_max" value="0"/>
/
<input type="number" class="sheet-value_display" value="" name="attr_animal2_fp_cur" />-->
</td>
<td>DSR</td>
<td>
<input type="number" class="sheet-value_display" readonly name="attr_animal2_dsr" value="0" />
</td>
</tr>
<tr>
<td>DB</td>
<td><input type="text" class="sheet-value_display" name="attr_animal2_db" style="width:105px;" value="0" /></td>
<td>MSR</td>
<td><input type="number" class="sheet-value_display" readonly name="attr_animal2_msr" value="0" />
</td>
</tr>
</table>
</br />
<div style="margin-top:5px;" class="sheet-melee_wpns_labels">
<br />
<label style="width:98px">Weapon</label>
<label style="width:34px">SR</label>
<!--<label style="width:30px">SR</label>-->
<label style="width:74px">Attk</label>
<label style="width:71px">Damage</label>
</div>
<fieldset class="repeating_animal2wpns" >
<input class="sheet-value_display" type="text" name="attr_wpn_name" style="text-align:left;width:100px;" value="weapon" />
<input class="sheet-value_display" type="number" name="attr_wpn_sr" value="0" />
<input class="sheet-value_display" type="number" name="attr_wpn_attk" value="0" />
<input class="sheet-value_display" type="text" style="width:80px" name="attr_wpn_damage" value="0" />
<button type="roll" value="&{template:melee-roll} {{name=@{animal1_name}}} {{tot=[[@{wpn_damage}]]}} {{skillvalue=[[@{wpn_attk}]]}} {{fumble=[[ceil(95+([[@{wpn_attk}]])/20))]]}} {{crit=[[ceil(([[@{wpn_attk}]])/20)+1]]}} {{special=[[ceil(([[@{wpn_attk}]])/5)+1]]}} {{success=[[@{wpn_attk}]]}} {{roll=[[1d100]]}} {{skillname=@{wpn_name}}}" ></button>
<button class="sheet-new_roll" type="roll" style="margin:0px;" value="&{template:melee-roll} {{name=@{animal1_name}}} {{tot=[[@{wpn_damage}]]}} {{skillvalue=[[@{wpn_attk}]]}} {{success=[[@{wpn_attk}+?{mods|0}]]}} {{fumble=[[ceil(95+([[@{wpn_attk}+?{mods|0}]])/20))]]}} {{crit=[[ceil(([[@{wpn_attk}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{wpn_attk}+?{mods|0}]])/5)+1]]}} {{roll=[[1d100]]}} {{skillname=@{wpn_name}}}" ></button>
</fieldset>
<br />
<div style="margin-top:5px;" class="sheet-melee_wpns_labels">
<br />
<label style="width:237px">Skill</label>
<label style="width:74px">&#37;</label>
</div>
<fieldset class="repeating_animal2skills" >
<input class="sheet-value_display" type="text" name="attr_skill_name" style="text-align:left;width:232px;" value="skill" />
<input class="sheet-value_display" type="number" name="attr_skill_value" value="0" />
<button type="roll" value="&{template:skillRoll} {{name=@{animal2_name}}} {{skillvalue=[[@{skill_value}]]}} {{fumble=[[ceil(95+([[@{skill_value}]])/20))]]}} {{crit=[[ceil(([[@{skill_value}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value}]])/5)+1]]}} {{success=[[@{skill_value}]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name}}}" ></button>
<button class="sheet-new_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{animal2_name}}} {{success=[[@{skill_value}+?{mods|0}]]}} {{skillvalue=[[@{skill_value}]]}} {{fumble=[[ceil(95+([[@{skill_value}+?{mods|0}]])/20))]]}} {{crit=[[ceil(([[@{skill_value}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{skill_value}+?{mods|0}]])/5)+1]]}} {{roll=[[1d100]]}} {{skillname=@{skill_name}}}" ></button>
</fieldset>
<p>Hit Locations</p>
<textarea style="font-family:courier;margin:0px;" name="attr_animal1_hit2oc" >D20 Result AP/HP
1-2 Right hind-leg 0/0
3-4 Left hind-leg 0/0
5-7 Hindquarters 0/0
8-10 Forequarters 0/0
11-13 Right fore-leg 0/0
14-16 Left fore-leg 0/0
17-20 Head 0/0
</textarea>
<br />
</div><!-- Animal 2 -->
</div>
</div>
<br />
<div style="background-color: white; 5px;border-radius: 6px;" >
<label>Money / Finances</label>
<textarea name="attr_money" style="min-height:15em;width:80%"></textarea>
</div>
</div> <!--- End of Tab 4 -->
<!--style="background-color:#ac6e73"*/-->
<div style="background-color:#ac6e73" class="sheet-tab-content sheet-tab5">
<br />
<div style="margin-top:15px;">
<label style="display:inline">Magic </label> <div style="display:none"><input type="number" readonly name="attr_magic_mod" value="0" /> Fatigue ( <span name="attr_enc_mod"></span>%)&nbsp;&nbsp; Enc ( -<span name="attr_enc_total"></span>%)&nbsp;&nbsp;</div>
Magic Points <span name="attr_curpow"></span>/<input type="number" name="attr_mp_cur" value=""/>&nbsp;&nbsp;
<div style="display:none">
Free INT<span style="margin-left:5px " name="attr_curint"></span>+<input type="number" name="attr_freeint_mod" value="0"/>=<input type="number" disabled name="attr_freeint_total" value="[@{curint}+@{freeint_mod}]"/>/
<input type="number" style="display:none" name="attr_spiritint" value="0"/><input style="display:none" type="number" name="attr_sorceryint" value="0"/>
<input type="number" name="attr_freeint_cur" disabled value="[@{freeint_total}-@{spiritint}-@{sorceryint}]"/>
</div>
</div>
<br />
<div style="display:none;margin-top:15px;">
<div style="display:inline">
<input style="display:inline-block" type="checkbox" name="attr_ceremony_check" />
<div class="sheet-skill_button" style="display:inline">Ceremony</div>
<input class="sheet-skill_values" type="text" value="5" name="attr_ceremony_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{magic_mod}+@{ceremony_value}+@{enc_mod}]" name="attr_ceremony_total" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{ceremony_total}]}} {{fumble=[[ceil(95+([@{ceremony_total}])/20))]]}} {{crit=[[ceil(([@{ceremony_total}])/20)+1]]}} {{special=[[ceil(([@{ceremony_total}])/5)+1]]}} {{success=[[[@{ceremony_total}]]]}} {{roll=[[1d100]]}} {{skillname=Ceremony}}" ></button><button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{ceremony_total}]}} {{fumble=[[ceil(95+([@{ceremony_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{ceremony_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{ceremony_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{ceremony_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Ceremony}}" ></button>
</div>
<div style="display:inline">
<input style="display:inline-block;margin-left:10px;" type="checkbox" name="attr_summon_check" />
<div class="sheet-skill_button" style="display:inline;">Summon</div>
<input class="sheet-skill_values" type="text" value="0" name="attr_summon_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{magic_mod}+@{summon_value}+@{enc_mod}]" name="attr_summon_total" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{summon_total}]}} {{fumble=[[ceil(95+([@{summon_total}])/20))]]}} {{crit=[[ceil(([@{summon_total}])/20)+1]]}} {{special=[[ceil(([@{summon_total}])/5)+1]]}} {{success=[[[@{summon_total}]]]}} {{roll=[[1d100]]}} {{skillname=Summon}}" ></button><button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{summon_total}]}} {{fumble=[[ceil(95+([@{summon_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{summon_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{summon_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{summon_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Summon}}" ></button>
</div>
<div style="display:inline">
<input style="display:inline-block;margin-left:10px;" type="checkbox" name="attr_enchant_check" />
<div class="sheet-skill_button" style="display:inline;">Enchant</div>
<input class="sheet-skill_values" type="text" value="0" name="attr_enchant_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{magic_mod}+@{enchant_value}+@{enc_mod}]" name="attr_enchant_total" /><button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{enchant_total}]}} {{fumble=[[ceil(95+([@{enchant_total}])/20))]]}} {{crit=[[ceil(([@{enchant_total}])/20)+1]]}} {{special=[[ceil(([@{enchant_total}])/5)+1]]}} {{success=[[[@{enchant_total}]]]}} {{roll=[[1d100]]}} {{skillname=Enchant}}" ></button><button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{enchant_total}]}} {{fumble=[[ceil(95+([@{enchant_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{enchant_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{enchant_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{enchant_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Enchant}}" ></button>
</div>
</div>
<div class="sheet-spell_div">
<div>
<label style="display:inline;">Spirit Combat</label>
<div class="sheet-skill_button" style="display:inline;">Skill</div>
<input class="sheet-value_display" style="text-align:center;display:inline" type="number" disabled name="attr_cast_spiritm" value="[@{spirit_combat_total}]"/>%
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{spirit_combat_total}]}} {{fumble=[[ceil(95+([@{spirit_combat_total}])/20))]]}} {{crit=[[ceil(([@{spirit_combat_total}])/20)+1]]}} {{special=[[ceil(([@{spirit_combat_total}])/5)+1]]}} {{success=[[[@{spirit_combat_total}]]]}} {{roll=[[1d100]]}} {{skillname=Spirit Cmbt.}}" ></button>
<button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{spirit_combat_total}]}} {{fumble=[[ceil(95+([@{spirit_combat_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{spirit_combat_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{spirit_combat_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{spirit_combat_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Spirit Cmbt.}}" ></button>
<div class="sheet-skill_button" style="display:inline;">Damage</div>
<input class="sheet-value_display" style="width:100px;text-align:center;display:inline" type="text" value="1d6" name="attr_spirit_damage1" />
<button type="roll" value="@{character_name} Rolls [[@{spirit_damage1}]] spirit combat damage" />
</div>
</div>
<br />
<div class="sheet-spell_div">
<div>
<label style="display:inline;">Battle Magic</label>
<div >
Casting <input class="sheet-value_display" style="text-align:center;display:inline" type="number" disabled name="attr_cast_spiritm" value="[[(@{curpow}*5)]]"/>%
</div>
</div>
<br />
<label style="font-size:1.0em">Learned Spells</label>
<div class="sheet-melee_wpns_labels">
<br />
<label style="width:150px">Spell</label>
<label style="width:26px">Pts</label>
<!--<label style="width:30px">SR</label>-->
<label style="width:74px">Range</label>
<label style="width:71px">Duration</label>
<label style="width:57px">Active</label>
<label style="width:205px">Notes</label>
<label style="width:100px">Memory</label>
</div>
<fieldset class="repeating_spiritspells">
<input class="sheet-value_display" type="text" style="text-align:left;display:inline-block;width:150px" name="attr_spellname" />
<input class="sheet-value_display" type="number" style="text-align:center;display:inline-block;" value="0" name="attr_mpcost" />
<!--<input type="number" style="display:inline-block;" name="attr_spellsr" />-->
<select style="width:80px;margin-top:0px;" name="attr_range">
<option>Ranged</option>
<option>Touch</option>
</select>
<select style="width:80px;margin-top:0px;" name="attr_duration">
<option>Instant</option>
<option>Perm.</option>
<option>Temporal</option>
</select>
<select style="width:80px;margin-top:0px;" name="attr_duration">
<option>Active</option>
<option>Passive</option>
</select>
<input class="sheet-value_display" type="text" style="text-align:left;width:220px;display:inline-block;" name="attr_spellnotes" />
<input class="sheet-value_display" type="checkbox" name="attr_memorized" checked="checked">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curpow}*5)]]}} {{fumble=[[ceil(95+([[(@{curpow}*5)]])/20))]]}} {{crit=[[ceil(([[(@{curpow}*5)]])/20)+1]]}} {{special=[[ceil(([[(@{curpow}*5)]])/5)+1]]}} {{success=[[(@{curpow}*5)]]}} {{roll=[[1d100]]}} {{skillname=@{spellname}}}" ></button>
</fieldset>
<br />
<label style="font-size:1.0em;display:inline">Matrices Spells</label>
<input class="sheet-HideSpiritm" type="checkbox" checked="checked" name="attr_is_HideSpirit"><span class="sheet-is-HideSpirit"><span style="font-family: &quot;pictos&quot;">y</span></span>
<div class="sheet-Spiritmconfig">
<div class="sheet-melee_wpns_labels">
<br />
<label style="width:150px">Spell</label>
<label style="width:26px">Pts</label>
<!--<label style="width:30px">SR</label>-->
<label style="width:74px">Range</label>
<label style="width:71px">Duration</label>
<label style="width:57px">Active</label>
<label style="width:100px">Notes</label>
</div>
<fieldset class="repeating_mspiritspells">
<input class="sheet-value_display" type="text" style="text-align:left;display:inline-block;width:150px" name="attr_spellname" />
<input class="sheet-value_display" type="number" style="text-align:center;display:inline-block;" value="0" name="attr_mpcost" />
<!--<input type="number" style="display:inline-block;" name="attr_spellsr" />-->
<select style="width:80px;margin-top:0px;" name="attr_range">
<option>Ranged</option>
<option>Touch</option>
</select>
<select style="width:80px;margin-top:0px;" name="attr_duration">
<option>Instant</option>
<option>Perm.</option>
<option>Temporal</option>
</select>
<select style="width:80px;margin-top:0px;" name="attr_duration">
<option>Active</option>
<option>Passive</option>
</select>
<input class="sheet-value_display" type="text" style="text-align:left;width:220px;display:inline-block;" name="attr_spellnotes" />
<div style="display:none">
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curpow}*5)+@{enc_mod}+@{magic_mod}-@{enc_total}]]}} {{fumble=[[ceil(95+([[(@{curpow}*5)+@{enc_mod}+@{magic_mod}-@{enc_total}}]])/20))]]}} {{crit=[[ceil(([[(@{curpow}*5)+@{enc_mod}+@{magic_mod}-@{enc_total}]])/20)+1]]}} {{special=[[ceil(([[(@{curpow}*5)+@{enc_mod}+@{magic_mod}-@{enc_total}]])/5)+1]]}} {{success=[[(@{curpow}*5)+@{enc_mod}+@{magic_mod}-@{enc_total}]]}} {{roll=[[1d100]]}} {{skillname=@{spellname}}}" ></button><button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[(@{curpow}*5)+@{enc_mod}+@{magic_mod}-@{enc_total}+?{mods|0}]]}} {{fumble=[[ceil(95+([[(@{curpow}*5)+@{enc_mod}+@{magic_mod}-@{enc_total}+?{mods|0}}]])/20))]]}} {{crit=[[ceil(([[(@{curpow}*5)+@{enc_mod}+@{magic_mod}-@{enc_total}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[(@{curpow}*5)+@{enc_mod}+@{magic_mod}-@{enc_total}+?{mods|0}]])/5)+1]]}} {{success=[[(@{curpow}*5)+@{enc_mod}+@{magic_mod}-@{enc_total}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{spellname}}}" ></button>
</div>
</fieldset>
</div>
</div>
<br />
<div class="sheet-spell_div" >
<div>
<label style="display:inline;">Rune Magic</label>
<div style="display:none">
Casting <input style="text-align:center;display:inline" type="number" disabled name="attr_cast_divine" class="sheet-value_display" value="[[100-@{enc_total}]]"/>%
</div>
</div>
<br />
<div>
<label>Runes</label>
<div class="sheet-melee_wpns_labels">
<br />
<label style="width:100px">Rune</label>
<label style="width:65px">Type</label>
<label style="width:65px">%</label>
</div>
<fieldset class="repeating_runes">
<input class="sheet-value_display" type="text" style="text-align:left;display:inline-block;width:100px" name="attr_runename" />
<select style="width:100px;margin-top:0px;" name="attr_rune_type">
<option selected value="element">Element</option>
<option value="power">Power</option>
<option value="form">Form</option>
<option value="condition">Condition</option>
</select>
<input class="sheet-value_display" type="number" style="text-align:center;display:inline-block;" value="0" name="attr_rune_skill" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{rune_skill}]]}} {{fumble=[[ceil(95+([[@{rune_skill}]])/20))]]}} {{crit=[[ceil(([[@{rune_skill}]])/20)+1]]}} {{special=[[ceil(([[@{rune_skill}]])/5)+1]]}} {{success=[[@{rune_skill}]]}} {{roll=[[1d100]]}} {{skillname=@{runename} Rune}}" ></button>
<button class="sheet-new_roll" type="roll" style="margin:0px;" value="&{template:skillRoll} {{name=@{character_name}}} {{success=[[@{rune_skill}+?{mods|0}]]}} {{skillvalue=[[@{rune_skill}]]}} {{fumble=[[ceil(95+([[@{rune_skill}+?{mods|0}]])/20))]]}} {{crit=[[ceil(([[@{rune_skill}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{rune_skill}+?{mods|0}]])/5)+1]]}} {{roll=[[1d100]]}} {{skillname=@{runename}}}" ></button>
</fieldset>
</div>
<br />
<label>Runes Points and Spells</label>
<fieldset class="repeating_runespells">
<div>
<div class="sheet-skill_button" style="display:inline;">Diety</div>
<input type="text" style="width:300px;" name="attr_diety_spells" />
<div class="sheet-skill_button" style="display:inline;">Rune Points</div>
<input type="number" name="attr_rune_pts_max" />/<input type="number" name="attr_cur_runepts" />
</div>
<div>
<div class="sheet-skill_button" style="display:inline-block;width:90%">Spells</div>
<textarea style="width:90%" name="attr_spelllist" ></textarea>
</div>
<br />
</fieldset>
<br />
<!--
<div>
<label>Spells</label>
<div class="sheet-melee_wpns_labels">
<br />
<label style="width:142px">Spell</label>
<label style="width:26px">Cost</label>
</div>
<fieldset class="repeating_divinespells">
<input class="sheet-value_display" type="text" style="text-align:left;display:inline-block;width:150px" name="attr_spellname" />
<input class="sheet-value_display" type="number" style="text-align:center;display:inline-block;" value="0" name="attr_cost" />
</fieldset>
</div>
-->
</div>
<br />
<div style="display:none" class="sheet-spell_div">
<div>
<label style="display:inline;">Sorcery</label>
<!--Casting <input class="sheet-value_display" style="text-align:center;display:inline" type="number" disabled name="attr_cast_spiritm" value="[[@{curpow}*5]-@{enc_mod}-@{enc_total}]"/>% -->
</div>
<br />
<div style="margin-top:15px;">
<div>
<div style="display:inline">
<input style="display:inline-block" type="checkbox" name="attr_intensity_check" />
<div class="sheet-skill_button" style="width:100px;display:inline-block">Intensity</div>
<input class="sheet-skill_values" type="text" value="0" name="attr_intensity_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{magic_mod}+@{intensity_value}+@{enc_mod}]" name="attr_intensity_total" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{intensity_total}]}} {{fumble=[[ceil(95+([@{intensity_total}])/20))]]}} {{crit=[[ceil(([@{intensity_total}])/20)+1]]}} {{special=[[ceil(([@{intensity_total}])/5)+1]]}} {{success=[[[@{intensity_total}]]]}} {{roll=[[1d100]]}} {{skillname=Intensity}}" ></button><button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{intensity_total}]}} {{fumble=[[ceil(95+([@{intensity_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{intensity_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{intensity_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{intensity_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Intensity}}" ></button>
</div>
<div style="display:inline">
<input style="display:inline-block;margin-left:10px;" type="checkbox" name="attr_duration_check" />
<div class="sheet-skill_button" style="width:100px;display:inline-block;">Duration</div>
<input class="sheet-skill_values" type="text" value="0" name="attr_duration_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{magic_mod}+@{duration_value}+@{enc_mod}]" name="attr_duration_total" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{duration_total}]}} {{fumble=[[ceil(95+([@{duration_total}])/20))]]}} {{crit=[[ceil(([@{duration_total}])/20)+1]]}} {{special=[[ceil(([@{duration_total}])/5)+1]]}} {{success=[[[@{duration_total}]]]}} {{roll=[[1d100]]}} {{skillname=Duration}}" ></button><button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{duration_total}]}} {{fumble=[[ceil(95+([@{intensity_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{duration_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{duration_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{duration_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Duration}}" ></button>
</div>
</div>
<div>
<div style="display:inline">
<input style="display:inline-block;" type="checkbox" name="attr_range_check" />
<div class="sheet-skill_button" style="width:100px;display:inline-block;">Range</div>
<input class="sheet-skill_values" type="text" value="0" name="attr_range_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{magic_mod}+@{enchant_value}+@{enc_mod}]" name="attr_range_total" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{range_total}]}} {{fumble=[[ceil(95+([@{range_total}])/20))]]}} {{crit=[[ceil(([@{range_total}])/20)+1]]}} {{special=[[ceil(([@{range_total}])/5)+1]]}} {{success=[[[@{range_total}]]]}} {{roll=[[1d100]]}} {{skillname=Range}}" ></button><button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{range_total}]}} {{fumble=[[ceil(95+([@{range_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{range_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{range_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{range_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Range}}" ></button>
</div>
<div style="display:inline">
<input style="display:inline-block;margin-left:10px;" type="checkbox" name="attr_multispell_check" />
<div class="sheet-skill_button" style="width:100px;display:inline-block;">Multispell</div>
<input class="sheet-skill_values" type="text" value="0" name="attr_multispell_value" />
<input class="sheet-skill_values" type="text" disabled value="[@{magic_mod}+@{multispell_value}+@{enc_mod}]" name="attr_multispell_total" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{multispell_total}]}} {{fumble=[[ceil(95+([@{multispell_total}])/20))]]}} {{crit=[[ceil(([@{multispell_total}])/20)+1]]}} {{special=[[ceil(([@{multispell_total}])/5)+1]]}} {{success=[[[@{multispell_total}]]]}} {{roll=[[1d100]]}} {{skillname=Multispell}}" ></button><button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[@{multispell_total}]}} {{fumble=[[ceil(95+([@{multispell_total}]+?{Mods|0})/20))]]}} {{crit=[[ceil(([@{multispell_total}]+?{Mods|0})/20)+1]]}} {{special=[[ceil(([@{multispell_total}]+?{Mods|0})/5)+1]]}} {{success=[[[@{multispell_total}]+?{Mods|0}]]}} {{roll=[[1d100]]}} {{skillname=Multispell}}" ></button>
</div>
</div>
</div>
<br />
<label style="margin-top:5px">Learned Spells</label>
<div class="sheet-melee_wpns_labels">
<br />
<label style="width:159px">Spell</label>
<!--<label style="width:26px">Pts</label>-->
<!--<label style="width:30px">SR</label>-->
<label style="width:59px">Range</label>
<label style="width:80px">Duration</label>
<label style="width:81px">Active</label>
<label style="width:57px">Skill</label>
<label style="width:100px">Notes</label>
</div>
<fieldset class="repeating_sorceryspells">
<input class="sheet-value_display" type="text" style="text-align:left;display:inline-block;width:150px" name="attr_spellname" />
<input class="sheet-value_display" type="number" style="text-align:center;" name="attr_mpcost" value="1" />
<!--<input type="number" style="display:inline-block;" name="attr_spellsr" />-->
<select style="width:80px;margin-top:0px;" name="attr_range">
<option>Ranged</option>
<option>Touch</option>
</select>
<select style="width:80px;margin-top:0px;" name="attr_duration">
<option>Instant</option>
<option>Temporal</option>
</select>
<select style="width:80px;margin-top:0px;" name="attr_active">
<option>Active</option>
<option>Passive</option>
</select>
<input class="sheet-skill_values" type="number" value="0" name="attr_spell_value" />
<input class="sheet-skill_values" type="number" disabled="true" value="[@{magic_mod}+@{spell_value}-@{enc_total}+@{enc_mod}]" name="attr_spell_total" />
<input name="attr_spell_modtotal" style="display:none" disabled value="@{spell_total}" type="number" />
<input class="sheet-value_display" type="text" style="text-align:left;width:157px;display:inline-block;" name="attr_spellnotes" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{spell_modtotal}]]}} {{fumble=[[ceil(95+([[@{spell_modtotal}]])/20))]]}} {{crit=[[ceil(([[@{spell_modtotal}]])/20)+1]]}} {{special=[[ceil(([[@{spell_modtotal}]])/5)+1]]}} {{success=[[@{spell_modtotal}]]}} {{roll=[[1d100]]}} {{skillname=@{spellname}}}" ></button><button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{spell_modtotal}+?{mods|0}]]}} {{fumble=[[ceil(95+([[@{spell_modtotal}+?{mods|0}}]])/20))]]}} {{crit=[[ceil(([[@{spell_modtotal}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{spell_modtotal}+?{mods|0}]])/5)+1]]}} {{success=[[@{spell_modtotal}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{spellname}}}" ></button>
</fieldset>
<br />
<label style="display:inline">Matrices Spells</label>
<input class="sheet-HideSorcerym" type="checkbox" checked="checked" name="attr_is_HideSorcery"><span class="sheet-is-HideSorcery"><span style="font-family: &quot;pictos&quot;">y</span></span>
<div class="sheet-Sorcerymconfig">
<div class="sheet-melee_wpns_labels">
<br />
<label style="width:159px">Spell</label>
<!--<label style="width:26px">Pts</label>-->
<!--<label style="width:30px">SR</label>-->
<label style="width:59px">Range</label>
<label style="width:80px">Duration</label>
<label style="width:81px">Active</label>
<label style="width:57px">Skill</label>
<label style="width:100px">Notes</label>
</div>
<fieldset class="repeating_msorceryspells">
<input class="sheet-value_display" type="text" style="text-align:left;display:inline-block;width:150px" name="attr_spellname" />
<input class="sheet-value_display" type="number" style="text-align:center;display:none;" value="0" name="attr_mpcost" />
<!--<input type="number" style="display:inline-block;" name="attr_spellsr" />-->
<select style="width:80px;margin-top:0px;" name="attr_range">
<option>Ranged</option>
<option>Touch</option>
</select>
<select style="width:80px;margin-top:0px;" name="attr_duration">
<option>Instant</option>
<option>Temporal</option>
</select>
<select style="width:80px;margin-top:0px;" name="attr_active">
<option>Active</option>
<option>Passive</option>
</select>
<input class="sheet-skill_values" type="number" value="0" name="attr_spell_value" />
<input class="sheet-skill_values" type="number" disabled="true" value="[@{magic_mod}+@{spell_value}-@{enc_total}+@{enc_mod}]" name="attr_spell_total" />
<input name="attr_spell_modtotal" style="display:none" disabled value="@{spell_total}" type="number" />
<input class="sheet-value_display" type="text" style="text-align:left;width:157px;display:inline-block;" name="attr_spellnotes" />
<button type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{spell_modtotal}]]}} {{fumble=[[ceil(95+([[@{spell_modtotal}]])/20))]]}} {{crit=[[ceil(([[@{spell_modtotal}]])/20)+1]]}} {{special=[[ceil(([[@{spell_modtotal}]])/5)+1]]}} {{success=[[@{spell_modtotal}]]}} {{roll=[[1d100]]}} {{skillname=@{spellname}}}" ></button><button class="sheet-new_roll" type="roll" value="&{template:skillRoll} {{name=@{character_name}}} {{skillvalue=[[@{spell_modtotal}+?{mods|0}]]}} {{fumble=[[ceil(95+([[@{spell_modtotal}+?{mods|0}}]])/20))]]}} {{crit=[[ceil(([[@{spell_modtotal}+?{mods|0}]])/20)+1]]}} {{special=[[ceil(([[@{spell_modtotal}+?{mods|0}]])/5)+1]]}} {{success=[[@{spell_modtotal}+?{mods|0}]]}} {{roll=[[1d100]]}} {{skillname=@{spellname}}}" ></button>
</fieldset>
</div>
</div>
<br />
<div style="background-color:white;padding:5px;,border-radius:6px;">
<label>Otherworld Creatures</label>
<div class='sheet-2colrow'> <!-- Start of spirit row -->
<div class="sheet-col">
<label>#1</label>
<div style="margin-bottom:5px;">
<input class="sheet-value_display" type="text" value="name andtype " style="width:244px;" name="attr_spirit1_name" />
</div>
<div>
<p class="sheet-spirit_stat">INT</p> <input class="sheet-value_display" name="attr_spirit1_int" type="number"/> <p class="sheet-spirit_stat">POW</p><input class="sheet-value_display" name="attr_spirit1_pow" type="number" /><p class="sheet-spirit_stat">/</p><input class="sheet-value_display" name="attr_spirit1_mp" type="number"/>
</div>
<div>
<p class="sheet-spirit_stat">STR</p> <input class="sheet-value_display" name="attr_spirit1_str" type="number"/> <p class="sheet-spirit_stat">SIZ</p><input class="sheet-value_display" name="attr_spirit1_siz" type="number" /><p class="sheet-spirit_stat">HP</p><input class="sheet-value_display" name="attr_spirit1_hp" type="number"/>
</div>
<br />
Attacks/notes
<textarea style="width:80%" name="attr_spirit1_notes" ></textarea>
<p>Spells</p>
<fieldset class="repeating_spirit1spells">
<input style="width:215px;text-align:left" class="sheet-value_display" value="spell name and mp cost" type="text" name="attr_spiritspell" />
<input value="0" type="number" class="sheet-value_display" name="attr_spiritskill" />
<select style="margin-bottom:0px;width:79px" name="attr_magictype1">
<option value="100">Divine</option>
<option value="(@{spirit1_pow}*5)+(@{spirit1_pow}-10)+(@{spirit1_int}-10)">Spirit</option>
</select>
<button style="display:none" type="roll" value="&{template:skillRoll} {{name=@{spirit1_name}}} {{skillvalue=[[@{magictype1}]]}} {{fumble=[[ceil(95+([[@{magictype1}]])/20))]]}} {{crit=[[ceil(([[@{magictype1}]])/20)+1]]}} {{special=[[ceil(([[@{magictype1}]])/5)+1]]}} {{success=[[@{magictype1}]]}} {{roll=[[1d100]]}} {{skillname=@{spiritspell}}}" ></button>
</fieldset>
<br/>
</div>
<div class="sheet-col">
<label>#2</label>
<div style="margin-bottom:5px;">
<input class="sheet-value_display" type="text" value="name andtype " style="width:244px;" name="attr_spirit2_name" />
</div>
<div>
<p class="sheet-spirit_stat">INT</p> <input class="sheet-value_display" name="attr_spirit2_int" type="number"/> <p class="sheet-spirit_stat">POW</p><input class="sheet-value_display" name="attr_spirit2_pow" type="number" /><p class="sheet-spirit_stat">/</p><input class="sheet-value_display" name="attr_spirit2_mp" type="number"/>
</div>
<div>
<p class="sheet-spirit_stat">STR</p> <input class="sheet-value_display" name="attr_spirit2_str" type="number"/> <p class="sheet-spirit_stat">SIZ</p><input class="sheet-value_display" name="attr_spirit2_siz" type="number" /><p class="sheet-spirit_stat">HP</p><input class="sheet-value_display" name="attr_spirit2_hp" type="number"/>
</div>
<br />
Attacks/notes
<textarea style="width:80%" name="attr_spirit2_notes" ></textarea>
<p>Spells</p>
<fieldset class="repeating_spirit2spells">
<input style="width:215px;text-align:left" class="sheet-value_display" value="spell name and mp cost" type="text" name="attr_spiritspell" />
<input value="0" type="number" class="sheet-value_display" name="attr_spiritskill" />
<select style="margin-bottom:0px;width:79px" name="attr_magictype2">
<option value="100">Rune</option>
<option value="(@{spirit2_pow}*5)+(@{spirit2_pow}-10)+(@{spirit2_int}-10)">Spirit</option>
</select>
<button type="roll" value="&{template:skillRoll} {{name=@{spirit2_name}}} {{skillvalue=[[@{magictype2}]]}} {{fumble=[[ceil(95+([[@{magictype2}]])/20))]]}} {{crit=[[ceil(([[@{magictype2}]])/20)+1]]}} {{special=[[ceil(([[@{magictype2}]])/5)+1]]}} {{success=[[@{magictype2}]]}} {{roll=[[1d100]]}} {{skillname=@{spiritspell}}}" ></button>
</fieldset>
<br/>
</div>
</div><!-- End of spirit row -->
<div class='sheet-2colrow'><!-- Start of spirit row -->
<div class="sheet-col">
<label>#3</label>
<div style="margin-bottom:5px;">
<input class="sheet-value_display" type="text" value="name andtype " style="width:244px;" name="attr_spirit3_name" />
</div>
<div>
<p class="sheet-spirit_stat">INT</p> <input class="sheet-value_display" name="attr_spirit3_int" type="number"/> <p class="sheet-spirit_stat">POW</p><input class="sheet-value_display" name="attr_spirit3_pow" type="number" /><p class="sheet-spirit_stat">/</p><input class="sheet-value_display" name="attr_spirit3_mp" type="number"/>
</div>
<div>
<p class="sheet-spirit_stat">STR</p> <input class="sheet-value_display" name="attr_spirit3_str" type="number"/> <p class="sheet-spirit_stat">SIZ</p><input class="sheet-value_display" name="attr_spirit3_siz" type="number" /><p class="sheet-spirit_stat">HP</p><input class="sheet-value_display" name="attr_spirit3_hp" type="number"/>
</div>
<br />
Attacks/notes
<textarea style="width:80%" name="attr_spirit3_notes" ></textarea>
<p>Spells</p>
<fieldset class="repeating_spirit3spells">
<input style="width:215px;text-align:left" class="sheet-value_display" value="spell name and mp cost" type="text" name="attr_spiritspell" />
<input value="0" type="number" class="sheet-value_display" name="attr_spiritskill" />
<select style="margin-bottom:0px;width:79px" name="attr_magictype3">
<option value="100">Rune</option>
<option value="(@{spirit3_pow}*5)+(@{spirit3_pow}-10)+(@{spirit3_int}-10)">Spirit</option>
</select>
<button "display:none" type="roll" value="&{template:skillRoll} {{name=@{spirit3_name}}} {{skillvalue=[[@{magictype3}]]}} {{fumble=[[ceil(95+([[@{magictype3}]])/20))]]}} {{crit=[[ceil(([[@{magictype3}]])/20)+1]]}} {{special=[[ceil(([[@{magictype3}]])/5)+1]]}} {{success=[[@{magictype3}]]}} {{roll=[[1d100]]}} {{skillname=@{spiritspell}}}" ></button>
</fieldset>
<br/>
</div>
<div class="sheet-col">
<label>#4</label>
<div style="margin-bottom:5px;">
<input class="sheet-value_display" type="text" value="name andtype " style="width:244px;" name="attr_spirit4_name" />
</div>
<div>
<p class="sheet-spirit_stat">INT</p> <input class="sheet-value_display" name="attr_spirit4_int" type="number"/> <p class="sheet-spirit_stat">POW</p><input class="sheet-value_display" name="attr_spirit4_pow" type="number" /><p class="sheet-spirit_stat">/</p><input class="sheet-value_display" name="attr_spirit4_mp" type="number"/>
</div>
<div>
<p class="sheet-spirit_stat">STR</p> <input class="sheet-value_display" name="attr_spirit4_str" type="number"/> <p class="sheet-spirit_stat">SIZ</p><input class="sheet-value_display" name="attr_spirit4_siz" type="number" /><p class="sheet-spirit_stat">HP</p><input class="sheet-value_display" name="attr_spirit4_hp" type="number"/>
</div>
<br />
Attacks/notes
<textarea style="width:80%" name="attr_spirit4_notes" ></textarea>
<p>Spells</p>
<fieldset class="repeating_spirit4spells">
<input style="width:215px;text-align:left" class="sheet-value_display" value="spell name and mp cost" type="text" name="attr_spiritspell" />
<input value="0" type="number" class="sheet-value_display" name="attr_spiritskill" />
<select style="margin-bottom:0px;width:79px" name="attr_magictype">
<option value="100">Rune</option>
<option value="(@{spirit4_pow}*5)+(@{spirit4_pow}-10)+(@{spirit4_int}-10)">Spirit</option>
</select>
<button style="display:none" type="roll" value="&{template:skillRoll} {{name=@{spirit4_name}}} {{skillvalue=[[@{magictype}]]}} {{fumble=[[ceil(95+([[@{magictype}]])/20))]]}} {{crit=[[ceil(([[@{magictype}]])/20)+1]]}} {{special=[[ceil(([[@{magictype}]])/5)+1]]}} {{success=[[@{magictype}]]}} {{roll=[[1d100]]}} {{skillname=@{spiritspell}}}" ></button>
</fieldset>
<br/>
</div>
</div><!-- End of spirit row -->
<div class='sheet-2colrow'><!-- Start of spirit row -->
<div class="sheet-col">
<label>#5</label>
<div style="margin-bottom:5px;">
<input class="sheet-value_display" type="text" value="name andtype " style="width:244px;" name="attr_spirit5_name" />
</div>
<div>
<p class="sheet-spirit_stat">INT</p> <input class="sheet-value_display" name="attr_spirit5_int" type="number"/> <p class="sheet-spirit_stat">POW</p><input class="sheet-value_display" name="attr_spirit5_pow" type="number" /><p class="sheet-spirit_stat">/</p><input class="sheet-value_display" name="attr_spirit5_mp" type="number"/>
</div>
<div>
<p class="sheet-spirit_stat">STR</p> <input class="sheet-value_display" name="attr_spirit5_str" type="number"/> <p class="sheet-spirit_stat">SIZ</p><input class="sheet-value_display" name="attr_spirit5_siz" type="number" /><p class="sheet-spirit_stat">HP</p><input class="sheet-value_display" name="attr_spirit5_hp" type="number"/>
</div>
<br />
Attacks/notes
<textarea style="width:80%" name="attr_spirit5_notes" ></textarea>
<p>Spells</p>
<fieldset class="repeating_spirit5spells">
<input style="width:215px;text-align:left" class="sheet-value_display" value="spell name and mp cost" type="text" name="attr_spiritspell" />
<input value="0" type="number" class="sheet-value_display" name="attr_spiritskill" />
<select style="margin-bottom:0px;width:79px" name="attr_magictype">
<option value="100">Divine</option>
<option value="@{spiritskill}+(@{spirit5_pow}-10)+(@{spirit5_int}-10)">Sorcery</option>
<option value="(@{spirit1_pow}*5)+(@{spirit5_pow}-10)+(@{spirit5_int}-10)">Spirit</option>
</select>
<button style="display:none" type="roll" value="&{template:skillRoll} {{name=@{spirit5_name}}} {{skillvalue=[[@{magictype}]]}} {{fumble=[[ceil(95+([[@{magictype}]])/20))]]}} {{crit=[[ceil(([[@{magictype}]])/20)+1]]}} {{special=[[ceil(([[@{magictype}]])/5)+1]]}} {{success=[[@{magictype}]]}} {{roll=[[1d100]]}} {{skillname=@{spiritspell}}}" ></button>
</fieldset>
<br/>
</div>
<div class="sheet-col">
<label>#6</label>
<div style="margin-bottom:5px;">
<input class="sheet-value_display" type="text" value="name andtype " style="width:244px;" name="attr_spirit6_name" />
</div>
<div>
<p class="sheet-spirit_stat">INT</p> <input class="sheet-value_display" name="attr_spirit6_int" type="number"/> <p class="sheet-spirit_stat">POW</p><input class="sheet-value_display" name="attr_spirit6_pow" type="number" /><p class="sheet-spirit_stat">/</p><input class="sheet-value_display" name="attr_spirit6_mp" type="number"/>
</div>
<div>
<p class="sheet-spirit_stat">STR</p> <input class="sheet-value_display" name="attr_spirit6_str" type="number"/> <p class="sheet-spirit_stat">SIZ</p><input class="sheet-value_display" name="attr_spirit6_siz" type="number" /><p class="sheet-spirit_stat">HP</p><input class="sheet-value_display" name="attr_spirit6_hp" type="number"/>
</div>
<br />
Attacks/notes
<textarea style="width:80%" name="attr_spirit4_notes" ></textarea>
<p>Spells</p>
<fieldset class="repeating_spirit6spells">
<input style="width:215px;text-align:left" class="sheet-value_display" value="spell name and mp cost" type="text" name="attr_spiritspell" />
<input value="0" type="number" class="sheet-value_display" name="attr_spiritskill" />
<select style="margin-bottom:0px;width:79px" name="attr_magictype">
<option value="100">Divine</option>
<option value="@{spiritskill}+(@{spirit1_pow}-10)+(@{spirit1_int}-10)">Sorcery</option>
<option value="(@{spirit1_pow}*5)+(@{spirit1_pow}-10)+(@{spirit1_int}-10)">Spirit</option>
</select>
<button style="display:none" type="roll" value="&{template:skillRoll} {{name=@{spirit6_name}}} {{skillvalue=[[@{magictype}]]}} {{fumble=[[ceil(95+([[@{magictype}]])/20))]]}} {{crit=[[ceil(([[@{magictype}]])/20)+1]]}} {{special=[[ceil(([[@{magictype}]])/5)+1]]}} {{success=[[@{magictype}]]}} {{roll=[[1d100]]}} {{skillname=@{spiritspell}}}" ></button>
</fieldset>
<br/>
</div>
</div><!-- End of spirit row -->
</div>
<br />
<div class="sheet-spell_div" >
<label>MP Storage</label>
<textarea name="attr_mp_storage" style="min-height:15em;width:80%"></textarea>
</div>
</div> <!--- End of Tab 5 -->
</div>
<!-- End QS sheet -->
<script type="text/worker">
on("change:toggleFullSheet", function() {
getAttrs(["toggleFullSheet"], function(values) {
if (values.toggleFullSheet=="on"){
setAttrs({toggleQSSheet:0});
}
else{
setAttrs({toggleQSSheet:"on",version:0})
}
});
});
on("change:toggleQSSheet", function() {
getAttrs(["toggleQSSheet"], function(values) {
if (values.toggleQSSheet=="on"){
setAttrs({toggleFullSheet:0});
}
else{
setAttrs({toggleFullSheet:"on",version:1})
}
});
});
//QS Workers
//animal 2 hit points
on("change:animal2_con change:animal2_siz ", function() {
getAttrs(["animal2_con","animal2_siz"], function(values) {
var x = parseInt(values.animal2_con);
var y = parseInt(values.animal2_siz);
var z = Math.round((x+y)/2,0);
setAttrs({animal2_hp_max:z});
});
});
//Animal 2 fatigue points
on("change:animal2_con change:animal2_str ", function() {
getAttrs(["animal2_con","animal2_str"], function(values) {
var x = parseInt(values.animal2_str);
var y = parseInt(values.animal2_con);
var z = x+y;
setAttrs({animal2_fp_max:z});
});
});
on("change:enc_totalf", function() {
getAttrs(["enc_totalf"], function(values) {
var fx = parseFloat(values.enc_totalf);
fx = Math.round(fx,0);
setAttrs({enc_total:fx});
});
});
//animal 1 hit points
on("change:animal1_con change:animal1_siz ", function() {
getAttrs(["animal1_con","animal1_siz"], function(values) {
var x = parseInt(values.animal1_con);
var y = parseInt(values.animal1_siz);
var z = Math.round((x+y)/2,0);
setAttrs({animal1_hp_max:z});
});
});
//Animal 1 fatigue points
on("change:animal1_con change:animal1_str ", function() {
getAttrs(["animal1_con","animal1_str"], function(values) {
var x = parseInt(values.animal1_str);
var y = parseInt(values.animal1_con);
var z = x+y;
setAttrs({animal1_fp_max:z});
});
});
on("change:enc_totalf", function() {
getAttrs(["enc_totalf"], function(values) {
var fx = parseFloat(values.enc_totalf);
fx = Math.round(fx,0);
setAttrs({enc_total:fx});
});
});
//SetAnimal 1 Dex SRM and melee srm
on("change:animal1_dex change:animal1_siz", function() {
getAttrs(["animal1_dex","animal1_siz"], function(pvalue) {
console.log("************ Start Animal 1 DEX and SRM Calculation ************");
var charDex = parseInt(pvalue.animal1_dex);
var charSiz = parseInt(pvalue.animal1_siz);
var dsrm = 0;
var ssrm = 0;
var msrm = 0;
if (charSiz < 7){
ssrm = 3;
} else if (charSiz < 15){
ssrm = 2;
} else if (charSiz < 22){
ssrm = 1;
} else {
ssrm = 0;
}
if (charDex < 6){
dsrm = 5;
} else if (charDex < 9){
dsrm = 4;
} else if (charDex < 13){
dsrm = 3;
} else if (charDex < 16){
dsrm = 2;
} else if (charDex < 19){
dsrm = 1;
} else {
dsrm = 0;
}
msrm = ssrm+dsrm;
console.log("msrm");
console.log(msrm);
setAttrs({ animal1_dsr: dsrm , animal1_msr: msrm});
console.log("************ End Animal 1 DEX and melee SRM Calculation ************");
});
});
//SetAnimal 2 Dex SRM and melee srm
on("change:animal2_dex change:animal2_siz", function() {
getAttrs(["animal2_dex","animal2_siz"], function(pvalue) {
console.log("************ Start Animal 2 DEX and SRM Calculation ************");
var charDex = parseInt(pvalue.animal2_dex);
var charSiz = parseInt(pvalue.animal2_siz);
var dsrm = 0;
var ssrm = 0;
var msrm = 0;
if (charSiz < 7){
ssrm = 3;
} else if (charSiz < 15){
ssrm = 2;
} else if (charSiz < 22){
ssrm = 1;
} else {
ssrm = 0;
}
if (charDex < 6){
dsrm = 5;
} else if (charDex < 9){
dsrm = 4;
} else if (charDex < 13){
dsrm = 3;
} else if (charDex < 16){
dsrm = 2;
} else if (charDex < 19){
dsrm = 1;
} else {
dsrm = 0;
}
msrm = ssrm+dsrm;
console.log("msrm");
console.log(msrm);
setAttrs({ animal2_dsr: dsrm , animal2_msr: msrm});
console.log("************ End Animal 2 DEX and melee SRM Calculation ************");
});
});
//Set Animal 1 Damage Bonus
on("change:animal1_str change:animal1_siz", function() {
getAttrs(["animal1_str", "animal1_siz"], function(pvalue) {
console.log("************ Start Damage Bonus ************");
console.log("curstr value: " + pvalue.animal1_str);
console.log("cursiz value: " + pvalue.animal1_siz);
var curStrength = parseInt(pvalue.animal1_str);
var curSize = parseInt(pvalue.animal1_siz);
var StplusSi = curStrength + curSize;
console.log("Str+Size value: " + StplusSi);
var DBonus = "-1d4";
var mDBonus = "-1d2";
var DBonusC = 0;
//Determine Bonus
if (StplusSi < 18) {
console.log("-- Str+Siz is less than 18 --");
DBonus = "-1d4";
mDBonus = "-1d2";
console.log("DBonus value: " + DBonus);
setAttrs({animal1_db: DBonus});
}
else if (StplusSi < 25) {
console.log("-- Str+Siz is less than 25 --");
DBonus = "0";
mDBonus = "0";
console.log("DBonus value: " + DBonus);
setAttrs({animal1_db: DBonus});
}
else if (StplusSi < 33) {
console.log("-- Str+Siz is less than 31 --");
DBonus = "1d4";
mDBonus = "1d2";
console.log("DBonus value: " + DBonus);
setAttrs({animal1_db: DBonus});
}
else if (StplusSi < 41) {
console.log("-- Str+Siz is less than 31 --");
DBonus = "1d6";
mDBonus = "1d3";
console.log("DBonus value: " + DBonus);
setAttrs({animal1_db: DBonus});
}
else { //StplusSi is greater than
DBonusC = 2+Math.floor(parseFloat((StplusSi - 40) / 16));
console.log("DBonusC value: " + DBonusC);
DBonus = DBonusC + "d6";
mDBonus = DBonusC + "d3";
console.log("DBonus value: " + DBonus);
setAttrs({animal1_db: DBonus});
}
console.log("************ Animal 1 End Damage Bonus ************");
});
});
//Set Agility Bonus
on("change:curstr change:cursiz change:curdex change:curpow", function() {
getAttrs(["version","curstr", "cursiz", "curdex", "curpow"], function(pvalue) {
console.log("************ Start Agility Bonus ************");
console.log("curstr value: " + pvalue.curstr);
console.log("cursiz value: " + pvalue.cursiz);
console.log("curdex value: " + pvalue.curdex);
console.log("curpow value: " + pvalue.curpow);
console.log("agibonus value: " + pvalue.agility_mod);
console.log("parrybonus value: " + pvalue.parrybonus);
var curStrength = parseInt(pvalue.curstr);
var curSize = parseInt(pvalue.cursiz);
var curDexterity = parseInt(pvalue.curdex);
var curPower = parseInt(pvalue.curpow);
var BonusMod = 0;
if (curStrength < 5) {
BonusMod = -5;
}else if (curStrength >16 && curStrength < 21){
BonusMod = 5;
}else if (curStrength >21){
BonusMod = 5+(Math.ceil((curStrength-20)/4)*5);
}
if (curSize < 5) {
BonusMod = BonusMod+5;
} else if(curSize >16 && curStrength < 21){
BonusMod = BonusMod-5;
}else if (curSize >21){
BonusMod = BonusMod - (5+(Math.ceil((curStrength-20)/4)*5));
}
if (curDexterity < 5) {
BonusMod = BonusMod-10;
}else if(curDexterity >= 5 && curDexterity <= 8){
BonusMod = BonusMod-5;
}else if(curDexterity >= 13 && curDexterity <= 16){
BonusMod = BonusMod+5;
}else if(curDexterity >= 17 && curDexterity <= 20){
BonusMod = BonusMod+10;
}else if (curDexterity >21){
BonusMod = BonusMod + (5+(Math.ceil((curDexterity-20)/4)*5));
}
if (curPower < 5) {
BonusMod = BonusMod-5;
}else if (curPower >16 && curPower < 21){
BonusMod = BonusMod+5;
}else if (curPower >21){
BonusMod = BonusMod + 5+(Math.ceil((curPower-20)/4)*5);
}
console.log("version "+pvalue.version);
if (parseInt(pvalue.version)===0){
BonusMod = 0;
}
console.log("BonusMod value: " + BonusMod);
setAttrs({agility_mod: BonusMod});
console.log("************ End Agility Bonus ************");
});
});
//Set Communication
on("change:curint change:curchr change:curpow", function() {
getAttrs(["version","curint", "curchr", "curpow"], function(pvalue) {
console.log("************ Start Communication Bonus ************");
console.log("curint value: " + pvalue.curint);
console.log("curchr value: " + pvalue.curchr);
console.log("curpow value: " + pvalue.curpow);
var curInt = parseInt(pvalue.curint);
var curPow = parseInt(pvalue.curpow);
var curChr = parseInt(pvalue.curchr);
var BonusMod = 0;
if (curInt < 5) {
BonusMod = BonusMod + -5;
}else if (curInt >16 && curInt < 21){
BonusMod = BonusMod + 5;
}else if (curInt >21){
BonusMod = BonusMod + (5+(Math.ceil((curInt-20)/4)*5));
}
console.log("BonusMod value1: " + BonusMod);
if (curPow < 5) {
BonusMod = BonusMod + -5;
}else if (curPow >16 && curPow < 21){
BonusMod = BonusMod + 5;
}else if (curPow >21){
BonusMod = BonusMod + (5+(Math.ceil((curPow-20)/4)*5));
}
console.log("BonusMod value2: " + BonusMod);
if (curChr < 5) {
BonusMod = BonusMod-10;
}else if(curChr >= 5 && curChr <= 8){
BonusMod = BonusMod-5;
}else if(curChr >= 13 && curChr <= 16){
BonusMod = BonusMod+5;
}else if(curChr >= 17 && curChr <= 20){
BonusMod = BonusMod+10;
}else if (curChr >21){
BonusMod = BonusMod + (5+(Math.ceil((curChr-20)/4)*5));
}
console.log("BonusMod value3: " + BonusMod);
console.log("version "+pvalue.version);
if (parseInt(pvalue.version)===0){
BonusMod = 0;
}
console.log("BonusMod value: " + BonusMod);
setAttrs({communication_mod: BonusMod});
console.log("************ End Agility Bonus ************");
});
});
//Set Knowledge
on("change:curint change:curpow", function() {
getAttrs(["version","curint", "curpow"], function(pvalue) {
console.log("************ Start Knowledge Bonus ************");
console.log("curint value: " + pvalue.curint);
console.log("curpow value: " + pvalue.curpow);
var curInt = parseInt(pvalue.curint);
var curPow = parseInt(pvalue.curpow);
var BonusMod = 0;
if (curPow < 5) {
BonusMod = BonusMod + -5;
}else if (curPow >16 && curPow < 21){
BonusMod = BonusMod + 5;
}else if (curPow >21){
BonusMod = BonusMod + (5+(Math.ceil((curPow-20)/4)*5));
}
console.log("BonusMod value1: " + BonusMod);
if (curInt < 5) {
BonusMod = BonusMod-10;
}else if(curInt >= 5 && curInt <= 8){
BonusMod = BonusMod-5;
}else if(curInt >= 13 && curInt <= 16){
BonusMod = BonusMod+5;
}else if(curInt >= 17 && curInt <= 20){
BonusMod = BonusMod+10;
}else if (curInt >21){
BonusMod = BonusMod + (5+(Math.ceil((curInt-20)/4)*5));
}
console.log("BonusMod value3: " + BonusMod);
console.log("version "+pvalue.version);
if (parseInt(pvalue.version)===0){
BonusMod = 0;
}
console.log("BonusMod value: " + BonusMod);
setAttrs({knowledge_mod: BonusMod});
console.log("************ End Knowledge Bonus ************");
});
});
/////////////////////////////////////////////////
//Set Magic
on("change:curchr change:curpow ", function() {
getAttrs(["version","curchr", "curpow"], function(pvalue) {
console.log("************ Start Magic Bonus ************");
console.log("curpow value: " + pvalue.curint);
console.log("curchr value: " + pvalue.curpow);
var curChr = parseInt(pvalue.curchr);
var curPow = parseInt(pvalue.curpow);
var BonusMod = 0;
if (curChr < 5) {
BonusMod = BonusMod + -5;
}else if (curChr >16 && curChr < 21){
BonusMod = BonusMod + 5;
}else if (curPow >21){
BonusMod = BonusMod + (5+(Math.ceil((curChr-20)/4)*5));
}
console.log("BonusMod value1: " + BonusMod);
if (curPow < 5) {
BonusMod = BonusMod-10;
}else if(curPow >= 5 && curPow <= 8){
BonusMod = BonusMod-5;
}else if(curPow >= 13 && curPow <= 16){
BonusMod = BonusMod+5;
}else if(curPow >= 17 && curPow <= 20){
BonusMod = BonusMod+10;
}else if (curPow >21){
BonusMod = BonusMod + (5+(Math.ceil((curPow-20)/4)*5));
}
console.log("BonusMod value3: " + BonusMod);
console.log("version "+pvalue.version);
if (parseInt(pvalue.version)===0){
BonusMod = 0;
}
console.log("BonusMod value: " + BonusMod);
setAttrs({magic_mod: BonusMod});
console.log("************ End Magic Bonus ************");
});
});
//Set Manipulation Bonus
on("change:curstr change:curint change:curdex change:curpow", function() {
getAttrs(["version","curint", "curstr", "curdex", "curpow"], function(pvalue) {
console.log("************ Start Manipulation Bonus ************");
console.log("curstr value: " + pvalue.curstr);
console.log("curint value: " + pvalue.curint);
console.log("curdex value: " + pvalue.curdex);
console.log("curpow value: " + pvalue.curpow);
var curStrength = parseInt(pvalue.curstr);
var curInt = parseInt(pvalue.curint);
var curDexterity = parseInt(pvalue.curdex);
var curPower = parseInt(pvalue.curpow);
var BonusMod = 0;
if (curStrength < 5) {
BonusMod = -5;
console.log("Str B -5");
}else if (curStrength >16 && curStrength < 21){
BonusMod = 5;
console.log("Str B +5");
}else if (curStrength >21){
BonusMod = 5+(Math.ceil((curStrength-20)/4)*5);
console.log("Str B "+BonusMod);
}
if (curInt < 5) {
console.log("INT B -10");
BonusMod = BonusMod-10;
}else if(curInt >= 5 && curInt <= 8){
BonusMod = BonusMod-5;
console.log("INT B -5");
}else if(curInt >= 13 && curInt <= 16){
BonusMod = BonusMod+5;
console.log("INT B 5");
}else if(curInt >= 17 && curInt <= 20){
BonusMod = BonusMod+10;
console.log("INT B 10");
}else if (curInt >21){
BonusMod = BonusMod + (5+(Math.ceil((curInt-20)/4)*5));
}
if (curDexterity < 5) {
BonusMod = BonusMod-10;
console.log("DEX B -10");
}else if(curDexterity >= 5 && curDexterity <= 8){
BonusMod = BonusMod-5;
console.log("DEX B -5");
}else if(curDexterity >= 13 && curDexterity <= 16){
BonusMod = BonusMod+5;
console.log("DEX B +5");
}else if(curDexterity >= 17 && curDexterity <= 20){
BonusMod = BonusMod+10;
console.log("DEX B +10");
}else if (curDexterity >21){
BonusMod = BonusMod + (5+(Math.ceil((curDexterity-20)/4)*5));
}
if (curPower < 5) {
BonusMod = BonusMod-5;
console.log("pow B -5");
}else if (curPower >16 && curPower < 21){
BonusMod = BonusMod+5;
console.log("Pow B +5");
}else if (curPower >21){
BonusMod = BonusMod + 5+(Math.ceil((curPower-20)/4)*5);
}
console.log("version "+pvalue.version);
if (parseInt(pvalue.version)===0){
BonusMod = 0;
}
console.log("BonusMod value: " + BonusMod);
setAttrs({manipulation_mod: BonusMod});
console.log("************ End Manipulation Bonus ************");
});
});
//Set Perception
on("change:curint change:curpow", function() {
getAttrs(["version","curint", "curpow"], function(pvalue) {
console.log("************ Start Perception Bonus ************");
console.log("curint value: " + pvalue.curint);
console.log("curpow value: " + pvalue.curpow);
var curInt = parseInt(pvalue.curint);
var curPow = parseInt(pvalue.curpow);
var BonusMod = 0;
if (curPow < 5) {
BonusMod = BonusMod + -5;
}else if (curPow >16 && curPow < 21){
BonusMod = BonusMod + 5;
}else if (curPow >21){
BonusMod = BonusMod + (5+(Math.ceil((curPow-20)/4)*5));
}
console.log("BonusMod value1: " + BonusMod);
if (curInt < 5) {
BonusMod = BonusMod-10;
}else if(curInt >= 5 && curInt <= 8){
BonusMod = BonusMod-5;
}else if(curInt >= 13 && curInt <= 16){
BonusMod = BonusMod+5;
}else if(curInt >= 17 && curInt <= 20){
BonusMod = BonusMod+10;
}else if (curInt >21){
BonusMod = BonusMod + (5+(Math.ceil((curInt-20)/4)*5));
}
console.log("BonusMod value3: " + BonusMod);
console.log("version "+pvalue.version);
if (parseInt(pvalue.version)===0){
BonusMod = 0;
}
console.log("BonusMod value: " + BonusMod);
setAttrs({perception_mod: BonusMod});
console.log("************ End Perception Bonus ************");
});
});
/////////////////////////////////////////////////
//Set Stealth Bonus
on("change:curint change:cursiz change:curdex change:curpow", function() {
getAttrs(["version","curint", "cursiz", "curdex", "curpow"], function(pvalue) {
console.log("************ Start Stealth Bonus ************");
console.log("curint value: " + pvalue.curint);
console.log("cursiz value: " + pvalue.cursiz);
console.log("curdex value: " + pvalue.curdex);
console.log("curpow value: " + pvalue.curpow);
var curInt = parseInt(pvalue.curint);
var curSize = parseInt(pvalue.cursiz);
var curDexterity = parseInt(pvalue.curdex);
var curPower = parseInt(pvalue.curpow);
var BonusMod = 0;
if (curInt < 5) {
BonusMod = BonusMod-10;
}else if(curInt >= 5 && curInt <= 8){
BonusMod = BonusMod-5;
}else if(curInt >= 13 && curInt <= 16){
BonusMod = BonusMod+5;
}else if(curInt >= 17 && curInt <= 20){
BonusMod = BonusMod+10;
}else if (curInt >21){
BonusMod = BonusMod + (5+(Math.ceil((curInt-20)/4)*5));
}
if (curSize < 5) {
BonusMod = BonusMod+10;
}else if(curSize >= 5 && curSize <= 8){
BonusMod = BonusMod+5;
}else if(curSize >= 13 && curSize <= 16){
BonusMod = BonusMod-5;
}else if(curSize >= 17 && curSize <= 20){
BonusMod = BonusMod-10;
}else if (curSize >21){
BonusMod = BonusMod - (5+(Math.ceil((curSize-20)/4)*5));
}
if (curDexterity < 5) {
BonusMod = BonusMod-10;
}else if(curDexterity >= 5 && curDexterity <= 8){
BonusMod = BonusMod-5;
}else if(curDexterity >= 13 && curDexterity <= 16){
BonusMod = BonusMod+5;
}else if(curDexterity >= 17 && curDexterity <= 20){
BonusMod = BonusMod+10;
}else if (curDexterity >21){
BonusMod = BonusMod + (5+(Math.ceil((curDexterity-20)/4)*5));
}
if (curPower < 5) {
BonusMod = BonusMod+5;
}else if (curPower >16 && curPower < 21){
BonusMod = BonusMod-5;
}else if (curPower >21){
BonusMod = BonusMod - (5+(Math.ceil((curPower-20)/4)*5));
}
console.log("version "+pvalue.version);
if (parseInt(pvalue.version)===0){
BonusMod = 0;
}
console.log("BonusMod value: " + BonusMod);
setAttrs({stealth_mod: BonusMod});
console.log("************ End Agility Bonus ************");
});
});
//Set Damage Bonus
on("change:curstr change:cursiz", function() {
getAttrs(["curstr", "cursiz", "damagebonus"], function(pvalue) {
console.log("************ Start Damage Bonus ************");
console.log("curstr value: " + pvalue.curstr);
console.log("cursiz value: " + pvalue.cursiz);
console.log("damagebonus value: " + pvalue.damagebonus);
var curStrength = parseInt(pvalue.curstr);
var curSize = parseInt(pvalue.cursiz);
var curDB = parseInt(pvalue.damagebonus);
var StplusSi = curStrength + curSize;
console.log("Str+Size value: " + StplusSi);
var DBonus = "-1d4";
var mDBonus = "-1d2";
var DBonusC = 0;
var maxDb1 = 0;
var maxDb2 = 0;
//Determine Bonus
if (StplusSi < 18) {
console.log("-- Str+Siz is less than 18 --");
DBonus = "-1d4";
mDBonus = "-1d2";
console.log("DBonus value: " + DBonus);
/*setAttrs({ damagebonus: DBonus,mdamagebonus: mDBonus,maxDb:maxDb1});*/
}
else if (StplusSi < 25) {
console.log("-- Str+Siz is less than 25 --");
DBonus = "0";
mDBonus = "0";
console.log("DBonus value: " + DBonus);
/*setAttrs({ damagebonus: DBonus,mdamagebonus: mDBonus,maxDb:maxDb1});*/
}
else if (StplusSi < 33) {
console.log("-- Str+Siz is less than 31 --");
DBonus = "1d4";
mDBonus = "1d2";
console.log("DBonus value: " + DBonus);
maxDb1=4;
maxDb2=2
/*setAttrs({ damagebonus: DBonus,mdamagebonus: mDBonus,maxDb:maxDb1 });*/
}
else if (StplusSi < 41) {
console.log("-- Str+Siz is less than 31 --");
DBonus = "1d6";
mDBonus = "1d3";
console.log("DBonus value: " + DBonus);
maxDb1=6;
maxDb2=3
/*setAttrs({ damagebonus: DBonus,mdamagebonus: mDBonus,maxDb:maxDb1 });*/
}
else { //StplusSi is greater than
DBonusC = 2+Math.floor(parseFloat((StplusSi - 40) / 16));
console.log("DBonusC value: " + DBonusC);
DBonus = DBonusC + "d6";
maxDb1 = DBonusC*6;
maxDb2 = maxDb1/2;
mDBonus = DBonusC + "d3";
console.log("DBonus value: " + DBonus);
/*setAttrs({ damagebonus: DBonus,mdamagebonus: mDBonus,maxDb:maxDb1,mmaxDb:maxDb2 });*/
}
setAttrs({ damagebonus: DBonus,mdamagebonus: mDBonus,maxDb:maxDb1,mmaxDb:maxDb2 });
console.log("************ End Damage Bonus ************");
});
});
//Set siz SRM
on("change:cursiz", function() {
getAttrs(["cursiz","dex_srm"], function(pvalue) {
var charSiz = parseInt(pvalue.cursiz);
var charSsrm = parseInt(pvalue.dex_srm);
var ssrm = 0;
var msrm = charSsrm;
if (charSiz < 7){
ssrm = 3;
} else if (charSiz < 15){
ssrm = 2;
} else if (charSiz < 22){
ssrm = 1;
} else {
ssrm = 0;
}
msrm = msrm+ssrm;
setAttrs({ siz_srm: ssrm , melee_srm: msrm});
console.log("************ Siz SRM Calculation ************");
});
});
//Set Dex SRM
on("change:curdex", function() {
getAttrs(["curdex","siz_srm"], function(pvalue) {
var charDex = parseInt(pvalue.curdex);
var charSsrm = parseInt(pvalue.siz_srm);
var dsrm = 0;
var msrm = charSsrm;
if (charDex < 6){
dsrm = 5;
} else if (charDex < 9){
dsrm = 4;
} else if (charDex < 13){
dsrm = 3;
} else if (charDex < 16){
dsrm = 2;
} else if (charDex < 19){
dsrm = 1;
} else {
dsrm = 0;
}
msrm = msrm+dsrm;
setAttrs({ dex_srm: dsrm , melee_srm: msrm});
console.log("************ End DEx SRM Calculation ************");
});
});
//Location Hit Points
//Set Hit Points
on("change:hp_max ", function() {
getAttrs(["hp_max"], function(pvalue) {
console.log("************ Start Location Hit Point Calculation ************");
var HitPoints = parseInt(pvalue.hp_max);
console.log("hit points");
console.log(HitPoints);
/*
var charstre= parseInt(pvalue.hpstre);
var tothP = HitPoints + charstre;
//fix to match hit point tables
var x = Math.ceil(tothP/3);
console.log("fixing");
console.log(x);
var fixedHP = x*3;
console.log("fixed hit points");
console.log(fixedHP);
var LocPoints1 = 0; //.33
var LocPoints2 = 0; //.25
var LocPoints3 = 0; //.4
LocPoints1 = Math.ceil((fixedHP*0.33),0);
LocPoints2 = Math.ceil((fixedHP*0.25),0);
LocPoints3 = Math.ceil((fixedHP*0.4),0);
*/
var LocPoints1 = 0; // Other
var LocPoints2 = 0; // Arms
var LocPoints3 = 0; // Chest
if (HitPoints < 7){
LocPoints1 = 2;
LocPoints2 = 1;
LocPoints3 = 3;
}
else if (HitPoints >= 7 && HitPoints <= 9){
LocPoints1 = 3;
LocPoints2 = 2;
LocPoints3 = 4;
}
else if (HitPoints >= 10 && HitPoints <= 12){
LocPoints1 = 4;
LocPoints2 = 3;
LocPoints3 = 5;
}
else if (HitPoints >= 13 && HitPoints <= 15){
LocPoints1 = 5;
LocPoints2 = 4;
LocPoints3 = 6;
}
else if (HitPoints >= 16 && HitPoints <= 18){
LocPoints1 = 6;
LocPoints2 = 5;
LocPoints3 = 7;
}
else if (HitPoints >= 19 && HitPoints <= 21){
LocPoints1 = 7;
LocPoints2 = 6;
LocPoints3 = 8;
}
else if (HitPoints > 21){
LocPoints1 = (7 + Math.ceil((HitPoints-21)/3));
LocPoints2 = (6 + Math.ceil((HitPoints-21)/3));
LocPoints3 = (8 + Math.ceil((HitPoints-21)/3));
}
setAttrs({r_leg_max_hp: LocPoints1,l_leg_max_hp: LocPoints1,abd_max_hp: LocPoints1,chst_max_hp: LocPoints3,
r_arm_max_hp: LocPoints2,l_arm_max_hp: LocPoints2,hd_max_hp: LocPoints1});
console.log("************ End Location Hit Point Calculation ************");
});
});
//Set Current Hit Points
on("change:lhp_loss change:thp_loss ", function() {
getAttrs(["hp_max","lhp_loss","thp_loss"], function(pvalue) {
console.log("************ Start Current Hit Point Calculation ************");
var HitPoints = parseInt(pvalue.hp_max);
var CurHitPoints = 0;
var THpLoss = parseInt(pvalue.lhp_loss);
var LHpLoss = parseInt(pvalue.thp_loss);
CurHitPoints = HitPoints-THpLoss-LHpLoss;
setAttrs({hp_cur: CurHitPoints});
console.log("************ End Current Hit Point Calculation ************");
});
});
//Set Hit Points
on("change:curcon change:curpow change:cursiz ", function() {
getAttrs(["curcon", "cursiz","curpow","hp","lhp_loss","thp_loss"], function(pvalue) {
console.log("************ Start Hit Point Calculation ************");
console.log("curcon value: " + pvalue.curcon);
console.log("cursiz value: " + pvalue.cursiz);
console.log("curpow value: " + pvalue.curpow);
var HitPoints = 0;
var CurHitPoints = 0;
var THpLoss = parseInt(pvalue.lhp_loss);
var LHpLoss = parseInt(pvalue.thp_loss);
var charSize = parseInt(pvalue.cursiz);
var charCon = parseInt(pvalue.curcon);
var charPow = parseInt(pvalue.curpow);
HitPoints = charCon;
if (charSize < 5){
HitPoints -= 2;
}
else if (charSize >= 5 && charSize <= 8){
HitPoints -= 1;
}
else if (charSize >= 13 && charSize <= 16){
HitPoints += 1;
}
else if (charSize >= 17 && charSize <= 20){
HitPoints += 2;
}
else if (charSize >= 21 && charSize <= 24){
HitPoints += 3;
}
else if (charSize >= 25 && charSize <= 28){
HitPoints += 4;
}
else if (charSize > 28){
HitPoints += (4 + Math.ceil((charSize-20)/4))
}
if (charPow < 5){
HitPoints -= 1;
}
else if (charPow >= 17 && charPow <= 20){
HitPoints += 1;
}
else if (charPow >= 21 && charPow <= 24){
HitPoints += 2;
}
else if (charPow >= 25 && charPow <= 28){
HitPoints += 3;
}
else if (charPow > 28){
HitPoints += (3 + Math.ceil((charPow-20)/4));
}
CurHitPoints = HitPoints-THpLoss-LHpLoss;
setAttrs({ hp_max: HitPoints, hp_cur: CurHitPoints});
console.log("************ End Hit Point Calculation ************");
});
});
on("change:r_leg_damage change:r_leg_max_hp ", function() {
getAttrs(["r_leg_damage","r_leg_max_hp"], function(values) {
console.log("Start add right leg location damage");
console.log(values);
var lochp = parseInt(values.r_leg_max_hp);
//var locstre = parseInt(values.r_leg_stre);
var damage = values.r_leg_damage;
var tot=0;
tot = lochp-eval(damage);
setAttrs({r_leg_cur_hp:tot});
});
});
on("change:l_leg_damage change:r_leg_max_hp ", function() {
getAttrs(["l_leg_damage","l_leg_max_hp"], function(values) {
console.log("Start add left leg location damage");
console.log(values);
var lochp = parseInt(values.l_leg_max_hp);
//var locstre = parseInt(values.l_leg_stre);
var damage = values.l_leg_damage;
var tot=0;
tot = lochp-eval(damage);
setAttrs({l_leg_cur_hp:tot});
});
});
on("change:abd_damage change:abd_max_hp ", function() {
getAttrs(["abd_damage","abd_max_hp"], function(values) {
console.log("Start add abd location damage");
console.log(values);
var lochp = parseInt(values.abd_max_hp);
//var locstre = parseInt(values.abd_stre);
var damage = values.abd_damage;
var tot=0;
tot = lochp-eval(damage);
setAttrs({abd_cur_hp:tot});
});
});
on("change:chst_damage change:chst_max_hp ", function() {
getAttrs(["chst_damage","chst_max_hp"], function(values) {
console.log("Start add chst location damage");
console.log(values);
var lochp = parseInt(values.chst_max_hp);
//var locstre = parseInt(values.chst_stre);
var damage = values.chst_damage;
var tot=0;
tot = lochp-eval(damage);
console.log("!!!!!!!!!!!!!! lochp"+lochp);
setAttrs({chst_cur_hp:tot});
});
});
on("change:r_arm_damage change:r_arm_max_hp ", function() {
getAttrs(["r_arm_damage","r_arm_max_hp"], function(values) {
console.log("Start add right arm location damage");
console.log(values);
var lochp = parseInt(values.r_arm_max_hp);
//var locstre = parseInt(values.r_arm_stre);
var damage = values.r_arm_damage;
var tot=0;
tot = lochp-eval(damage);
setAttrs({r_arm_cur_hp:tot});
});
});
on("change:l_arm_damage change:l_arm_max_hp ", function() {
getAttrs(["l_arm_damage","l_arm_max_hp"], function(values) {
console.log("Start add left arm location damage");
console.log(values);
var lochp = parseInt(values.l_arm_max_hp);
//var locstre = parseInt(values.l_arm_stre);
var damage = values.l_arm_damage;
var tot=0;
tot = lochp-eval(damage);
setAttrs({l_arm_cur_hp:tot});
});
});
on("change:hd_damage change:hd_max_hp ", function() {
getAttrs(["hd_damage","hd_max_hp"], function(values) {
console.log("Start add head location damage");
console.log(values);
var lochp = parseInt(values.hd_max_hp);
var damage = values.hd_damage;
var tot = lochp-eval(damage);
setAttrs({hd_cur_hp:tot});
});
});
on("change:r_leg_damage change:l_leg_damage change:abd_damage change:abd_damage change:chst_damage change:r_arm_damage change:l_arm_damage change:hd_damage", function() {
getAttrs(["r_leg_damage","l_leg_damage","abd_damage","abd_damage","chst_damage","r_arm_damage","l_arm_damage","hd_damage"], function(values) {
console.log("Start add up location damage");
console.log(values);
var tot=0;
var evalStr = "";
for (const key of Object.keys(values)) {
tot = tot + eval(values[key]);
console.log(tot);
}
setAttrs({lhp_loss:tot});
/*var test = eval(values.total_blood_loss_tt);*/
});
});
on("change:repeating_missle:mdbtoggle", function() {
getAttrs(["repeating_missle_mdbtoggle","mdamagebonus","attr_mmaxDb"], function(values) {
console.log("Start set missle damage bonus");
console.log(values);
console.log(values.repeating_missle_mdbtoggle);
var mdb = values.repeating_missle_mdbtoggle;
var mdbStr = "0";
var maxmdbStr = "0";
if (mdb=="on"){
mdbStr = values.mdamagebonus;
maxmdbStr = values.mmaxDb;
}
setAttrs({repeating_missle_wpnmdb:mdbStr,maxwpnmdb: maxmdbStr});
});
});
//reset weapon str/ def penalties if str changes
on("change:curstr change:curdex change:cursiz", function() {
console.log("start weapon str/dex min checks ");
/* Start melee Section */
getSectionIDs("repeating_melee", function(idArray) {
if (idArray.length > 0) {
_.each(idArray, function(currentID, i) {
getAttrs(["repeating_melee_" + currentID + "_wpnstr","repeating_melee_" + currentID + "_wpndex","curstr","curdex" ], function(values) {
console.log("what have we here");
var wStr = parseInt(values["repeating_melee_" + idArray[i] + "_wpnstr"]);
var wDex = parseInt(values["repeating_melee_" + idArray[i] + "_wpndex"]);
var cStr = parseInt(values.curstr);
var cDex = parseInt(values.curdex);
var minMod = 0;
var strMod = cStr-wStr;
var dexMod = cDex-wDex;
var totmod = 0;
var attrsToSet = {};
if (strMod < 0){
console.log("Below min str");
console.log(strMod*5);
totmod += strMod*5;
}
if (dexMod < 0){
console.log("Below min dex");
console.log(dexMod*5);
totmod += dexMod*5;
}
//mimmod
var missleModId = "repeating_melee_" + idArray[i] + "_minmod";
attrsToSet[missleModId] = totmod;
console.log("attrsToSet");
console.log(attrsToSet);
setAttrs(attrsToSet);
/*
console.log("wStr");
console.log(wStr);
console.log("wDex");
console.log(wDex);
console.log("Str");
console.log(cStr);
console.log("Dex");
console.log(cDex);
*/
});
});
}
});
/* End melee section */
/* Start missle Section */
getSectionIDs("repeating_missle", function(idArray) {
if (idArray.length > 0) {
_.each(idArray, function(currentID, i) {
getAttrs(["repeating_missle_" + currentID + "_mdbtoggle","repeating_missle_" + currentID + "_wpnstr","repeating_missle_" + currentID + "_wpndex","curstr","curdex","mdamagebonus" ], function(values) {
console.log("what have we here");
var wStr = parseInt(values["repeating_missle_" + idArray[i] + "_wpnstr"]);
var wDex = parseInt(values["repeating_missle_" + idArray[i] + "_wpndex"]);
var mdb = values["repeating_missle_" + idArray[i] + "_mdbtoggle"]
var cStr = parseInt(values.curstr);
var cDex = parseInt(values.curdex);
var minMod = 0;
var strMod = cStr-wStr;
var dexMod = cDex-wDex;
var totmod = 0;
var mdbStr = "0";
var attrsToSet = {};
if (strMod < 0){
console.log("Below min str");
console.log(strMod*5);
totmod += strMod*5;
}
if (dexMod < 0){
console.log("Below min dex");
console.log(dexMod*5);
totmod += dexMod*5;
}
//mimmod
var missleModId = "repeating_missle_" + idArray[i] + "_minmod";
attrsToSet[missleModId] = totmod;
console.log("attrsToSet");
console.log(attrsToSet);
setAttrs(attrsToSet);
//set missle damage bonus
var missletoggleId = "repeating_missle_" + idArray[i] + "_wpnmdb";
if (mdb=="on"){
mdbStr = values.mdamagebonus;
}
attrsToSet[missletoggleId] = mdbStr;
console.log("new missle bonus");
console.log(attrsToSet);
setAttrs(attrsToSet);
/*
console.log("wStr");
console.log(wStr);
console.log("wDex");
console.log(wDex);
console.log("Str");
console.log(cStr);
console.log("Dex");
console.log(cDex);
*/
});
});
}
});
/* End missle section */
});
/*attr_missle_db*/
on("change:repeating_missle:mdbtoggle", function() {
getAttrs(["repeating_missle_mdbtoggle","mdamagebonus"], function(values) {
console.log("Start set missle damage bonus");
console.log(values);
console.log(values.repeating_missle_mdbtoggle);
var mdb = values.repeating_missle_mdbtoggle;
var mdbStr = "0";
if (mdb=="on"){
mdbStr = values.mdamagebonus;
}
setAttrs({repeating_missle_wpnmdb:mdbStr});
});
});
/* ---- BEGIN: TheAaronSheet.js ---- */
// Github: https://github.com/shdwjk/TheAaronSheet/blob/master/TheAaronSheet.js
// By: The Aaron, Arcane Scriptomancer
// Contact: https://app.roll20.net/users/104025/the-aaron
var TAS = TAS || (function(){
'use strict';
var version = '0.2.4',
lastUpdate = 1457098091,
loggingSettings = {
debug: {
key: 'debug',
title: 'DEBUG',
color: {
bgLabel: '#7732A2',
label: '#F2EF40',
bgText: '#FFFEB7',
text: '#7732A2'
}
},
error: {
key: 'error',
title: 'Error',
color: {
bgLabel: '#C11713',
label: 'white',
bgText: '#C11713',
text: 'white'
}
},
warn: {
key: 'warn',
title: 'Warning',
color: {
bgLabel: '#F29140',
label: 'white',
bgText: '#FFD8B7',
text: 'black'
}
},
info: {
key: 'info',
title: 'Info',
color: {
bgLabel: '#413FA9',
label: 'white',
bgText: '#B3B2EB',
text: 'black'
}
},
notice: {
key: 'notice',
title: 'Notice',
color: {
bgLabel: '#33C133',
label: 'white',
bgText: '#ADF1AD',
text: 'black'
}
},
log: {
key: 'log',
title: 'Log',
color: {
bgLabel: '#f2f240',
label: 'black',
bgText: '#ffff90',
text: 'black'
}
},
callstack: {
key: 'TAS',
title: 'function',
color: {
bgLabel: '#413FA9',
label: 'white',
bgText: '#B3B2EB',
text: 'black'
}
},
callstack_async: {
key: 'TAS',
title: 'ASYNC CALL',
color: {
bgLabel: '#413FA9',
label: 'white',
bgText: '#413FA9',
text: 'white'
}
},
TAS: {
key: 'TAS',
title: 'TAS',
color: {
bgLabel: 'grey',
label: 'black;background:linear-gradient(#304352,#d7d2cc,#d7d2cc,#d7d2cc,#304352)',
bgText: 'grey',
text: 'black;background:linear-gradient(#304352,#d7d2cc,#d7d2cc,#d7d2cc,#304352)'
}
}
},
config = {
debugMode: false,
logging: {
log: true,
notice: true,
info: true,
warn: true,
error: true,
debug: false
}
},
callstackRegistry = [],
queuedUpdates = {}, //< Used for delaying saves till the last momment.
complexType = function(o){
switch(typeof o){
case 'string':
return 'string';
case 'boolean':
return 'boolean';
case 'number':
return (_.isNaN(o) ? 'NaN' : (o.toString().match(/\./) ? 'decimal' : 'integer'));
case 'function':
return 'function: '+(o.name ? o.name+'()' : '(anonymous)');
case 'object':
return (_.isArray(o) ? 'array' : (_.isArguments(o) ? 'arguments' : ( _.isNull(o) ? 'null' : 'object')));
default:
return typeof o;
}
},
dataLogger = function(primaryLogger,secondaryLogger,data){
_.each(data,function(m){
var type = complexType(m);
switch(type){
case 'string':
primaryLogger(m);
break;
case 'undefined':
case 'null':
case 'NaN':
primaryLogger('['+type+']');
break;
case 'number':
case 'not a number':
case 'integer':
case 'decimal':
case 'boolean':
primaryLogger('['+type+']: '+m);
break;
default:
primaryLogger('['+type+']:=========================================');
secondaryLogger(m);
primaryLogger('=========================================================');
break;
}
});
},
colorLog = function(options){
var coloredLoggerFunction,
key = options.key,
label = options.title || 'TAS',
lBGColor = (options.color && options.color.bgLabel) || 'blue',
lTxtColor = (options.color && options.color.label) || 'white',
mBGColor = (options.color && options.color.bgText) || 'blue',
mTxtColor = (options.color && options.color.text) || 'white';
coloredLoggerFunction = function(message){
console.log(
'%c '+label+': %c '+message + ' ',
'background-color: '+lBGColor+';color: '+lTxtColor+'; font-weight:bold;',
'background-color: '+mBGColor+';color: '+mTxtColor+';'
);
};
return function(){
if('TAS'===key || config.logging[key]){
dataLogger(coloredLoggerFunction,function(m){console.log(m);},_.toArray(arguments));
}
};
},
logDebug = colorLog(loggingSettings.debug),
logError = colorLog(loggingSettings.error),
logWarn = colorLog(loggingSettings.warn),
logInfo = colorLog(loggingSettings.info),
logNotice = colorLog(loggingSettings.notice),
logLog = colorLog(loggingSettings.log),
log = colorLog(loggingSettings.TAS),
logCS = colorLog(loggingSettings.callstack),
logCSA = colorLog(loggingSettings.callstack_async),
registerCallstack = function(callstack,label){
var idx=_.findIndex(callstackRegistry,function(o){
return (_.difference(o.stack,callstack).length === _.difference(callstack,o.stack).length) &&
_.difference(o.stack,callstack).length === 0 &&
o.label === label;
});
if(-1 === idx){
idx=callstackRegistry.length;
callstackRegistry.push({
stack: callstack,
label: label
});
}
return idx;
},
setConfigOption = function(options){
var newconf =_.defaults(options,config);
newconf.logging=_.defaults(
(options && options.logging)||{},
config.logging
);
config=newconf;
},
debugMode = function(){
config.logging.debug=true;
config.debugMode = true;
},
getCallstack = function(){
var e = new Error('dummy'),
stack = _.map(_.rest(e.stack.replace(/^[^\(]+?[\n$]/gm, '')
.replace(/^\s+at\s+/gm, '')
.replace(/^Object.<anonymous>\s*\(/gm, '{anonymous}()@')
.split('\n')),function(l){
return l.replace(/\s+.*$/,'');
});
return stack;
},
logCallstackSub = function(cs){
var matches, csa;
_.find(cs,function(line){
matches = line.match(/TAS_CALLSTACK_(\d+)/);
if(matches){
csa=callstackRegistry[matches[1]];
logCSA( '===================='+(csa.label ? '> '+csa.label+' <' : '')+'====================');
logCallstackSub(csa.stack);
return true;
}
logCS(line);
return false;
});
},
logCallstack = function(){
var cs;
if(config.debugMode){
cs = getCallstack();
cs.shift();
log('==============================> CALLSTACK <==============================');
logCallstackSub(cs);
log('=========================================================================');
}
},
wrapCallback = function (label, callback, context){
var callstack;
if('function' === typeof label){
context=callback;
callback=label;
label=undefined;
}
if(!config.debugMode){
return (function(cb,ctx){
return function(){
cb.apply(ctx||{},arguments);
};
}(callback,context));
}
callstack = getCallstack();
callstack.shift();
return (function(cb,ctx,cs,lbl){
var ctxref=registerCallstack(cs,lbl);
/*jshint -W054 */
return new Function('cb','ctx','TASlog',
"return function TAS_CALLSTACK_"+ctxref+"(){"+
"TASlog('Entering: '+(cb.name||'(anonymous function)'));"+
"cb.apply(ctx||{},arguments);"+
"TASlog('Exiting: '+(cb.name||'(anonymous function)'));"+
"};")(cb,ctx,log);
/*jshint +W054 */
}(callback,context,callstack,label));
},
prepareUpdate = function( attribute, value ){
queuedUpdates[attribute]=value;
},
applyQueuedUpdates = function() {
setAttrs(queuedUpdates);
queuedUpdates = {};
},
namesFromArgs = function(args,base){
return _.chain(args)
.reduce(function(memo,attr){
if('string' === typeof attr) {
memo.push(attr);
} else if(_.isArray(args) || _.isArguments(args)){
memo = namesFromArgs(attr,memo);
}
return memo;
},(_.isArray(base) && base) || [])
.uniq()
.value();
},
addId = function(obj,value){
Object.defineProperty(obj,'id',{
value: value,
writeable: false,
enumerable: false
});
},
addProp = function(obj,prop,value,fullname){
(function(){
var pname=(_.contains(['S','F','I','D'],prop) ? '_'+prop : prop),
full_pname = fullname || prop,
pvalue=value;
_.each(['S','I','F'],function(p){
if( !_.has(obj,p)){
Object.defineProperty(obj, p, {
value: {},
enumerable: false,
readonly: true
});
}
});
if( !_.has(obj,'D')){
Object.defineProperty(obj, 'D', {
value: _.reduce(_.range(10),function(m,d){
Object.defineProperty(m, d, {
value: {},
enumerable: true,
readonly: true
});
return m;
},{}),
enumerable: false,
readonly: true
});
}
// Raw value
Object.defineProperty(obj, pname, {
enumerable: true,
set: function(v){
if(v!==pvalue) {
pvalue=v;
prepareUpdate(full_pname,v);
}
},
get: function(){
return pvalue;
}
});
// string value
Object.defineProperty(obj.S, pname, {
enumerable: true,
set: function(v){
var val=v.toString();
if(val !== pvalue) {
pvalue=val;
prepareUpdate(full_pname,val);
}
},
get: function(){
return pvalue.toString();
}
});
// int value
Object.defineProperty(obj.I, pname, {
enumerable: true,
set: function(v){
var val=parseInt(v,10) || 0;
if(val !== pvalue){
pvalue=val;
prepareUpdate(full_pname,val);
}
},
get: function(){
return parseInt(pvalue,10) || 0;
}
});
// float value
Object.defineProperty(obj.F, pname, {
enumerable: true,
set: function(v){
var val=parseFloat(v) || 0;
if(val !== pvalue) {
pvalue=val;
prepareUpdate(full_pname,val);
}
},
get: function(){
return parseFloat(pvalue) || 0;
}
});
_.each(_.range(10),function(d){
Object.defineProperty(obj.D[d], pname, {
enumerable: true,
set: function(v){
var val=(parseFloat(v) || 0).toFixed(d);
if(val !== pvalue){
pvalue=val;
prepareUpdate(full_pname,val);
}
},
get: function(){
return (parseFloat(pvalue) || 0).toFixed(d);
}
});
});
}());
},
repeating = function( section ) {
return (function(s){
var sectionName = s,
attrNames = [],
fieldNames = [],
operations = [],
after = [],
repAttrs = function TAS_Repeating_Attrs(){
attrNames = namesFromArgs(arguments,attrNames);
return this;
},
repFields = function TAS_Repeating_Fields(){
fieldNames = namesFromArgs(arguments,fieldNames);
return this;
},
repReduce = function TAS_Repeating_Reduce(func, initial, final, context) {
operations.push({
type: 'reduce',
func: (func && _.isFunction(func) && func) || _.noop,
memo: (_.isUndefined(initial) && 0) || initial,
final: (final && _.isFunction(final) && final) || _.noop,
context: context || {}
});
return this;
},
repMap = function TAS_Repeating_Map(func, final, context) {
operations.push({
type: 'map',
func: (func && _.isFunction(func) && func) || _.noop,
final: (final && _.isFunction(final) && final) || _.noop,
context: context || {}
});
return this;
},
repEach = function TAS_Repeating_Each(func, final, context) {
operations.push({
type: 'each',
func: (func && _.isFunction(func) && func) || _.noop,
final: (final && _.isFunction(final) && final) || _.noop,
context: context || {}
});
return this;
},
repTap = function TAS_Repeating_Tap(final, context) {
operations.push({
type: 'tap',
final: (final && _.isFunction(final) && final) || _.noop,
context: context || {}
});
return this;
},
repAfter = function TAS_Repeating_After(callback,context) {
after.push({
callback: (callback && _.isFunction(callback) && callback) || _.noop,
context: context || {}
});
return this;
},
repExecute = function TAS_Repeating_Execute(callback,context){
var rowSet = {},
attrSet = {},
fieldIds = [],
fullFieldNames = [];
repAfter(callback,context);
// call each operation per row.
// call each operation's final
getSectionIDs("repeating_"+sectionName,function(ids){
fieldIds = ids;
fullFieldNames = _.reduce(fieldIds,function(memo,id){
return memo.concat(_.map(fieldNames,function(name){
return 'repeating_'+sectionName+'_'+id+'_'+name;
}));
},[]);
getAttrs( _.uniq(attrNames.concat(fullFieldNames)), function(values){
_.each(attrNames,function(aname){
if(values.hasOwnProperty(aname)){
addProp(attrSet,aname,values[aname]);
}
});
rowSet = _.reduce(fieldIds,function(memo,id){
var r={};
addId(r,id);
_.each(fieldNames,function(name){
var fn = 'repeating_'+sectionName+'_'+id+'_'+name;
addProp(r,name,values[fn],fn);
});
memo[id]=r;
return memo;
},{});
_.each(operations,function(op){
var res;
switch(op.type){
case 'tap':
_.bind(op.final,op.context,rowSet,attrSet)();
break;
case 'each':
_.each(rowSet,function(r){
_.bind(op.func,op.context,r,attrSet,r.id,rowSet)();
});
_.bind(op.final,op.context,rowSet,attrSet)();
break;
case 'map':
res = _.map(rowSet,function(r){
return _.bind(op.func,op.context,r,attrSet,r.id,rowSet)();
});
_.bind(op.final,op.context,res,rowSet,attrSet)();
break;
case 'reduce':
res = op.memo;
_.each(rowSet,function(r){
res = _.bind(op.func,op.context,res,r,attrSet,r.id,rowSet)();
});
_.bind(op.final,op.context,res,rowSet,attrSet)();
break;
}
});
// finalize attrs
applyQueuedUpdates();
_.each(after,function(op){
_.bind(op.callback,op.context)();
});
});
});
};
return {
attrs: repAttrs,
attr: repAttrs,
column: repFields,
columns: repFields,
field: repFields,
fields: repFields,
reduce: repReduce,
inject: repReduce,
foldl: repReduce,
map: repMap,
collect: repMap,
each: repEach,
forEach: repEach,
tap: repTap,
'do': repTap,
after: repAfter,
last: repAfter,
done: repAfter,
execute: repExecute,
go: repExecute,
run: repExecute
};
}(section));
},
repeatingSimpleSum = function(section, field, destination){
repeating(section)
.attr(destination)
.field(field)
.reduce(function(m,r){
return m + (r.F[field]);
},0,function(t,r,a){
a.S[destination]=t;
})
.execute();
};
return {
/* Repeating Sections */
repeatingSimpleSum: repeatingSimpleSum,
repeating: repeating,
/* Configuration */
config: setConfigOption,
/* Debugging */
callback: wrapCallback,
callstack: logCallstack,
debugMode: debugMode,
_fn: wrapCallback,
/* Logging */
debug: logDebug,
error: logError,
warn: logWarn,
info: logInfo,
notice: logNotice,
log: logLog
};
}());
on('change:repeating_equipment remove:repeating_equipment',function(){
TAS.repeatingSimpleSum('equipment','equipment_weight','enc_totalf');
});
on('change:repeating_spiritspells remove:repeating_spiritspells',function(){
TAS.repeatingSimpleSum('spiritspells','mpcost','spiritint');
});
/* ---- END: TheAaronSheet.js ---- */
on('change:repeating_equipment2 remove:repeating_equipment2',function(){
//TAS.repeatingSimpleSum('equipment','equipment_weight','carry_total2');
TAS.repeating("equipment2")
.attr("carry_total2")
.field("equipment_weight","carried")
.reduce(function(m,r){
console.log("carried "+(r.F["carried"]));
if ( (r.F["carried"]) == 1){
return m + (r.F["equipment_weight"]);
} else{
return m;
}
},0,function(t,r,a){
a.S["carry_total2"]=t;
})
.execute();
});
//////QS sheet workers end///////////////////////////
/// end of qs workers
/// qs workers end ////
/// new workers ////
//Set Current enc mod
on("change:carry_total2 change:carry_max2", function() {
getAttrs(["carry_total2","carry_max2"], function(pvalue) {
console.log("************ Start Current enc mod************");
var new_mod = 0;
var carry_total = Math.floor(parseInt(pvalue.carry_total2));
var carry_max = Math.ceil(parseInt(pvalue.carry_max2));
var swim_mod = 0;
console.log("111111111 swim_mod "+swim_mod);
if (carry_total > Math.ceil(carry_max/2)){
swim_mod = ((Math.ceil(carry_max/2) - carry_total))*5;
}
var dodge_mod = 0-carry_total;
if (carry_total > carry_max){
dodge_mod = 0-carry_max;
}
if (carry_total > carry_max){
new_mod = (carry_max-carry_total)*5;
swim_mod = swim_mod - new_mod;
console.log("new_mod" + new_mod);
}
console.log("111111111 swim_mod2 "+swim_mod);
setAttrs({enc_mod2:new_mod,dodge_mod2:dodge_mod,swim_mod2:swim_mod});
console.log("************ End Current enc mod Calculation ************");
});
});
on("remove:repeating_agilitySkills", function(eventinfo){
getAttrs(["agility_mod","curdex"], function(pvalue) {
var skill = Object.values(eventinfo.removedInfo)[0];
skill = skill.toLowerCase();
skill = skill.trim();
if (skill === "dodge"){
var mod = parseInt(pvalue.agility_mod);
console.log("!!!!!!! agility_mod "+mod);
var base = (parseInt(pvalue.curdex))*2
console.log("!!!!!!! base "+base);
setAttrs({dodge:mod+base});
}
});
});
//Set Animal 2 Damage Bonus
on("change:animal2_str change:animal2_siz", function() {
getAttrs(["animal2_str", "animal2_siz"], function(pvalue) {
console.log("************ Start Damage Bonus ************");
console.log("curstr value: " + pvalue.animal2_str);
console.log("cursiz value: " + pvalue.animal2_siz);
var curStrength = parseInt(pvalue.animal2_str);
var curSize = parseInt(pvalue.animal2_siz);
var StplusSi = curStrength + curSize;
console.log("Str+Size value: " + StplusSi);
var DBonus = "-1d4";
var mDBonus = "-1d2";
var DBonusC = 0;
//Determine Bonus
if (StplusSi < 18) {
console.log("-- Str+Siz is less than 18 --");
DBonus = "-1d4";
mDBonus = "-1d2";
console.log("DBonus value: " + DBonus);
setAttrs({animal2_db: DBonus});
}
else if (StplusSi < 25) {
console.log("-- Str+Siz is less than 25 --");
DBonus = "0";
mDBonus = "0";
console.log("DBonus value: " + DBonus);
setAttrs({animal2_db: DBonus});
}
else if (StplusSi < 33) {
console.log("-- Str+Siz is less than 31 --");
DBonus = "1d4";
mDBonus = "1d2";
console.log("DBonus value: " + DBonus);
setAttrs({animal2_db: DBonus});
}
else if (StplusSi < 41) {
console.log("-- Str+Siz is less than 31 --");
DBonus = "1d6";
mDBonus = "1d3";
console.log("DBonus value: " + DBonus);
setAttrs({animal2_db: DBonus});
}
else { //StplusSi is greater than
DBonusC = 2+Math.floor(parseFloat((StplusSi - 40) / 16));
console.log("DBonusC value: " + DBonusC);
DBonus = DBonusC + "d6";
mDBonus = DBonusC + "d3";
console.log("DBonus value: " + DBonus);
setAttrs({animal2_db: DBonus});
}
console.log("************ Animal 2 End Damage Bonus ************");
});
})
on("change:curstr change:curcon", function() {
getAttrs(["curstr","curcon"], function(pvalue) {
var cStr = parseInt(pvalue.curstr);
var cCon = parseInt(pvalue.curcon);
var enc = Math.ceil((cStr+cCon)/2);
if (enc > cStr){
enc = cStr;
}
setAttrs({carry_max2:enc});
});
});
on("change:repeating_melee2:skillName", function(eventInfo) {
getAttrs(["repeating_melee2_skillName"], function(pvalue) {
console.log("!!!!!! stuff "+JSON.stringify(eventInfo.sourceAttribute));
let sourceA = eventInfo.sourceAttribute
let repeatRow = sourceA.match(/[^_]*_[^_]*_[^_]*/g);
var wpnSkill = pvalue.repeating_melee2_skillName;
console.log("changed weapon skill to "+wpnSkill);
getSkillValues(wpnSkill,"repeating_meleeskills",repeatRow);
getSkillValues(wpnSkill,"repeating_shieldskills",repeatRow);
getSkillValues(wpnSkill,"repeating_naturalwpnskills",repeatRow);
});
});
on("change:repeating_missle2:skillName", function(eventInfo) {
getAttrs(["repeating_missle2_skillName"], function(pvalue) {
console.log("!!!!!! stuff "+JSON.stringify(eventInfo.sourceAttribute));
let sourceA = eventInfo.sourceAttribute
let repeatRow = sourceA.match(/[^_]*_[^_]*_[^_]*/g);
var wpnSkill = pvalue.repeating_missle2_skillName;
console.log("changed weapon skill to "+wpnSkill);
var skillVal=getSkillValues(wpnSkill,"repeating_missileskills",repeatRow);
});
});
on("change:repeating_meleeskills:skillTotal", function(eventInfo) {
getAttrs(["repeating_meleeskills_skill","repeating_meleeskills_skillTotal"], function(pvalue) {
console.log("!!!!!! stuff "+JSON.stringify(eventInfo.sourceAttribute));
let sourceA = eventInfo.sourceAttribute
let repeatRow = sourceA.match(/[^_]*_[^_]*_[^_]*/g);
var wpnSkill = pvalue.repeating_meleeskills_skill;
var skillTotal = pvalue.repeating_meleeskills_skillTotal;
console.log("changed weapon skill to "+wpnSkill);
var skillVal=getSkillValues2(wpnSkill,"repeating_melee2",repeatRow,skillTotal);
});
});
on("change:repeating_missileskills:skillTotal", function(eventInfo) {
getAttrs(["repeating_missileskills_skill","repeating_missileskills_skillTotal"], function(pvalue) {
console.log("!!!!!! changed missle skill total "+JSON.stringify(eventInfo.sourceAttribute));
let sourceA = eventInfo.sourceAttribute
let repeatRow = sourceA.match(/[^_]*_[^_]*_[^_]*/g);
var wpnSkill = pvalue.repeating_missileskills_skill;
var skillTotal = pvalue.repeating_missileskills_skillTotal;
console.log("changed weapon skill to "+wpnSkill);
var skillVal=getSkillValues2(wpnSkill,"repeating_missle2",repeatRow,skillTotal);
});
});
on("change:repeating_shieldSkills:skillTotal", function(eventInfo) {
getAttrs(["repeating_shieldSkills_skill","repeating_shieldSkills_skillTotal"], function(pvalue) {
console.log("!!!!!! stuff "+JSON.stringify(eventInfo.sourceAttribute));
let sourceA = eventInfo.sourceAttribute
let repeatRow = sourceA.match(/[^_]*_[^_]*_[^_]*/g);
var wpnSkill = pvalue.repeating_shieldSkills_skill;
var skillTotal = pvalue.repeating_shieldSkills_skillTotal;
console.log("changed weapon skill to "+wpnSkill);
var skillVal=getSkillValues2(wpnSkill,"repeating_melee2",repeatRow,skillTotal);
});
})
on("change:repeating_naturalWpnSkills:skillTotal", function(eventInfo) {
getAttrs(["repeating_naturalWpnSkills_skill","repeating_naturalWpnSkills_skillTotal"], function(pvalue) {
console.log("!!!!!! stuff "+JSON.stringify(eventInfo.sourceAttribute));
let sourceA = eventInfo.sourceAttribute
let repeatRow = sourceA.match(/[^_]*_[^_]*_[^_]*/g);
var wpnSkill = pvalue.repeating_naturalWpnSkills_skill;
var skillTotal = pvalue.repeating_naturalWpnSkills_skillTotal;
console.log("changed weapon skill to "+wpnSkill);
var skillVal=getSkillValues2(wpnSkill,"repeating_melee2",repeatRow,skillTotal);
});
})
function getSkillValues2(wpnSkill,section,section2,skillTotal){
getSectionIDs(section, function(idArray) {
if (idArray.length > 0) {
_.each(idArray, function(currentID, i) {
getAttrs([section+"_" + currentID + "_skillName",section+"_" + currentID + "_skillTotal"], function(values) {
console.log("!!!!!! stuff3 "+JSON.stringify(values));
let skillname = values[section+"_" + idArray[i] + "_skillName"];
console.log("!!!!!! wpnSkill "+wpnSkill+" skillname "+skillname);
if (skillname == wpnSkill){
console.log("!!!!!!!!!!!! found2 "+wpnSkill);
let attrsToSet = {[section+"_" + idArray[i] +'_skillTotal']: skillTotal};
console.log("attrs to set "+JSON.stringify(attrsToSet));
setAttrs(attrsToSet);
}
});
});
}
});
}
function getSkillValues(wpnSkill,section,section2){
getSectionIDs(section, function(idArray) {
if (idArray.length > 0) {
_.each(idArray, function(currentID, i) {
getAttrs([section+"_" + currentID + "_skill",section+"_" + currentID + "_skillTotal"], function(values) {
console.log("!!!!!! stuff2 "+JSON.stringify(values));
/*let wStr = values[section+"_" + idArray[i] + "_skill"];*/
/*console.log("!!!!!! Look for skill "+wStr);*/
let skillname = values[section+"_" + idArray[i] + "_skill"];
var skillTotal =0 ;
if (skillname == wpnSkill){
console.log("!!!!!!!!!!!! found "+wpnSkill);
skillTotal = values[section+"_" + idArray[i] + "_skillTotal"];
console.log("!!!!!! Skilltotal "+skillTotal);
let attrsToSet = {[section2 + '_skillTotal']: skillTotal};
setAttrs(attrsToSet);
}
});
});
}
});
}
on("change:repeating_agilitySkills:skillValue", function() {
getAttrs(["repeating_agilitySkills_skillValue"], function(pvalue) {
var checkVal = 0;
if (parseInt(pvalue.repeating_agilitySkills_skillValue) > 0){
checkVal=1;
}
setAttrs({repeating_agilitySkills_check_exp_toggle:checkVal});
});
});
on('sheet:opened',function(){
getAttrs(["setupDone2","version"], function(pvalue) {
if (parseInt(pvalue.version)==1){
var SetupDone2=parseInt(pvalue.setupDone2);
if (SetupDone2==0){
incSkill("repeating_agilityskills","Boat","5","0");
incSkill("repeating_agilityskills","Climb","40","0");
incSkill("repeating_agilityskills","Dodge","DEX*2","1");
incSkill("repeating_agilityskills","Drive","5","0");
incSkill("repeating_agilityskills","Jump","DEX*3","1");
incSkill("repeating_agilityskills","Ride (.......)","5","0");
incSkill("repeating_agilityskills","Swim","15","0");
incSkill("repeating_communicationskills","Act","5","0");
incSkill("repeating_communicationskills","Art","5","0");
incSkill("repeating_communicationskills","Bargain","5","0");
incSkill("repeating_communicationskills","Charm","15","0");
incSkill("repeating_communicationskills","Dance","10","0");
incSkill("repeating_communicationskills","Disguise","15","0");
incSkill("repeating_communicationskills","Fast Talk","5","0");
incSkill("repeating_communicationskills","Intimidate","15","0");
incSkill("repeating_communicationskills","Intrigue","5","0")
incSkill("repeating_communicationskills","Orate","10","0")
incSkill("repeating_communicationskills","Sing","10","0")
incSkill("repeating_communicationskills","Speak (Other Language)","0","0")
incSkill("repeating_communicationskills","Speak (Own Language)","50","0")
incSkill("repeating_knowledgeskills","Animal Lore","5","0");
incSkill("repeating_knowledgeskills","Battle","10","0");
incSkill("repeating_knowledgeskills","Celestial Lore","5","0");
incSkill("repeating_knowledgeskills","Cult Lore (Cult)","5","0");
incSkill("repeating_knowledgeskills","Customs (Local)","5","0");
incSkill("repeating_knowledgeskills","Customs (Other)","0","0");
incSkill("repeating_knowledgeskills","Elder Race Lore","5","0");
incSkill("repeating_knowledgeskills","Evaluate","10","0");
incSkill("repeating_knowledgeskills","Farm","10","0");
incSkill("repeating_knowledgeskills","First Aid","10","0"); incSkill("repeating_knowledgeskills","Game","10","0");
incSkill("repeating_knowledgeskills","Herd","5","0");
incSkill("repeating_knowledgeskills","Homeland Lore (Own)","30","0");
incSkill("repeating_knowledgeskills","Homeland Lore (...)","0","0");
incSkill("repeating_knowledgeskills","Manage Household","10","0");
incSkill("repeating_knowledgeskills","Mineral Lore","5","0");
incSkill("repeating_knowledgeskills","Peacefull Cut","10","0");
incSkill("repeating_knowledgeskills","Plant Lore","5","0");
incSkill("repeating_knowledgeskills","Read/Write (....)","0","0");
incSkill("repeating_knowledgeskills","Survival","5","0");
incSkill("repeating_knowledgeskills","Treat Disease","5","0");
incSkill("repeating_knowledgeskills","Treat Poison","5","0");
incSkill("repeating_magicskills","Meditate","0","0");
incSkill("repeating_magicskills","Prepare Corpse","10","0");
incSkill("repeating_magicskills","Spirit Combat","20","0");
incSkill("repeating_magicskills","Spirit Travel","10","0");
incSkill("repeating_magicskills","Worship (...)","5","0");
incSkill("repeating_manipulationskills","Conceal","5","0");
incSkill("repeating_manipulationskills","Craft (...)","10","0");
incSkill("repeating_manipulationskills","Devise","5","0");
incSkill("repeating_manipulationskills","Play Instrument (...)","5","0");
incSkill("repeating_manipulationskills","Sleight","5","0");
incSkill("repeating_perceptionskills","Insight (own species)","20","0");
incSkill("repeating_perceptionskills","Listen","25","0");
incSkill("repeating_perceptionskills","Scan","25","0");
incSkill("repeating_perceptionskills","Search","25","0");
incSkill("repeating_perceptionskills","Track","5","0");
incSkill("repeating_stealthskills","Hide","10","0");
incSkill("repeating_stealthskills","Move Quietly","10","0");
incSkill("repeating_meleeSkills","1H Axe","10","0");
incSkill("repeating_meleeSkills","2H Axe","5","0");
incSkill("repeating_meleeSkills","Broadsword","10","0");
incSkill("repeating_meleeSkills","Dagger","15","0");
incSkill("repeating_meleeSkills","Kopis","10","0");
incSkill("repeating_meleeSkills","1H Mace","15","0");
incSkill("repeating_meleeSkills","Pike","15","0");
incSkill("repeating_meleeSkills","Rapier","10","0");
incSkill("repeating_meleeSkills","Shortsword","10","0");
incSkill("repeating_meleeSkills","1 H Spear","5","0");
incSkill("repeating_meleeSkills","2 H Spear","15","0");
incSkill("repeating_missileSkills","Composite Bow","5","0");
incSkill("repeating_missileSkills","Javelin","10","0");
incSkill("repeating_missileSkills","Self Bow","5","0");
incSkill("repeating_missileSkills","Sling","5","0");
incSkill("repeating_missileSkills","Throwing Dagger","5","0");
incSkill("repeating_missileSkills","Thrown Axe","10","0");
incSkill("repeating_shieldSkills","Small Shield","15","0");
incSkill("repeating_shieldSkills","Medium Shield","15","0");
incSkill("repeating_shieldSkills","Large Shield","15","0");
incSkill("repeating_naturalWpnSkills","Fist","25","0");
incSkill("repeating_naturalWpnSkills","Grapple","25","0");
incSkill("repeating_naturalWpnSkills","Kick","15","0");
/*addMeleeWpn(section,wpnType,wsr,skill,damage,type,special)*/
addMeleeWpn("repeating_melee2","Fist","Fist","3","1D3","1D3","3","H","2");
addMeleeWpn("repeating_melee2","Grapple","Grapple","3","1D6","1d6","6","H","2");
addMeleeWpn("repeating_melee2","Kick","Kick","3","1D6","1d6","6","H","2");
setAttrs({toggleFullSheet:"on",toggleQSSheet:0,setupDone2:"1"});
}
}
else{
setAttrs({toggleQSSheet:"on",toggleFullSheet:0});
}
});
});
function incSkill(section,skill,base,vbase){
getSectionIDs(section, function(idArray) {
var found = false;
if (idArray.length > 0) {
var fields = [];
_.each(idArray, function(currentID) {
fields.push(section+"_" + currentID + "_skill");
fields.push(section+"_" + currentID + "_base");
});
getAttrs(fields, function(values) {
_.each(idArray, function(currentID, i) {
var curSkill = values[section+"_" + idArray[i] + "_skill"];
if (curSkill === skill){
found = true;
}
});
if (!found) {
console.log(skill+""+section+" add !!!!!!!!!!!");
addSkill(section,skill,base,vbase);
}
});
}
else{
addSkill(section,skill,base,vbase);
}
});
}
function addSkill(section,skill,base,vbase){
var id=getId();
var setObj = {};
setObj[section+"_"+id+'_skill']=skill;
setObj[section+"_"+id+'_base']=base;
if (vbase==0){
setObj[section+"_"+id+'_base2']=base;
}
else{
setObj[section+"_"+id+'_base2']=base;
}
setAttrs(setObj);
}
function addMeleeWpn(section,wpnType,skill,wsr,damage,spclDamage,critDamage,type,special){
var id=getId();
var setObj = {};
setObj[section+"_"+id+'_weapon_type']=wpnType;
setObj[section+"_"+id+'_skillName']=wpnType;
setObj[section+"_"+id+'_wpn_sr']=wsr;
setObj[section+"_"+id+'_wpn_damage']=damage;
setObj[section+"_"+id+'_spcldamage']=spclDamage;
setObj[section+"_"+id+'_critdamage']=critDamage;
setObj[section+"_"+id+'_wpn_type']=type;
setObj[section+"_"+id+'_wpn_spl']=special;
setAttrs(setObj);
}
function getId(){
const sattrs = {};
const createdIDs = [];
var retId = 0;
if (createdIDs.length==0){
retId = generateRowID();
createdIDs.push(retId);
}
var checkit = true;
while (checkit==true) {
let newID = generateRowID();
console.log("Newid "+newID);
if (!createdIDs.includes(newID)) {
newrowid = newID;
console.log("newrowid "+newID);
createdIDs.push(newrowid);
checkit=false;
}
}
retId = newrowid;
return retId;
}
function resetSkills(section,category_mod,enc){
console.log("reset skills "+section+" "+category_mod);
getSectionIDs(section, function(idArray) {
if (idArray.length > 0) {
_.each(idArray, function(currentID, i) {
getAttrs([section+"_" + currentID + "_base",section+"_" + currentID + "_skillValue",category_mod,"dodge_mod2","swim_mod2","enc_mod2","curdex",section+"_" + currentID + "_skill"], function(values){
console.log("!!!! reset "+section+" row");
var base = values[section+"_" + idArray[i] + "_base"];
var skill = values[section+"_" + idArray[i] + "_skill"];
if (parseInt(enc)==1){
var enc_mod = parseInt(values.enc_mod2);
} else {
enc_mod = 0;
}
var curdex = parseInt(values.curdex);
base=base.toUpperCase();
if (base.includes("DEX")){
var multiplier = base.split("*");
console.log("!!!!!!multiplier "+multiplier);
var multival = parseInt(multiplier[1]);
console.log("!!!!!!!!!!!multival "+multival);
console.log("zzzzz");
base = curdex*multival;
}else{
base=parseInt(base);
}
var skillValue = parseInt(values[section+"_" + idArray[i] + "_skillValue"]);
var mod = parseInt(values[category_mod]);
console.log("$$$$$$$ base"+base);
console.log("$$$$$$$ skillValue"+skillValue);
console.log("$$$$$$$ mod"+mod);
var tot = 0;
if ((base+skillValue)>0){
tot=base+skillValue+mod+enc_mod;
if (skill.toUpperCase()=="DODGE"){
tot = tot+parseInt(values.dodge_mod2)
}else if (skill.toUpperCase()=="SWIM"){
tot = tot+parseInt(values.swim_mod2)
}
}
setAttrs({[section+"_"+currentID+"_base2"]:base});
setAttrs({[section+"_"+currentID+"_skillTotal"]:tot});
});
});
}
});
}
on("change:repeating_agilitySkills:base", function() {
getAttrs(["repeating_agilitySkills_base","curstr","curcon","cursiz","curint","curpow","curdex","curchr"], function(pvalue) {
var baseStr = pvalue.repeating_agilitySkills_base;
baseStr = baseStr.toUpperCase();
var tot = 0;
if (baseStr.includes("*")){
//get multiplier
var multiplier = baseStr.split("*");
console.log("!!!!!!multiplier "+multiplier);
var multival = parseInt(multiplier[1]);
console.log("!!!!!!!!!!!multival "+multival);
if (baseStr.includes("STR")){
tot = parseInt(pvalue.curstr)*multival;
} else if (baseStr.includes("CON")){
tot = parseInt(pvalue.curcon)*multival;
} else if (baseStr.includes("SIZ")){
tot = parseInt(pvalue.cursiz)*multival;
} else if (baseStr.includes("INT")){
tot = parseInt(pvalue.curint)*multival;
} else if (baseStr.includes("POW")){
tot = parseInt(pvalue.curpow)*multival;
} else if (baseStr.includes("DEX")){
tot = parseInt(pvalue.curdex)*multival;
} else if (baseStr.includes("CHR")){
tot = parseInt(pvalue.curchr)*multival;
}
console.log("tot "+tot);
}
else{
tot=parseInt(baseStr);
}
setAttrs({repeating_agilitySkills_base2:tot});
});
});
on("change:repeating_agilitySkills:base2 change:repeating_agilitySkills:skillValue change:repeating_agilitySkills:skill", function() {
getAttrs(["repeating_agilitySkills_base2","repeating_agilitySkills_skillValue","agility_mod","repeating_agilitySkills_skill","dodge_mod2","swim_mod2","enc_mod2"], function(pvalue) {
var base2 = parseInt(pvalue.repeating_agilitySkills_base2);
var enc_mod2 = parseInt(pvalue.enc_mod2);
var skill = pvalue.repeating_agilitySkills_skill;
var skillValue= parseInt(pvalue.repeating_agilitySkills_skillValue);
var tot = 0;
if (base2+skillValue > 0){
tot=base2+skillValue+parseInt(pvalue.agility_mod)+enc_mod2;
if (skill.toUpperCase()=="DODGE"){
tot = tot+parseInt(pvalue.dodge_mod2)
}else if (skill.toUpperCase()=="SWIM"){
tot = tot+parseInt(pvalue.swim_mod2)
}
}
setAttrs({repeating_agilitySkills_skillTotal:tot});
});
});
on("change:repeating_agilitySkills:skillTotal", function() {
getAttrs(["repeating_agilitySkills_skillTotal","repeating_agilitySkills_skill","curDex"], function(pvalue) {
console.log("!!!!!!!!!!!!! Check for dodge !!!!!!!!!");
var skill=pvalue.repeating_agilitySkills_skill;
skill = skill.toUpperCase();
console.log("!!!!!!!!!!!!!"+skill);
if (skill=="DODGE"){
console.log("!!!!!!!!found skill name");
var skillTotal = parseInt(pvalue.repeating_agilitySkills_skillTotal);
setAttrs({dodge:skillTotal});
}
});
});
on("change:repeating_magicSkills:skillTotal", function() {
getAttrs(["repeating_magicSkills_skillTotal","repeating_magicSkills_skill","curDex"], function(pvalue) {
console.log("!!!!!!!!!!!!! Check for spirit !!!!!!!!!");
var skill=pvalue.repeating_magicSkills_skill;
skill = skill.toUpperCase();
console.log("!!!!!!!!!!!!!"+skill);
if (skill=="SPIRIT COMBAT"){
console.log("!!!!!!!!found skill name");
var skillTotal = parseInt(pvalue.repeating_magicSkills_skillTotal);
setAttrs({spirit_combat:skillTotal});
}
});
});
on("change:agility_mod", function() {
resetSkills("repeating_agilitySkills","agility_mod","1");
});
////////////////////////////////////////////////////////////////////////
on("change:repeating_communicationSkills:base", function() {
getAttrs(["repeating_communicationSkills_base","curstr","curcon","cursiz","curint","curpow","curdex","curchr"], function(pvalue) {
var baseStr = pvalue.repeating_communicationSkills_base;
baseStr = baseStr.toUpperCase();
var tot = 0;
if (baseStr.includes("*")){
//get multiplier
var multiplier = baseStr.split("*");
console.log("!!!!!!multiplier "+multiplier);
var multival = parseInt(multiplier[1]);
console.log("!!!!!!!!!!!multival "+multival);
if (baseStr.includes("STR")){
tot = parseInt(pvalue.curstr)*multival;
} else if (baseStr.includes("CON")){
tot = parseInt(pvalue.curcon)*multival;
} else if (baseStr.includes("SIZ")){
tot = parseInt(pvalue.cursiz)*multival;
} else if (baseStr.includes("INT")){
tot = parseInt(pvalue.curint)*multival;
} else if (baseStr.includes("POW")){
tot = parseInt(pvalue.curpow)*multival;
} else if (baseStr.includes("DEX")){
tot = parseInt(pvalue.curdex)*multival;
} else if (baseStr.includes("CHR")){
tot = parseInt(pvalue.curchr)*multival;
}
console.log("tot "+tot);
}
else{
tot=parseInt(baseStr);
}
setAttrs({repeating_communicationSkills_base2:tot});
});
});
/*
on("change:repeating_communicationSkills:base2 change:repeating_communicationSkills:skillValue", function() {
getAttrs(["repeating_communicationSkills_base2","repeating_communicationSkills_skillValue","communication_mod"], function(pvalue) {
console.log("!!!!!!!base2 "+pvalue.repeating_communicationSkills_base2);
console.log("!!!!!!skill value "+pvalue.repeating_communicationSkills_skillValue);
console.log("!!!!!!!!!!communication mod "+pvalue.communication_mod);
var tot = parseInt(pvalue.repeating_communicationSkills_base2)+parseInt(pvalue.repeating_communicationSkills_skillValue)+parseInt(pvalue.communication_mod)
setAttrs({repeating_communicationSkills_skillTotal:tot});
});
});
*/
on("change:repeating_communicationSkills:base2 change:repeating_communicationSkills:skillValue", function() {
getAttrs(["repeating_communicationSkills_base2","repeating_communicationSkills_skillValue","communication_mod"], function(pvalue) {
console.log("!!!!!!!base2 "+pvalue.repeating_communicationSkills_base2);
console.log("!!!!!!skill value "+pvalue.repeating_communicationSkills_skillValue);
console.log("!!!!!!!!!!communication mod "+pvalue.communication_mod);
var base2 = parseInt(pvalue.repeating_communicationSkills_base2);
var skillValue= parseInt(pvalue.repeating_communicationSkills_skillValue);
var tot = 0;
if (base2+skillValue > 0){
tot=base2+skillValue+parseInt(pvalue.communication_mod);
}
setAttrs({repeating_communicationSkills_skillTotal:tot});
});
});
on("change:communication_mod", function() {
resetSkills("repeating_communicationSkills","communication_mod","0");
});
///////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
on("change:repeating_knowledgeSkills:base", function() {
getAttrs(["repeating_knowledgeSkills_base","curstr","curcon","cursiz","curint","curpow","curdex","curchr"], function(pvalue) {
var baseStr = pvalue.repeating_knowledgeSkills_base;
baseStr = baseStr.toUpperCase();
var tot = 0;
if (baseStr.includes("*")){
//get multiplier
var multiplier = baseStr.split("*");
console.log("!!!!!!multiplier "+multiplier);
var multival = parseInt(multiplier[1]);
console.log("!!!!!!!!!!!multival "+multival);
if (baseStr.includes("STR")){
tot = parseInt(pvalue.curstr)*multival;
} else if (baseStr.includes("CON")){
tot = parseInt(pvalue.curcon)*multival;
} else if (baseStr.includes("SIZ")){
tot = parseInt(pvalue.cursiz)*multival;
} else if (baseStr.includes("INT")){
tot = parseInt(pvalue.curint)*multival;
} else if (baseStr.includes("POW")){
tot = parseInt(pvalue.curpow)*multival;
} else if (baseStr.includes("DEX")){
tot = parseInt(pvalue.curdex)*multival;
} else if (baseStr.includes("CHR")){
tot = parseInt(pvalue.curchr)*multival;
}
console.log("tot "+tot);
}
else{
tot=parseInt(baseStr);
}
setAttrs({repeating_knowledgeSkills_base2:tot});
});
});
on("change:repeating_knowledgeSkills:base2 change:repeating_knowledgeSkills:skillValue", function() {
getAttrs(["repeating_knowledgeSkills_base2","repeating_knowledgeSkills_skillValue","knowledge_mod"], function(pvalue) {
console.log("!!!!!!!base2 "+pvalue.repeating_knowledgeSkills_base2);
console.log("!!!!!!skill value "+pvalue.repeating_knowledgeSkills_skillValue);
console.log("!!!!!!!!!!knowledge mod "+pvalue.knowledge_mod);
var base2 = parseInt(pvalue.repeating_knowledgeSkills_base2);
var skillValue= parseInt(pvalue.repeating_knowledgeSkills_skillValue);
tot = 0;
if ((base2+skillValue)>0){
var tot = base2+skillValue+parseInt(pvalue.knowledge_mod);
}
setAttrs({repeating_knowledgeSkills_skillTotal:tot});
});
});
on("change:knowledge_mod", function() {
resetSkills("repeating_knowledgeSkills","knowledge_mod","0");
});
///////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
on("change:repeating_magicSkills:base", function() {
getAttrs(["repeating_magicSkills_base","curstr","curcon","cursiz","curint","curpow","curdex","curchr"], function(pvalue) {
var baseStr = pvalue.repeating_magicSkills_base;
baseStr = baseStr.toUpperCase();
var tot = 0;
if (baseStr.includes("*")){
//get multiplier
var multiplier = baseStr.split("*");
console.log("!!!!!!multiplier "+multiplier);
var multival = parseInt(multiplier[1]);
console.log("!!!!!!!!!!!multival "+multival);
if (baseStr.includes("STR")){
tot = parseInt(pvalue.curstr)*multival;
} else if (baseStr.includes("CON")){
tot = parseInt(pvalue.curcon)*multival;
} else if (baseStr.includes("SIZ")){
tot = parseInt(pvalue.cursiz)*multival;
} else if (baseStr.includes("INT")){
tot = parseInt(pvalue.curint)*multival;
} else if (baseStr.includes("POW")){
tot = parseInt(pvalue.curpow)*multival;
} else if (baseStr.includes("DEX")){
tot = parseInt(pvalue.curdex)*multival;
} else if (baseStr.includes("CHR")){
tot = parseInt(pvalue.curchr)*multival;
}
console.log("tot "+tot);
}
else{
tot=parseInt(baseStr);
}
setAttrs({repeating_magicSkills_base2:tot});
});
});
on("change:repeating_magicSkills:base2 change:repeating_magicSkills:skillValue", function() {
getAttrs(["repeating_magicSkills_base2","repeating_magicSkills_skillValue","magic_mod"], function(pvalue) {
console.log("!!!!!!!base2 "+pvalue.repeating_magicSkills_base2);
console.log("!!!!!!skill value "+pvalue.repeating_magicSkills_skillValue);
console.log("!!!!!!!!!!magic mod "+pvalue.magic_mod);
var base2 = parseInt(pvalue.repeating_magicSkills_base2);
var skillValue = parseInt(pvalue.repeating_magicSkills_skillValue);
var tot = base2+skillValue+parseInt(pvalue.magic_mod);
setAttrs({repeating_magicSkills_skillTotal:tot});
});
});
on("change:magic_mod", function() {
resetSkills("repeating_magicSkills","magic_mod","0");
});
///////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
on("change:repeating_manipulationSkills:base", function() {
getAttrs(["repeating_manipulationSkills_base","curstr","curcon","cursiz","curint","curpow","curdex","curchr"], function(pvalue) {
var baseStr = pvalue.repeating_manipulationSkills_base;
baseStr = baseStr.toUpperCase();
var tot = 0;
if (baseStr.includes("*")){
//get multiplier
var multiplier = baseStr.split("*");
console.log("!!!!!!multiplier "+multiplier);
var multival = parseInt(multiplier[1]);
console.log("!!!!!!!!!!!multival "+multival);
if (baseStr.includes("STR")){
tot = parseInt(pvalue.curstr)*multival;
} else if (baseStr.includes("CON")){
tot = parseInt(pvalue.curcon)*multival;
} else if (baseStr.includes("SIZ")){
tot = parseInt(pvalue.cursiz)*multival;
} else if (baseStr.includes("INT")){
tot = parseInt(pvalue.curint)*multival;
} else if (baseStr.includes("POW")){
tot = parseInt(pvalue.curpow)*multival;
} else if (baseStr.includes("DEX")){
tot = parseInt(pvalue.curdex)*multival;
} else if (baseStr.includes("CHR")){
tot = parseInt(pvalue.curchr)*multival;
}
console.log("tot "+tot);
}
else{
tot=parseInt(baseStr);
}
setAttrs({repeating_manipulationSkills_base2:tot});
});
});
on("change:repeating_manipulationSkills:base2 change:repeating_manipulationSkills:skillValue", function() {
getAttrs(["repeating_manipulationSkills_base2","repeating_manipulationSkills_skillValue","manipulation_mod","enc_mod2"], function(pvalue) {
console.log("!!!!!!!base2 "+pvalue.repeating_manipulationSkills_base2);
console.log("!!!!!!skill value "+pvalue.repeating_manipulationSkills_skillValue);
console.log("!!!!!!!!!!manipulation mod "+pvalue.manipulation_mod);
var base2 = parseInt(pvalue.repeating_manipulationSkills_base2);
var skillValue = parseInt(pvalue.repeating_manipulationSkills_skillValue);
var tot = base2+skillValue+parseInt(pvalue.manipulation_mod)+parseInt(pvalue.enc_mod2);
setAttrs({repeating_manipulationSkills_skillTotal:tot});
});
});
on("change:manipulation_mod", function() {
resetSkills("repeating_manipulationSkills","manipulation_mod","1");
resetSkills("repeating_meleeSkills","manipulation_mod","1");
resetSkills("repeating_missileSkills","manipulation_mod","1");
resetSkills("repeating_shieldSkills","manipulation_mod","1");
resetSkills("repeating_naturalWpnSkills","manipulation_mod","1");
});
on("change:enc_mod2", function() {
resetSkills("repeating_agilitySkills","agility_mod","1");
resetSkills("repeating_manipulationSkills","manipulation_mod","1");
resetSkills("repeating_meleeSkills","manipulation_mod","1");
resetSkills("repeating_missileSkills","manipulation_mod","1");
resetSkills("repeating_shieldSkills","manipulation_mod","1");
resetSkills("repeating_naturalWpnSkills","manipulation_mod","1");
});
///////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
on("change:repeating_perceptionSkills:base", function() {
getAttrs(["repeating_perceptionSkills_base","curstr","curcon","cursiz","curint","curpow","curdex","curchr"], function(pvalue) {
var baseStr = pvalue.repeating_perceptionSkills_base;
baseStr = baseStr.toUpperCase();
var tot = 0;
if (baseStr.includes("*")){
//get multiplier
var multiplier = baseStr.split("*");
console.log("!!!!!!multiplier "+multiplier);
var multival = parseInt(multiplier[1]);
console.log("!!!!!!!!!!!multival "+multival);
if (baseStr.includes("STR")){
tot = parseInt(pvalue.curstr)*multival;
} else if (baseStr.includes("CON")){
tot = parseInt(pvalue.curcon)*multival;
} else if (baseStr.includes("SIZ")){
tot = parseInt(pvalue.cursiz)*multival;
} else if (baseStr.includes("INT")){
tot = parseInt(pvalue.curint)*multival;
} else if (baseStr.includes("POW")){
tot = parseInt(pvalue.curpow)*multival;
} else if (baseStr.includes("DEX")){
tot = parseInt(pvalue.curdex)*multival;
} else if (baseStr.includes("CHR")){
tot = parseInt(pvalue.curchr)*multival;
}
console.log("tot "+tot);
}
else{
tot=parseInt(baseStr);
}
setAttrs({repeating_perceptionSkills_base2:tot});
});
});
on("change:repeating_perceptionSkills:base2 change:repeating_perceptionSkills:skillValue", function() {
getAttrs(["repeating_perceptionSkills_base2","repeating_perceptionSkills_skillValue","perception_mod"], function(pvalue) {
console.log("!!!!!!!base2 "+pvalue.repeating_perceptionSkills_base2);
console.log("!!!!!!skill value "+pvalue.repeating_perceptionSkills_skillValue);
console.log("!!!!!!!!!!perception mod "+pvalue.perception_mod);
var base2 = parseInt(pvalue.repeating_perceptionSkills_base2);
var skillValue = parseInt(pvalue.repeating_perceptionSkills_skillValue);
var tot = 0;
if (base2+skillValue>0){
var tot = base2+skillValue+parseInt(pvalue.perception_mod);
}
setAttrs({repeating_perceptionSkills_skillTotal:tot});
});
});
on("change:perception_mod", function() {
resetSkills("repeating_perceptionSkills","perception_mod","0");
});
///////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
on("change:repeating_stealthSkills:base", function() {
getAttrs(["repeating_stealthSkills_base","curstr","curcon","cursiz","curint","curpow","curdex","curchr"], function(pvalue) {
var baseStr = pvalue.repeating_stealthSkills_base;
baseStr = baseStr.toUpperCase();
var tot = 0;
if (baseStr.includes("*")){
//get multiplier
var multiplier = baseStr.split("*");
console.log("!!!!!!multiplier "+multiplier);
var multival = parseInt(multiplier[1]);
console.log("!!!!!!!!!!!multival "+multival);
if (baseStr.includes("STR")){
tot = parseInt(pvalue.curstr)*multival;
} else if (baseStr.includes("CON")){
tot = parseInt(pvalue.curcon)*multival;
} else if (baseStr.includes("SIZ")){
tot = parseInt(pvalue.cursiz)*multival;
} else if (baseStr.includes("INT")){
tot = parseInt(pvalue.curint)*multival;
} else if (baseStr.includes("POW")){
tot = parseInt(pvalue.curpow)*multival;
} else if (baseStr.includes("DEX")){
tot = parseInt(pvalue.curdex)*multival;
} else if (baseStr.includes("CHR")){
tot = parseInt(pvalue.curchr)*multival;
}
console.log("tot "+tot);
}
else{
tot=parseInt(baseStr);
}
setAttrs({repeating_stealthSkills_base2:tot});
});
});
on("change:repeating_stealthSkills:base2 change:repeating_stealthSkills:skillValue", function() {
getAttrs(["repeating_stealthSkills_base2","repeating_stealthSkills_skillValue","stealth_mod","enc_mod2"], function(pvalue) {
console.log ("stealth skills");
console.log("!!!!!!!base2 "+pvalue.repeating_stealthSkills_base2);
console.log("!!!!!!skill value "+pvalue.repeating_stealthSkills_skillValue);
console.log("!!!!!!!!!!stealth mod "+pvalue.stealth_mod);
var base2 = parseInt(pvalue.repeating_stealthSkills_base2);
var skillValue = parseInt(pvalue.repeating_stealthSkills_skillValue);
var tot = 0;
if (base2+skillValue>0){
var tot = base2+skillValue+parseInt(pvalue.stealth_mod)+parseInt(pvalue.enc_mod2);
}
setAttrs({repeating_stealthSkills_skillTotal:tot});
});
});
on("change:swim_mod", function() {
resetSkills("repeating_agilitySkills","agility_mod","1");
});
on("change:dodge_mod2", function() {
resetSkills("repeating_agilitySkills","agility_mod","1");
});
on("change:stealth_mod", function() {
resetSkills("repeating_stealthSkills","stealth_mod","1");
});
///////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
on("change:repeating_meleeSkills:base", function() {
getAttrs(["repeating_meleeSkills_base","curstr","curcon","cursiz","curint","curpow","curdex","curchr"], function(pvalue) {
var baseStr = pvalue.repeating_meleeSkills_base;
baseStr = baseStr.toUpperCase();
var tot = 0;
if (baseStr.includes("*")){
//get multiplier
var multiplier = baseStr.split("*");
console.log("!!!!!!multiplier "+multiplier);
var multival = parseInt(multiplier[1]);
console.log("!!!!!!!!!!!multival "+multival);
if (baseStr.includes("STR")){
tot = parseInt(pvalue.curstr)*multival;
} else if (baseStr.includes("CON")){
tot = parseInt(pvalue.curcon)*multival;
} else if (baseStr.includes("SIZ")){
tot = parseInt(pvalue.cursiz)*multival;
} else if (baseStr.includes("INT")){
tot = parseInt(pvalue.curint)*multival;
} else if (baseStr.includes("POW")){
tot = parseInt(pvalue.curpow)*multival;
} else if (baseStr.includes("DEX")){
tot = parseInt(pvalue.curdex)*multival;
} else if (baseStr.includes("CHR")){
tot = parseInt(pvalue.curchr)*multival;
}
console.log("tot "+tot);
}
else{
tot=parseInt(baseStr);
}
setAttrs({repeating_meleeSkills_base2:tot});
});
});
on("change:repeating_meleeSkills:base2 change:repeating_meleeSkills:skillValue", function() {
getAttrs(["repeating_meleeSkills_base2","repeating_meleeSkills_skillValue","manipulation_mod"], function(pvalue) {
console.log("!!!!!!!base2 "+pvalue.repeating_meleeSkills_base2);
console.log("!!!!!!skill value "+pvalue.repeating_meleeSkills_skillValue);
console.log("!!!!!!!!!!melee mod "+pvalue.manipulation_mod);
var base2 = parseInt(pvalue.repeating_meleeSkills_base2);
var skillValue = parseInt(pvalue.repeating_meleeSkills_skillValue);
var tot = 0;
if (base2+skillValue>0){
var tot = base2+skillValue+parseInt(pvalue.manipulation_mod);
}
setAttrs({repeating_meleeSkills_skillTotal:tot});
});
});
///////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
on("change:repeating_missileSkills:base", function() {
getAttrs(["repeating_missileSkills_base","curstr","curcon","cursiz","curint","curpow","curdex","curchr"], function(pvalue) {
var baseStr = pvalue.repeating_missileSkills_base;
baseStr = baseStr.toUpperCase();
var tot = 0;
if (baseStr.includes("*")){
//get multiplier
var multiplier = baseStr.split("*");
console.log("!!!!!!multiplier "+multiplier);
var multival = parseInt(multiplier[1]);
console.log("!!!!!!!!!!!multival "+multival);
if (baseStr.includes("STR")){
tot = parseInt(pvalue.curstr)*multival;
} else if (baseStr.includes("CON")){
tot = parseInt(pvalue.curcon)*multival;
} else if (baseStr.includes("SIZ")){
tot = parseInt(pvalue.cursiz)*multival;
} else if (baseStr.includes("INT")){
tot = parseInt(pvalue.curint)*multival;
} else if (baseStr.includes("POW")){
tot = parseInt(pvalue.curpow)*multival;
} else if (baseStr.includes("DEX")){
tot = parseInt(pvalue.curdex)*multival;
} else if (baseStr.includes("CHR")){
tot = parseInt(pvalue.curchr)*multival;
}
console.log("tot "+tot);
}
else{
tot=parseInt(baseStr);
}
setAttrs({repeating_missileSkills_base2:tot});
});
});
on("change:repeating_missileSkills:base2 change:repeating_missileSkills:skillValue", function() {
getAttrs(["repeating_missileSkills_base2","repeating_missileSkills_skillValue","manipulation_mod"], function(pvalue) {
console.log("!!!!!!!base2 "+pvalue.repeating_missileSkills_base2);
console.log("!!!!!!skill value "+pvalue.repeating_missileSkills_skillValue);
console.log("!!!!!!!!!!missile mod "+pvalue.manipulation_mod);
var base2 = parseInt(pvalue.repeating_missileSkills_base2);
var skillValue = parseInt(pvalue.repeating_missileSkills_skillValue);
var tot = 0;
if (base2+skillValue>0){
var tot = base2+skillValue+parseInt(pvalue.manipulation_mod);
}
setAttrs({repeating_missileSkills_skillTotal:tot});
});
});
///////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
on("change:repeating_shieldSkills:base", function() {
getAttrs(["repeating_shieldSkills_base","curstr","curcon","cursiz","curint","curpow","curdex","curchr"], function(pvalue) {
var baseStr = pvalue.repeating_shieldSkills_base;
baseStr = baseStr.toUpperCase();
var tot = 0;
if (baseStr.includes("*")){
//get multiplier
var multiplier = baseStr.split("*");
console.log("!!!!!!multiplier "+multiplier);
var multival = parseInt(multiplier[1]);
console.log("!!!!!!!!!!!multival "+multival);
if (baseStr.includes("STR")){
tot = parseInt(pvalue.curstr)*multival;
} else if (baseStr.includes("CON")){
tot = parseInt(pvalue.curcon)*multival;
} else if (baseStr.includes("SIZ")){
tot = parseInt(pvalue.cursiz)*multival;
} else if (baseStr.includes("INT")){
tot = parseInt(pvalue.curint)*multival;
} else if (baseStr.includes("POW")){
tot = parseInt(pvalue.curpow)*multival;
} else if (baseStr.includes("DEX")){
tot = parseInt(pvalue.curdex)*multival;
} else if (baseStr.includes("CHR")){
tot = parseInt(pvalue.curchr)*multival;
}
console.log("tot "+tot);
}
else{
tot=parseInt(baseStr);
}
setAttrs({repeating_shieldSkills_base2:tot});
});
});
on("change:repeating_shieldSkills:base2 change:repeating_shieldSkills:skillValue", function() {
getAttrs(["repeating_shieldSkills_base2","repeating_shieldSkills_skillValue","manipulation_mod"], function(pvalue) {
console.log("!!!!!!!base2 "+pvalue.repeating_shieldSkills_base2);
console.log("!!!!!!skill value "+pvalue.repeating_shieldSkills_skillValue);
console.log("!!!!!!!!!!shield mod "+pvalue.manipulation_mod);
var base2 = parseInt(pvalue.repeating_shieldSkills_base2);
var skillValue = parseInt(pvalue.repeating_shieldSkills_skillValue);
var tot = 0;
if (base2+skillValue>0){
var tot = base2+skillValue+parseInt(pvalue.manipulation_mod);
}
setAttrs({repeating_shieldSkills_skillTotal:tot});
});
});
///////////////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////
on("change:repeating_naturalWpnSkills:base", function() {
getAttrs(["repeating_naturalWpnSkills_base","curstr","curcon","cursiz","curint","curpow","curdex","curchr"], function(pvalue) {
var baseStr = pvalue.repeating_naturalWpnSkills_base;
baseStr = baseStr.toUpperCase();
var tot = 0;
if (baseStr.includes("*")){
//get multiplier
var multiplier = baseStr.split("*");
console.log("!!!!!!multiplier "+multiplier);
var multival = parseInt(multiplier[1]);
console.log("!!!!!!!!!!!multival "+multival);
if (baseStr.includes("STR")){
tot = parseInt(pvalue.curstr)*multival;
} else if (baseStr.includes("CON")){
tot = parseInt(pvalue.curcon)*multival;
} else if (baseStr.includes("SIZ")){
tot = parseInt(pvalue.cursiz)*multival;
} else if (baseStr.includes("INT")){
tot = parseInt(pvalue.curint)*multival;
} else if (baseStr.includes("POW")){
tot = parseInt(pvalue.curpow)*multival;
} else if (baseStr.includes("DEX")){
tot = parseInt(pvalue.curdex)*multival;
} else if (baseStr.includes("CHR")){
tot = parseInt(pvalue.curchr)*multival;
}
console.log("tot "+tot);
}
else{
tot=parseInt(baseStr);
}
setAttrs({repeating_naturalWpnSkills_base2:tot});
});
});
on("change:repeating_naturalWpnSkills:base2 change:repeating_naturalWpnSkills:skillValue", function() {
getAttrs(["repeating_naturalWpnSkills_base2","repeating_naturalWpnSkills_skillValue","manipulation_mod"], function(pvalue) {
console.log("!!!!!!!base2 "+pvalue.repeating_naturalWpnSkills_base2);
console.log("!!!!!!skill value "+pvalue.repeating_naturalWpnSkills_skillValue);
console.log("!!!!!!!!!!naturalWpnsSkills mod "+pvalue.manipulation_mod);
var base2 = parseInt(pvalue.repeating_naturalWpnSkills_base2);
var skillValue = parseInt(pvalue.repeating_naturalWpnSkills_skillValue);
var tot = 0;
if (base2+skillValue>0){
var tot = base2+skillValue+parseInt(pvalue.manipulation_mod);
}
setAttrs({repeating_naturalWpnSkills_skillTotal:tot});
});
});
///////////////////////////////////////////////////////////////////////////////////////
on("change:fertility_rune", function() {
getAttrs(["fertility_rune"], function(pvalue) {
setAttrs({death_rune:100-pvalue.fertility_rune});
});
});
on("change:death_rune", function() {
getAttrs(["death_rune"], function(pvalue) {
setAttrs({fertility_rune:100-pvalue.death_rune});
});
});
on("change:harmony_rune", function() {
getAttrs(["harmony_rune"], function(pvalue) {
setAttrs({disorder_rune:100-pvalue.harmony_rune});
});
});
on("change:disorder_rune", function() {
getAttrs(["disorder_rune"], function(pvalue) {
setAttrs({harmony_rune:100-pvalue.disorder_rune});
});
});
on("change:truth_rune", function() {
getAttrs(["truth_rune"], function(pvalue) {
setAttrs({illusion_rune:100-pvalue.truth_rune});
});
});
on("change:illusion_rune", function() {
getAttrs(["illusion_rune"], function(pvalue) {
setAttrs({truth_rune:100-pvalue.illusion_rune});
});
});
on("change:stasis_rune", function() {
getAttrs(["stasis_rune"], function(pvalue) {
setAttrs({movement_rune:100-pvalue.stasis_rune});
});
});
on("change:movement_rune", function() {
getAttrs(["movement_rune"], function(pvalue) {
setAttrs({stasis_rune:100-pvalue.movement_rune});
});
});
on("change:man_rune", function() {
getAttrs(["man_rune"], function(pvalue) {
setAttrs({beast_rune:100-pvalue.man_rune});
});
});
on("change:beast_rune", function() {
getAttrs(["beast_rune"], function(pvalue) {
setAttrs({man_rune:100-pvalue.beast_rune});
});
});
on("change:basestr change:modstr", function() {
getAttrs(["basestr","modstr"], function(pvalue) {
setAttrs({curstr:parseInt(pvalue.basestr)+parseInt(pvalue.modstr)});
});
});
on("change:basecon change:modcon", function() {
getAttrs(["basecon","modcon"], function(pvalue) {
setAttrs({curcon:parseInt(pvalue.basecon)+parseInt(pvalue.modcon)});
});
});
on("change:basesiz change:modsiz", function() {
getAttrs(["basesiz","modsiz"], function(pvalue) {
setAttrs({cursiz:parseInt(pvalue.basesiz)+parseInt(pvalue.modsiz)});
});
});
on("change:baseint change:modint", function() {
getAttrs(["baseint","modint"], function(pvalue) {
setAttrs({curint:parseInt(pvalue.baseint)+parseInt(pvalue.modint)});
});
});
on("change:basepow change:modpow", function() {
getAttrs(["basepow","modpow"], function(pvalue) {
setAttrs({curpow:parseInt(pvalue.basepow)+parseInt(pvalue.modpow)});
});
});
on("change:basechr change:modchr", function() {
getAttrs(["basechr","modchr"], function(pvalue) {
setAttrs({curchr:parseInt(pvalue.basechr)+parseInt(pvalue.modchr)});
});
});
on("change:basedex change:moddex", function() {
getAttrs(["basedex","moddex"], function(pvalue) {
setAttrs({curdex:parseInt(pvalue.basedex)+parseInt(pvalue.moddex)});
});
});
//Set heal rate
on("change:curcon", function() {
getAttrs(["curcon"], function(pvalue) {
var charCon = parseInt(pvalue.curcon);
var hr = 0;
if (charCon < 7){
hr = 1;
} else if (charCon < 13){
hr = 2;
} else if (charCon < 18){
hr = 3;
} else {
hr += (3 + Math.ceil((charCon-18)/6));
}
setAttrs({heal_rate:hr});
console.log("************ Siz SRM Calculation ************");
});
});
//spirit combat damage
on("change:curpow change:curchr", function() {
getAttrs(["curpow","curchr"], function(pvalue) {
var charPow = parseInt(pvalue.curpow);
var charChr = parseInt(pvalue.curchr);
var hr = 0;
var sprtCbtDam = "";
console.log("!!!!!!!!!!! "+(charPow+charChr));
if (charPow+charChr < 13){
sprtCbtDam = "1D3"; <!-- 2-12-->
} else if (charPow+charChr < 25){
sprtCbtDam = "1D6"; <!-- 13-24 -->
} else if (charPow+charChr < 33){
sprtCbtDam = "1D6+1"; <!-- 25-32-->
} else if (charPow+charChr < 41){
sprtCbtDam = "1D6+3"; <!-- 33-40-->
} else if (charPow+charChr < 57){
sprtCbtDam = "2D6+3"; <!-- 41- 56 -->
} else {
var val = (2 + Math.ceil(((charPow+charChr)-56)/16));
sprtCbtDam = val+"D6+"+(val+2);
}
setAttrs({sprt_cmbt_damage:sprtCbtDam});
});
});
on("change:thp_wnds", function() {
getAttrs(["thp_wnds"], function(values) {
var wnds = parseInt(values.thp_wnds);
//var locstre = parseInt(values.l_leg_stre);
var damage = eval(wnds);
setAttrs({thp_loss:damage});
});
});
//reset weapon str/ def penalties if str changes
on("change:curstr change:curdex change:cursiz", function() {
console.log("start weapon str/dex min checks ");
/* Start melee Section */
getSectionIDs("repeating_melee2", function(idArray) {
if (idArray.length > 0) {
_.each(idArray, function(currentID, i) {
getAttrs(["repeating_melee2_" + currentID + "_wpnstr","repeating_melee2_" + currentID + "_wpndex","curstr","curdex" ], function(values) {
console.log("melee section");
var wStr = parseInt(values["repeating_melee2_" + idArray[i] + "_wpnstr"]);
var wDex = parseInt(values["repeating_melee2_" + idArray[i] + "_wpndex"]);
var cStr = parseInt(values.curstr);
var cDex = parseInt(values.curdex);
var mod =1;
var attrsToSet = {};
var strBonus = 0;
if (wStr > 0 && wDex >0){
if (cStr > wStr){
strBonus = Math.floor((cStr-wStr)/2);
}
if (cStr < wStr && cDex+strBonus < wDex){
mod =0.5;
}
}
else if (wStr > 0 && cStr < wStr){
mod=0.5
}
else if (wDex >0){
if (cDex < wDex){
mod=0.5
}
}
var meleeModId = "repeating_melee2_" + idArray[i] + "_minmod";
attrsToSet[meleeModId] = mod;
console.log("attrsToSet");
console.log(attrsToSet);
setAttrs(attrsToSet);
/*
console.log("wStr");
console.log(wStr);
console.log("wDex");
console.log(wDex);
console.log("Str");
console.log(cStr);
console.log("Dex");
console.log(cDex);
*/
});
});
}
});
/* End melee section */
/* Start missle Section */
getSectionIDs("repeating_missle2", function(idArray) {
if (idArray.length > 0) {
_.each(idArray, function(currentID, i) {
getAttrs(["repeating_missle2_" + currentID + "_mdbtoggle","repeating_missle2_" + currentID + "_wpnstr","repeating_missle2_" + currentID + "_wpndex","curstr","curdex","mdamagebonus","mmaxDb" ], function(values) {
console.log("missle section");
var wStr = parseInt(values["repeating_missle2_" + idArray[i] + "_wpnstr"]);
var wDex = parseInt(values["repeating_missle2_" + idArray[i] + "_wpndex"]);
var mdb = values["repeating_missle2_" + idArray[i] + "_mdbtoggle"]
var cStr = parseInt(values.curstr);
var cDex = parseInt(values.curdex);
var mod = 1;
var strBonus = 0;
var mdbStr = "0";
var mdbStr2 = "0";
var attrsToSet = {};
if (wStr > 0 && wDex >0){
if (cStr > wStr){
strBonus = Math.floor((cStr-wStr)/2);
}
if (cStr < wStr && cDex+strBonus < wDex){
mod =0.5;
}
}
else if (wStr >0 && cStr < wStr){
mod=0.5;
}
else if (wDex >0){
if (cDex < wDex){
mod=0.5;
}
}
var missleModId = "repeating_missle2_" + idArray[i] + "_minmod";
attrsToSet[missleModId] = mod;
console.log("attrsToSet");
console.log(attrsToSet);
setAttrs(attrsToSet);
//set missle damage bonus
var missledbId = "repeating_missle2_" + idArray[i] + "_wpnmdb";
var misslemaxdbId = "repeating_missle2_" + idArray[i] + "_maxwpnmdb";
if (mdb=="on"){
mdbStr = values.mdamagebonus;
mdbStr2 = values.mmaxDb;
}
attrsToSet[missledbId] = mdbStr;
attrsToSet[misslemaxdbId] = mdbStr2;
console.log("new missle bonus");
console.log(attrsToSet);
setAttrs(attrsToSet);
/*
console.log("wStr");
console.log(wStr);
console.log("wDex");
console.log(wDex);
console.log("Str");
console.log(cStr);
console.log("Dex");
console.log(cDex);
*/
});
});
}
});
/* End missle section */
});
/*attr_missle_db*/
on("change:repeating_melee2:skillDefault", function() {
getAttrs(["repeating_melee2_skillDefault"], function(values) {
console.log("Start skill default");
var val = 1;
if (values.repeating_melee2_skillDefault=="on"){
val= 0.5;
}
console.log("!!!!1 WHAT IS FUCKING VAL "+val);
setAttrs({repeating_melee2_skillReduct:val});
});
});
on("change:repeating_missle2:skillDefault", function() {
getAttrs(["repeating_missle2_skillDefault"], function(values) {
console.log("Start skill default");
var val = 1;
if (values.repeating_missle2_skillDefault=="on"){
val= 0.5;
}
console.log("!!!!1 WHAT IS FUCKING VAL "+val);
setAttrs({repeating_missle2_skillReduct:val});
});
});
on("change:repeating_melee2:mntDbToggle", function() {
getAttrs(["repeating_melee2_mntDbToggle"], function(values) {
console.log("Start set mounted damage bonus");
var mdb = values.repeating_melee2_mntDbToggle;
var val = 0;
if (mdb=="on"){
val= 1;
}
console.log("!!!!1 WHAT IS VAL "+val);
setAttrs({repeating_melee2_mntTogVal:val});
});
});
on("change:repeating_missle2:mdbtoggle", function() {
getAttrs(["repeating_missle2_mdbtoggle","mdamagebonus"], function(values) {
console.log("Start set missle damage bonus");
console.log(values);
console.log(values.repeating_missle2_mdbtoggle);
var mdb = values.repeating_missle2_mdbtoggle;
var mdbStr = "0";
var maxmdbStr = "0";
if (mdb=="on"){
mdbStr = values.mdamagebonus;
mdbStr = mdbStr.toUpperCase();
var splitMdb = mdbStr.split("D");
maxmdbStr = splitMdb[0]*splitMdb[1];
}
setAttrs({repeating_missle2_wpnmdb:mdbStr,repeating_missle2_maxwpnmdb:maxmdbStr});
});
});
on("change:repeating_missle2:wpndex change:repeating_missle2:wpnstr", function() {
getAttrs(["repeating_missle2_wpnstr","repeating_missle2_wpndex","curdex","curstr"], function(values) {
var wStr = parseInt(values.repeating_missle2_wpnstr);
var wDex = parseInt(values.repeating_missle2_wpndex);
var cStr = parseInt(values.curstr);
var cDex = parseInt(values.curdex);
var mod = 1;
var strBonus = 0;
var attrsToSet = {};
if (wStr > 0 && wDex >0){
if (cStr > wStr){
strBonus = Math.floor((cStr-wStr)/2);
}
if (cStr < wStr && cDex+strBonus < wDex){
mod =0.5;
}
}
else if (wStr >0 && cStr < wStr){
mod=0.5;
}
else if (wDex >0){
if (cDex < wDex){
mod=0.5;
}
}
setAttrs({repeating_missle2_minmod:mod});
});
});
on("change:repeating_melee2:wpndex change:repeating_melee2:wpnstr", function() {
getAttrs(["repeating_melee2_wpnstr","repeating_melee2_wpndex","curdex","curstr"], function(values) {
var wStr = parseInt(values.repeating_melee2_wpnstr);
var wDex = parseInt(values.repeating_melee2_wpndex);
var cStr = parseInt(values.curstr);
var cDex = parseInt(values.curdex);
var mod = 1;
var strBonus = 0;
var attrsToSet = {};
if (wStr > 0 && wDex >0){
if (cStr > wStr){
strBonus = Math.floor((cStr-wStr)/2);
}
if (cStr < wStr && cDex+strBonus < wDex){
mod =0.5;
}
}
else if (wStr >0 && cStr < wStr){
mod=0.5;
}
else if (wDex >0){
if (cDex < wDex){
mod=0.5;
}
}
setAttrs({repeating_melee2_minmod:mod});
});
});
//wpn_damage
//calculate melee spcecial and critical damage
on("change:repeating_melee2:wpn_damage change:repeating_melee2:wpn_spl", function() {
getAttrs(["repeating_melee2_wpn_damage","repeating_melee2_wpn_spl"], function(values) {
var spcl = parseInt(values.repeating_melee2_wpn_spl);
var wDmg = values.repeating_melee2_wpn_damage;
console.log("spcl "+spcl);
wDmg = wDmg.toUpperCase();
console.log("dmg "+wDmg);
var dmgSplit = wDmg.split(/[\D+]+/);
var newStr = "";
var newAdd = 0;
var cDamage = (parseInt(dmgSplit[0])*parseInt(dmgSplit[1]))+parseInt(dmgSplit[2]);
console.log("dmgSplit" +dmgSplit);
var newDice = parseInt(dmgSplit[0])*2;
if (spcl !==2){
if (dmgSplit.length===3){
cDamage = (newDice*parseInt(dmgSplit[1]))+parseInt(dmgSplit[2]*2);
}else{
cDamage = newDice*parseInt(dmgSplit[1]);
}
}
else{
if (dmgSplit.length===3){
cDamage = parseInt(dmgSplit[0])*parseInt(dmgSplit[1]);
cDamage = cDamage+parseInt(dmgSplit[2]);
}else{
cDamage = (parseInt((dmgSplit[0])*parseInt(dmgSplit[1])));
}
}
console.log("cDamage "+cDamage);
console.log("newDice "+newDice);
if (spcl !==2){
if (dmgSplit.length===3){
newAdd = parseInt(dmgSplit[2])*2
newStr = newDice+"D"+dmgSplit[1]+"+"+newAdd;
}
else{
newStr = newDice+"D"+dmgSplit[1];
}
}
else{
newStr = wDmg;
}
console.log("newStr "+newStr)
setAttrs({repeating_melee2_spcldamage:newStr,repeating_melee2_critdamage:cDamage});
});
});
//wpn_damage
//calculate missle spcecial and critical damage
on("change:repeating_missle2:wpn_damage change:repeating_missle2:wpn_spl", function() {
getAttrs(["repeating_missle2_wpn_damage","repeating_missle2_wpn_spl"], function(values) {
var spcl = parseInt(values.repeating_missle2_wpn_spl);
var wDmg = values.repeating_missle2_wpn_damage;
console.log("spcl "+spcl);
wDmg = wDmg.toUpperCase();
console.log("dmg "+wDmg);
var dmgSplit = wDmg.split(/[\D+]+/);
var newStr = "";
var newAdd = 0;
var cDamage = (parseInt(dmgSplit[0])*parseInt(dmgSplit[1]))+parseInt(dmgSplit[2]);
console.log("dmgSplit" +dmgSplit);
var newDice = parseInt(dmgSplit[0])*2;
if (spcl !==2){
if (dmgSplit.length===3){
cDamage = (newDice*parseInt(dmgSplit[1]))+parseInt(dmgSplit[2]*2);
}else{
cDamage = newDice*parseInt(dmgSplit[1]);
}
}
else{
if (dmgSplit.length===3){
cDamage = parseInt(dmgSplit[0])*parseInt(dmgSplit[1]);
cDamage = cDamage+parseInt(dmgSplit[2]);
}else{
cDamage = (parseInt((dmgSplit[0])*parseInt(dmgSplit[1])));
}
}
console.log("cDamage "+cDamage);
console.log("newDice "+newDice);
if (spcl !==2){
if (dmgSplit.length===3){
newAdd = parseInt(dmgSplit[2])*2
newStr = newDice+"D"+dmgSplit[1]+"+"+newAdd;
}
else{
newStr = newDice+"D"+dmgSplit[1];
}
}
else{
newStr = wDmg;
}
console.log("newStr "+newStr)
setAttrs({repeating_missle_spcldamage:newStr,repeating_missle2_critdamage:cDamage});
});
})
</script>
<!-- new Roll templates -->
<rolltemplate class="sheet-rolltemplate-damageRoll">
<div style="text-align: center; color: #ffffff; background-color: #000000;">{{name}}</div>
<div style="text-align: center; color: #ffffff; background-color: #000000;">Rolls</div>
<table class="damageRoll" style="width: 100%; border 1px black">
<!--<tr><th>{{name}}</th></tr>-->
<!--<tr><td>{{crit}}/{{special}}/{{fumble}} </td></tr>-->
<tr>
<td>&nbsp;<td>
</tr>
<tr>
<td colspan="2" class="template_label"><b>{{skillname}}</b><b> Damage:</b> &nbsp;{{roll}}</td>
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-melee-roll2">
<!--awaqsdasd {{mntTogVal}}</br/>
Mount damage {{mntTot}}</br/>
mount spcl {{mntSpcl}}</br/>
mount crit {{mntCrit}}</br/>
tot {{tot}}
critSI {{critSI}}
spcl {{spclDam}}
fumble {{fumble}}-->
<img style="margin-top:3px;border-left:1px solid black;" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/RunequestG/RunequestGQS/banner.jpg" />
<div style="border: 1px solid black ">
<div style="background-color:white;color:#b87a38;text-align:center" >{{name}}</div>
<div style="background-color:white;color:#b87a38;text-align:center">{{skillname}} Roll</div>
<div style="padding-top:5px;background-color:white">
<div style="text-align:center"><b>Rolls:</b> &nbsp;{{roll}} <= {{success}}%</div>
<div style="text-align:center"><b>Result:</b>
{{#rollBetween() roll fumble 100}}
Fumble
{{/rollBetween() roll fumble 100}}
{{#^rollBetween() roll fumble 100}}
{{#rollGreater() success 99}}
{{#rollLess() roll crit}}Critical!!!!!!</td>{{/rollLess() roll crit}}
{{#^rollLess() roll crit}}
{{#rollLess() roll special}}Special!!!{{/rollLess() roll special}}
{{#rollGreater() roll 95}}Failure{{/rollGreater() roll 95}}
{{#^rollGreater() roll 95}}
{{#^rollLess() roll special}}Success{{/^rollLess() roll special}}
{{/^rollGreater() roll 95}}
{{/^rollLess() roll crit}}
{{/rollGreater() success 99}}
{{#^rollGreater() success 99}}
{{#rollLess() roll crit}}Critical!!!!!!{{/rollLess() roll crit}}
{{#^rollLess() roll crit}}
{{#rollLess() roll special}}Special!!!{{/rollLess() roll special}}
{{#^rollLess() roll special}}
{{#rollGreater() roll 95}}Failure{{/rollGreater() roll 95}}
{{#^rollGreater() roll 95}}
{{#rollBetween() roll special success}}Success{{/rollBetween() roll special success}}
{{/^rollGreater() roll 95}}
{{#^rollBetween() roll special success}}
{{#rollLess() roll fumble}}
{{#^rollGreater() roll 95}}
<td>Failure</td>
{{/^rollGreater() roll 95}}
{{/rollLess() roll fumble}}
{{#^rollLess() roll fumble}}
<td>fumble</td>
{{/^rollLess() roll fumble}}
{{/^rollBetween() roll special success}}
{{/^rollLess() roll special}}
{{/^rollLess() roll crit}}
{{/^rollGreater() success 99}}
{{/^rollBetween() roll fumble 100}}
</div>
<div style="text-align:center;background-color:white">
{{#^rollGreater() roll 95}}
{{#rollLess() roll success}}
{{#rollLess() roll crit}}
{{#rollTotal() type 2}}
<b>Damage:</b> {{critCrsh}}
{{/rollTotal() type 2}}
{{#^rollTotal() type 2}}
<tr>
<b>Damage:</b>
{{#rollTotal() mntTogVal 0}}
{{critSI}}
{{/rollTotal() mntTogVal 0}}
{{#rollTotal() mntTogVal 1}}
{{mntCrit}}
{{/rollTotal() mntTogVal 1}}
</tr>
{{/^rollTotal() type 2}}
{{/rollLess() roll crit}}
{{#^rollLess() roll crit}}
{{#rollLess() roll special}}
{{#rollTotal() type 2}}
<b>Damage:</b>{{crshDam}}
{{/rollTotal() type 2}}
{{#^rollTotal() type 2}}
<b>Damage:</b>
{{#rollTotal() mntTogVal 0}}
{{spclDam}}
{{/rollTotal() mntTogVal 0}}
{{#rollTotal() mntTogVal 1}}
{mntSpcl}}
{{/rollTotal() mntTogVal 1}}
{{/^rollTotal() type 2}}
{{/rollLess() roll special}}
{{/^rollLess() roll crit}}
{{#^rollLess() roll special}}
<b>Damage:</b>
{{#rollTotal() mntTogVal 0}}
{{tot}}
{{/rollTotal() mntTogVal 0}}
{{#rollTotal() mntTogVal 1}}
{{mntTot}}
{{/rollTotal() mntTogVal 1}}
{{/^rollLess() roll special}}
{{/rollLess() roll success}}
{{#rollTotal() roll success}}
<b>Damage1:</b>
{{#rollTotal() mntTogVal 0}}
{{tot}}
{{/rollTotal() mntTogVal 0}}
{{#rollTotal() mntTogVal 1}}
{{mntTot}}
{{/rollTotal() mntTogVal 1}}
{{/rollTotal() roll success}}
{{/^rollGreater() roll 95}}
</div>
</div>
<img style="margin-top:3px;border-left:1px solid black;" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/RunequestG/RunequestGQS/banner.jpg" />
<div style="border: 1px solid black ">
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-RQG-Fumble">
<table style="background-color: #ffffff;" class="sheet-rolltemplate-skillRoll">
<th>Fumble </th>
<tr>
{{#rollBetween() roll 1 5}}<td>Lose next parry</td>{{/rollBetween() roll 1 5}}
{{#rollBetween() roll 6 10}}<td>Lose next attack</td>{{/rollBetween() roll 6 10}}
{{#rollBetween() roll 11 15}}<td>Lose next attack and parry</td>{{/rollBetween() roll 11 15}}
{{#rollBetween() roll 16 20}}<td>Lose next attack, parry, and any Dodge.</td>{{/rollBetween() roll 16 20}}
{{#rollBetween() roll 21 25}}<td>Lose next 1D3 attacks.</td>{{/rollBetween() roll 21 25}}
{{#rollBetween() roll 26 30}}<td>Lose next 1D3 attacks and parries.</td>{{/rollBetween() roll 26 30}}
{{#rollBetween() roll 31 35}}<td>Shield strap breaks; lose shield immediately.</td>{{/rollBetween() roll 31 35}}
{{#rollBetween() roll 36 40}}<td>Shield strap breaks; as above, and lose next attack.</td>{{/rollBetween() roll 36 40}}
{{#rollBetween() roll 41 45}}<td>Armor strap breaks and armor comes lose (roll for hit location to determine which piece of armor is lost).</td>{{/rollBetween() roll 41 45}}
{{#rollBetween() roll 46 50}}<td>Armor strap breaks, as above, and lose next attack and parry.</td>{{/rollBetween() roll 46 50}}
{{#rollBetween() roll 51 55}}<td>Fall and lose parry this round (takes 1D3 rounds to get up).</td>{{/rollBetween() roll 51 55}}
{{#rollBetween() roll 56 60}}<td>Twist ankle; lose half movement rate for 5D10 rounds.</td>{{/rollBetween() roll 56 60}}
{{#rollBetween() roll 61 63}}<td>Twist ankle and fall; apply the effects of 51–55 and 56–60.</td>{{/rollBetween() roll 61 63}}
{{#rollBetween() roll 64 67}}<td>Vision impaired; lose 25% effectiveness on attacks and parries (takes 1D3 rounds unengaged to clear vision).</td>{{/rollBetween() roll 64 67}}
{{#rollBetween() roll 68 70}}<td>Vision impaired; lose 50% effectiveness on attacks and parries (takes 1D6 rounds unengaged to clear vision).</td>{{/rollBetween() roll 68 70}}
{{#rollBetween() roll 71 72}}<td>Vision blocked; lose all attacks and parries (takes 1D6 rounds unengaged to clear vision).</td>{{/rollBetween() roll 71 72}}
{{#rollBetween() roll 73 74}}<td>Distracted; foes attack at +25% effectiveness for next round.</td>{{/rollBetween() roll 73 74}}
{{#rollBetween() roll 75 78}}<td><b>Attack:</b> Weapon used in attack dropped (takes 1D3 rounds to recover).
<br/><b>Parry:</b> Parrying weapon or shield dropped (takes 1D3 rounds to recover).</td>{{/rollBetween() roll 75 78}}
{{#rollBetween() roll 79 82}}<td><b>Attack:</b> Weapon knocked away (roll 1D6 for number of meters it travels, and roll 1D8 for compass direction it goes;
with 1=north, 2=northeast, 3=east, 4=southeast, 5=south, 6=southwest, 7=west, 8=northwest).
<br><b>Parry:</b> Parrying weapon or shield knocked away (roll 1D6 for number of meters it travels and 1D8 for compass
direction it goes, as above).</td>{{/rollBetween() roll 79 82}}
{{#rollBetween() roll 83 86}}<td><b>Attack:</b> Weapon shattered (100% chance if unenchanted; 10% less for each point of battle magic spell on weapon,
and 20% less for each point of Rune magic spell on weapon).
Parry: Parrying weapon or shield shattered (100% if unenchanted; 10% less for each point of battle magic on object,
and 20% less for each point of Rune magic.)</td>{{/rollBetween() roll 83 86}}
{{#rollBetween() roll 87 89}}<td><b>Attack:</b> Hit nearest friend (hit self if no friend near); do rolled damage.
<br><b>Parry:</b> Wide open; foe automatically hits with normal damage.</td>{{/rollBetween() roll 87 89}}
{{#rollBetween() roll 90 91}}<td><b>Attack:</b> Hit nearest friend (hit self if no friend near); do full possible damage.
<br><b>Parry:</b> Wide open; foe automatically hits with normal damage.</td>{{/rollBetween() roll 90 91}}
{{#rollTotal() roll 92}}<td><b>Attack:</b> Hit nearest friend (hit self if no friend near); do critical hit.
<br><b>Parry:</b> Wide open; foe automatically hits with normal damage.</td>{{/rollTotal() roll 92}}
{{#rollBetween() roll 93 95}}<td><b>Attack:</b> Hit self; do rolled damage.
<br><b>Parry:</b> Wide open; foe automatically hits with full possible damage.</td>{{/rollBetween() roll 93 95}}
{{#rollBetween() roll 96 97}}<td><b>Attack:</b> Hit self; do full possible damage.
<br><b>Parry:</b> Wide open; foe automatically critical hits.</td>{{/rollBetween() roll 96 97}}
{{#rollTotal() roll 98}}<td><b>Attack:</b> Hit self; do critical hit.
<br><b>Parry:</b> Wide open; foe automatically critical hits.</td>{{/rollTotal() roll 98}}
{{#rollTotal() roll 99}}<td>Blow it; roll twice on this table, and apply both results. If this result is rolled again, continue rolling until two other
results are achieved.</td>{{/rollTotal() roll 99}}
{{#rollTotal() roll 100}}<td>Blow it badly; roll three times on this table, and apply all three results. If this result is rolled again, continue rolling
until three other results are achieved.</td>{{/rollTotal() roll 100}}
</tr>
</table>
</rolltemplate>
<!--end new rolltemplates -->
<!--old templates -->
<rolltemplate class="sheet-rolltemplate-melee-roll">
<table class="skillRoll" style="border 1px black">
<tr><th colspan="2">{{name}}</th></tr>
<tr><th colspan="2">Weapon Roll</th></tr>
<!--<tr><td>{{crit}}/{{special}}/{{fumble}}</td></tr>-->
<tr>
<td class="template_label">{{skillname}} {{skillvalue}}% </td>
<td class="template_value"> ({{success}}%)</td>
</tr>
<!--<tr>
Fumble {{fumble}}
</tr>
<tr>
crit {{crit}}
</tr>
<tr>
special {{special}}
</tr>
<tr>
success {{success}}
</tr>-->
<tr>
<td class="template_label"><b>Rolled:</b></td>
<td class="template_value">&nbsp;{{roll}}</td>
</tr>
<tr>
<td class="template_label"><b>Result:</b></td>
{{#rollBetween() roll fumble 100}}
<td class="template_value">Fumble</td>
{{/rollBetween() roll fumble 100}}
{{#^rollBetween() roll fumble 100}}
{{#rollGreater() success 99}}
{{#rollLess() roll crit}}<td class="template_value">Critical!!!!!!</td>{{/rollLess() roll crit}}
{{#^rollLess() roll crit}}
{{#rollLess() roll special}}<td class="template_value">Special!!!</td>{{/rollLess() roll special}}
{{#^rollLess() roll special}}<td class="template_value">Success</td>{{/^rollLess() roll special}}
{{/^rollLess() roll crit}}
{{/rollGreater() success 99}}
{{#^rollGreater() success 99}}
{{#rollLess() roll crit}}<td class="template_value">Critical!!!!!!</td>{{/rollLess() roll crit}}
{{#^rollLess() roll crit}}
{{#rollLess() roll special}}<td class="template_value">Special!!!</td>{{/rollLess() roll special}}
{{#^rollLess() roll special}}
{{#rollBetween() roll special success}}<td class="template_value">Success</td>{{/rollBetween() roll special success}}
{{#^rollBetween() roll special success}}
{{#rollLess() roll fumble}}
<td class="template_value">Failure</td>
{{/rollLess() roll fumble}}
{{#^rollLess() roll fumble}}
<td class="template_value">fumble</td>
{{/^rollLess() roll fumble}}
{{/^rollBetween() roll special success}}
{{/^rollLess() roll special}}
{{/^rollLess() roll crit}}
{{/^rollGreater() success 99}}
{{/^rollBetween() roll fumble 100}}
{{#rollLess() roll success}}
<tr>
<td class="template_label"><b>Damage:</b></td>
<td style="text-align: right"; class="template_value">{{tot}}<td>
</tr>
{{/rollLess() roll success}}
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-HL-Melee">
<table class="skillRoll" style="border 1px black">
<tr><th colspan="2">Human Hit location roll</th></tr>
<tr>
<td>{{roll}}&nbsp;</td>
{{#rollBetween() roll 1 4}}<td class="template_label">Hit on the Left Leg</td>{{/rollBetween() roll 1 4}}
{{#rollBetween() roll 5 8}}<td class="template_label">Hit on the Right Leg</td>{{/rollBetween() roll 5 8}}
{{#rollBetween() roll 9 11}}<td class="template_label">Hit on the Abdomen</td>{{/rollBetween() roll 9 11}}
{{#rollTotal() roll 12}}
<td class="template_value">Hit on the Chest</td>
{{/rollTotal() roll 12}}
{{#rollBetween() roll 13 15}}<td class="template_label">Hit on the Right Arm</td>{{/rollBetween() roll 13 15}}
{{#rollBetween() roll 16 18}}<td class="template_label">Hit on the Left Arm</td>{{/rollBetween() roll 16 18}}
{{#rollBetween() roll 19 20}}<td class="template_label">Hit on the Head</td>{{/rollBetween() roll 19 20}}
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-HL-Missle">
<table class="skillRoll" style="border 1px black">
<tr><th colspan="2">Human Missle Hit location roll</th></tr>
<tr>
<td>{{roll}}&nbsp;</td>
{{#rollBetween() roll 1 3}}<td class="template_label">Hit on the Left Leg</td>{{/rollBetween() roll 1 3}}
{{#rollBetween() roll 4 6}}<td class="template_label">Hit on the Right Leg</td>{{/rollBetween() roll 4 6}}
{{#rollBetween() roll 7 10}}<td class="template_label">Hit on the Abdomen</td>{{/rollBetween() roll 7 10}}
{{#rollBetween() roll 11 15}}<td class="template_label">Hit on the Chest</td>{{/rollBetween() roll 11 15}}
{{#rollBetween() roll 16 17}}<td class="template_label">Hit on the Right Arm</td>{{/rollBetween() roll 16 17}}
{{#rollBetween() roll 18 19}}<td class="template_label">Hit on the Left Arm</td>{{/rollBetween() roll 18 19}}
{{#rollTotal() roll 20}}
<td class="template_value">Hit on the Head</td>
{{/rollTotal() roll 20}}
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-FLL-Missle">
<table class="skillRoll" style="border 1px black">
<tr><th colspan="2">Four-legged Missle Hit location roll</th></tr>
<tr>
<td>{{roll}}&nbsp;</td>
{{#rollBetween() roll 1 2}}<td class="template_label">Hit on the RH Leg</td>{{/rollBetween() roll 1 2}}
{{#rollBetween() roll 3 4}}<td class="template_label">Hit on the LH Leg</td>{{/rollBetween() roll 3 4}}
{{#rollBetween() roll 5 9}}<td class="template_label">Hit on the Hind Q</td>{{/rollBetween() roll 5 9}}
{{#rollBetween() roll 10 14}}<td class="template_label">Hit on the Fore Q</td>{{/rollBetween() roll 10 14}}
{{#rollBetween() roll 15 16}}<td class="template_label">Hit on the RF Leg</td>{{/rollBetween() roll 15 16}}
{{#rollBetween() roll 17 18}}<td class="template_label">Hit on the LF Leg</td>{{/rollBetween() roll 17 18}}
{{#rollBetween() roll 19 20}}<td class="template_label">Hit on the Head</td>{{/rollBetween() roll 19 20}}
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-FLL-Melee">
<table class="skillRoll" style="border 1px black">
<tr><th colspan="2">Four-legged Hit location roll</th></tr>
<tr>
<td>{{roll}}&nbsp;</td>
{{#rollBetween() roll 1 2}}<td class="template_label">Hit on the RH Leg</td>{{/rollBetween() roll 1 2}}
{{#rollBetween() roll 3 4}}<td class="template_label">Hit on the LH Leg</td>{{/rollBetween() roll 3 4}}
{{#rollBetween() roll 5 7}}<td class="template_label">Hit on the Hind Q</td>{{/rollBetween() roll 5 7}}
{{#rollBetween() roll 8 10}}<td class="template_label">Hit on the Fore Q</td>{{/rollBetween() roll 8 10}}
{{#rollBetween() roll 11 13}}<td class="template_label">Hit on the RF Leg</td>{{/rollBetween() roll 11 13}}
{{#rollBetween() roll 14 16}}<td class="template_label">Hit on the LF Leg</td>{{/rollBetween() roll 14 16}}
{{#rollBetween() roll 17 20}}<td class="template_label">Hit on the Head</td>{{/rollBetween() roll 17 20}}
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-NewtL-Missle">
<table class="skillRoll" style="border 1px black">
<tr><th colspan="2">Newtling Missle Hit location roll</th></tr>
<tr>
<td>{{roll}}&nbsp;</td>
{{#rollTotal() roll 1}}<td class="template_label">Hit on the Tail</td>{{/rollTotal() roll 1}}
{{#rollBetween() roll 2 4}}<td class="template_label">Hit on the R Leg</td>{{/rollBetween() roll 2 4}}
{{#rollBetween() roll 5 7}}<td class="template_label">Hit on the L Leg</td>{{/rollBetween() roll 5 7}}
{{#rollBetween() roll 8 11}}<td class="template_label">Hit on the Abdomen</td>{{/rollBetween() roll 8 11}}
{{#rollBetween() roll 12 15}}<td class="template_label">Hit on the Chest</td>{{/rollBetween() roll 12 15}}
{{#rollBetween() roll 16 17}}<td class="template_label">Hit on the R Arm</td>{{/rollBetween() roll 16 17}}
{{#rollBetween() roll 18 19}}<td class="template_label">Hit on the L Arm</td>{{/rollBetween() roll 18 19}}
{{#rollTotal() roll 20}}<td class="template_label">Hit on the Head</td>{{/rollTotal() roll 20}}
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-NewtL-Melee">
<table class="skillRoll" style="border 1px black">
<tr><th colspan="2">Newtling Hit location roll</th></tr>
<tr>
<td>{{roll}}&nbsp;</td>
{{#rollBetween() roll 1 2}}<td class="template_label">Hit on the Tail</td>{{/rollBetween() roll 1 2}}
{{#rollBetween() roll 3 5}}<td class="template_label">Hit on the R Leg</td>{{/rollBetween() roll 3 5}}
{{#rollBetween() roll 6 8}}<td class="template_label">Hit on the L Leg</td>{{/rollBetween() roll 6 8}}
{{#rollBetween() roll 9 11}}<td class="template_label">Hit on the Abdomen</td>{{/rollBetween() roll 9 11}}
{{#rollTotal() roll 12}}<td class="template_label">Hit on the Chest</td>{{/rollTotal() roll 12}}
{{#rollBetween() roll 13 15}}<td class="template_label">Hit on the R Arm</td>{{/rollBetween() roll 13 15}}
{{#rollBetween() roll 16 18}}<td class="template_label">Hit on the L Arm</td>{{/rollBetween() roll 16 18}}
{{#rollBetween() roll 19 20}}<td class="template_label">Hit on the Head</td>{{/rollBetween() roll 19 20}}
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-WalkL-Melee">
<table class="skillRoll" style="border 1px black">
<tr><th colspan="2">Walktapus Hit location roll</th></tr>
<tr>
<td>{{roll}}&nbsp;</td>
{{#rollBetween() roll 1 2}}<td class="template_label">Hit on the R Leg</td>{{/rollBetween() roll 1 2}}
{{#rollBetween() roll 3 4}}<td class="template_label">Hit on the L Leg</td>{{/rollBetween() roll 3 4}}
{{#rollTotal() roll 5}}<td class="template_label">Hit on the Abdomen</td>{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}<td class="template_label">Hit on the Chest</td>{{/rollTotal() roll 6}}
{{#rollBetween() roll 7 8}}<td class="template_label">Hit on the R Arm</td>{{/rollBetween() roll 7 8}}
{{#rollBetween() roll 9 10}}<td class="template_label">Hit on the L Arm</td>{{/rollBetween() roll 9 10}}
{{#rollTotal() roll 11}}<td class="template_label">Hit on the Tentacle 1</td>{{/rollTotal() roll 11}}
{{#rollTotal() roll 12}}<td class="template_label">Hit on the Tentacle 2</td>{{/rollTotal() roll 12}}
{{#rollTotal() roll 13}}<td class="template_label">Hit on the Tentacle 3</td>{{/rollTotal() roll 13}}
{{#rollTotal() roll 14}}<td class="template_label">Hit on the Tentacle 4</td>{{/rollTotal() roll 14}}
{{#rollTotal() roll 15}}<td class="template_label">Hit on the Tentacle 5</td>{{/rollTotal() roll 15}}
{{#rollTotal() roll 16}}<td class="template_label">Hit on the Tentacle 6</td>{{/rollTotal() roll 16}}
{{#rollTotal() roll 17}}<td class="template_label">Hit on the Tentacle 7</td>{{/rollTotal() roll 17}}
{{#rollTotal() roll 18}}<td class="template_label">Hit on the Tentacle 8</td>{{/rollTotal() roll 18}}
{{#rollBetween() roll 19 20}}<td class="template_label">Hit on Head</td>{{/rollBetween() roll 19 20}}
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-WalkL-Missle">
<table class="skillRoll" style="border 1px black">
<tr><th colspan="2">Walktapus Missle Hit location roll</th></tr>
<tr>
<td>{{roll}}&nbsp;</td>
{{#rollTotal() roll 1}}<td class="template_label">Hit on the R Leg</td>{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}<td class="template_label">Hit on the L Leg</td>{{/rollTotal() roll 2}}
{{#rollBetween() roll 3 4}}<td class="template_label">Hit on Abdomen</td>{{/rollBetween() roll 3 4}}
{{#rollBetween() roll 5 7}}<td class="template_label">Hit on chest</td>{{/rollBetween() roll 5 7}}
{{#rollTotal() roll 8}}<td class="template_label">Hit on the R Arm</td>{{/rollTotal() roll 8}}
{{#rollTotal() roll 9}}<td class="template_label">Hit on the L Arm</td>{{/rollTotal() roll 9}}
{{#rollTotal() roll 10}}<td class="template_label">Hit on the Tentacle 1</td>{{/rollTotal() roll 10}}
{{#rollTotal() roll 11}}<td class="template_label">Hit on the Tentacle 2</td>{{/rollTotal() roll 11}}
{{#rollTotal() roll 12}}<td class="template_label">Hit on the Tentacle 3</td>{{/rollTotal() roll 12}}
{{#rollTotal() roll 13}}<td class="template_label">Hit on the Tentacle 4</td>{{/rollTotal() roll 13}}
{{#rollTotal() roll 14}}<td class="template_label">Hit on the Tentacle 5</td>{{/rollTotal() roll 14}}
{{#rollTotal() roll 15}}<td class="template_label">Hit on the Tentacle 6</td>{{/rollTotal() roll 15}}
{{#rollTotal() roll 16}}<td class="template_label">Hit on the Tentacle 7</td>{{/rollTotal() roll 16}}
{{#rollTotal() roll 17}}<td class="template_label">Hit on the Tentacle 8</td>{{/rollTotal() roll 17}}
{{#rollBetween() roll 18 20}}<td class="template_label">Hit on Head</td>{{/rollBetween() roll 18 20}}
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-ScorpL-Missle">
<table class="skillRoll" style="border 1px black">
<tr><th colspan="2">Scorpion Man Missle Hit location roll</th></tr>
<tr>
<td>{{roll}}&nbsp;</td>
{{#rollTotal() roll 1}}<td class="template_label">Hit on the RH Leg</td>{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}<td class="template_label">Hit on the RC Leg</td>{{/rollTotal() roll 2}}
{{#rollTotal() roll 3}}<td class="template_label">Hit on the RF Leg</td>{{/rollTotal() roll 3}}
{{#rollTotal() roll 4}}<td class="template_label">Hit on the LH Leg</td>{{/rollTotal() roll 4}}
{{#rollTotal() roll 5}}<td class="template_label">Hit on the LC Leg</td>{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}<td class="template_label">Hit on the LF Leg</td>{{/rollTotal() roll 6}}
{{#rollTotal() roll 7}}<td class="template_label">Hit on the Tail</td>{{/rollTotal() roll 7}}
{{#rollBetween() roll 8 10}}<td class="template_label">Hit on the Thorax</td>{{/rollBetween() roll 8 10}}
{{#rollBetween() roll 11 15}}<td class="template_label">Hit on the Chest</td>{{/rollBetween() roll 11 15}}
{{#rollBetween() roll 16 17}}<td class="template_label">Hit on the R Arm</td>{{/rollBetween() roll 16 17}}
{{#rollBetween() roll 18 19}}<td class="template_label">Hit on the L Arm</td>{{/rollBetween() roll 18 19}}
{{#rollTotal() roll 20}}<td class="template_label">Hit on the Head</td>{{/rollTotal() roll 20}}
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-ScorpL-Melee">
<table class="skillRoll" style="border 1px black">
<tr><th colspan="2">Scorpion Man Hit location roll</th></tr>
<tr>
<td>{{roll}}&nbsp;</td>
{{#rollTotal() roll 1}}<td class="template_label">Hit on the RH Leg</td>{{/rollTotal() roll 1}}
{{#rollTotal() roll 2}}<td class="template_label">Hit on the RC Leg</td>{{/rollTotal() roll 2}}
{{#rollBetween() roll 3 4}}<td class="template_label">Hit on the RF Leg</td>{{/rollBetween() roll 3 4}}
{{#rollTotal() roll 5}}<td class="template_label">Hit on the LH Leg</td>{{/rollTotal() roll 5}}
{{#rollTotal() roll 6}}<td class="template_label">Hit on the LC Leg</td>{{/rollTotal() roll 6}}
{{#rollBetween() roll 7 8}}<td class="template_label">Hit on the LF Leg</td>{{/rollBetween() roll 7 8}}
{{#rollBetween() roll 9 10}}<td class="template_label">Hit on the Tail</td>{{/rollBetween() roll 9 10}}
{{#rollBetween() roll 11 12}}<td class="template_label">Hit on the Thorax</td>{{/rollBetween() roll 11 12}}
{{#rollBetween() roll 13 14}}<td class="template_label">Hit on the Chest</td>{{/rollBetween() roll 13 14}}
{{#rollBetween() roll 15 16}}<td class="template_label">Hit on the R Arm</td>{{/rollBetween() roll 15 16}}
{{#rollBetween() roll 17 18}}<td class="template_label">Hit on the L Arm</td>{{/rollBetween() roll 17 18}}
{{#rollBetween() roll 19 20}}<td class="template_label">Hit on the Head</td>{{/rollBetween() roll 19 20}}
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-skillRoll">
<img style="margin-top:3px;border-left:1px solid black;" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/RunequestG/RunequestGQS/banner.jpg" />
<div style="border: 1px solid black ">
<div style="background-color:white;color:#b87a38;text-align:center" >{{name}}</div>
<div style="background-color:white;color:#b87a38;text-align:center">{{skillname}} Roll</div>
<div style="padding-top:5px;background-color:white">
<div style="text-align:center"><b>Rolls:</b> &nbsp;{{roll}} <= {{success}}%</div>
<div style="text-align:center"><b>Result:</b>
{{#rollBetween() roll fumble 100}}
Fumble
{{/rollBetween() roll fumble 100}}
{{#^rollBetween() roll fumble 100}}
{{#rollGreater() success 99}}
{{#rollLess() roll crit}}Critical (+50%)</td>{{/rollLess() roll crit}}
{{#^rollLess() roll crit}}
{{#rollLess() roll special}}Special (+30%) {{/rollLess() roll special}}
{{#rollGreater() roll 95}}Failure (-20%) {{/rollGreater() roll 95}}
{{#^rollGreater() roll 95}}
{{#^rollLess() roll special}}Success (+20%) {{/^rollLess() roll special}}
{{/^rollGreater() roll 95}}
{{/^rollLess() roll crit}}
{{/rollGreater() success 99}}
{{#^rollGreater() success 99}}
{{#rollLess() roll crit}}Critical (+50%) {{/rollLess() roll crit}}
{{#^rollLess() roll crit}}
{{#rollLess() roll special}}Special (+30%) {{/rollLess() roll special}}
{{#^rollLess() roll special}}
{{#rollGreater() roll 95}}Failure (-20%) {{/rollGreater() roll 95}}
{{#^rollGreater() roll 95}}
{{#rollBetween() roll special success}}Success (+20%) {{/rollBetween() roll special success}}
{{/^rollGreater() roll 95}}
{{#^rollBetween() roll special success}}
{{#rollLess() roll fumble}}
{{#^rollGreater() roll 95}}
<td>Failure (-20%)</td>
{{/^rollGreater() roll 95}}
{{/rollLess() roll fumble}}
{{#^rollLess() roll fumble}}
<td>Fumble (-50%)</td>
{{/^rollLess() roll fumble}}
{{/^rollBetween() roll special success}}
{{/^rollLess() roll special}}
{{/^rollLess() roll crit}}
{{/^rollGreater() success 99}}
{{/^rollBetween() roll fumble 100}}
</div>
</div>
<img style="margin-top:3px;border-left:1px solid black;" src="https://raw.githubusercontent.com/Lockbox313/roll20-character-sheets/RunequestG/RunequestGQS/banner.jpg" />
<div style="border: 1px solid black ">
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-Melee-Attack-Fumble">
<table style="background-color: #ffffff;" class="sheet-rolltemplate-skillRoll">
{{#rollTotal() table 0}}
<th>Melee Attack Fumble </th>
{{/rollTotal() table 0}}
{{#rollTotal() table 1}}
<th>Melee Parry Fumble </th>
{{/rollTotal() table 1}}
{{#rollTotal() table 2}}
<th>Missle Attack Fumble </th>
{{/rollTotal() table 2}}
{{#rollTotal() table 3}}
<th>Natural Weapon Fumble </th>
{{/rollTotal() table 3}}
<!--<tr><td><b>Roll:</b>{{roll}}</td></tr>
<tr><td><b>Table:</b>{{table}}</td></tr>-->
<tr>
{{#rollTotal() table 0}}
{{#rollBetween() roll 1 15}}<td class="template_value">Lose the next combat round and are effectively helpless.</td>{{/rollBetween() roll 1 15}}
{{#rollBetween() roll 16 25}}<td class="template_value">Lose the next 1D3 combat rounds and are effectively helpless.</td>{{/rollBetween() roll 16 25}}
{{#rollBetween() roll 26 40}}<td class="template_value">Fall down.</td>{{/rollBetween() roll 26 40}}
{{#rollBetween() roll 41 50}}<td class="template_value">Drop the weapon being used.</td>{{/rollBetween() roll 41 50}}
{{#rollBetween() roll 51 60}}<td class="template_value">Throw weapon 1D10 meters away.</td>{{/rollBetween() roll 51 60}}
{{#rollBetween() roll 61 65}}<td class="template_value">Lose 1D10 points of weapon?s hit points.</td>{{/rollBetween() roll 61 65}}
{{#rollBetween() roll 66 75}}<td class="template_value">Vision obscured, lose 30% on all appropriate skills for 1D3 combat rounds.</td>{{/rollBetween() roll 66 75}}
{{#rollBetween() roll 76 85}}<td class="template_value">Hit nearest ally for normal damage, or Drop the weapon being used if no ally nearby.</td>{{/rollBetween() roll 76 85}}
{{#rollBetween() roll 86 90}}<td class="template_value">Hit nearest ally for special damage, or Throw weapon 1D10 meters away, if no ally nearby.</td>{{/rollBetween() roll 86 90}}
{{#rollBetween() roll 91 98}}<td class="template_value">Hit nearest ally for critical damage, or Lose 1D10 points of weapon?s hit points, if no ally nearby.</td>{{/rollBetween() roll 91 98}}
{{#rollTotal() roll 99}}<td class="template_value">Blow it; roll twice more on this table (cumulative if this result is rolled again)</td>{{/rollTotal() roll 99}}
{{#rollTotal() roll 00}}<td class="template_value">Blow it; roll twice more on this table (cumulative if this result is rolled again)</td>{{/rollTotal() roll 00}}
{{/rollTotal() table 0}}
{{#rollTotal() table 1}}
{{#rollBetween() roll 1 20}}<td>Lose the next combat round and are effectively helpless.</td>{{/rollBetween() roll 1 20}}
{{#rollBetween() roll 21 40}}<td>Fall down.</td>{{/rollBetween() roll 21 40}}
{{#rollBetween() roll 41 50}}<td>Drop the weapon being used.</td>{{/rollBetween() roll 41 50}}
{{#rollBetween() roll 51 60}}<td>Throw weapon 1D10 meters away.</td>{{/rollBetween() roll 51 60}}
{{#rollBetween() roll 61 75}}<td>Lose 1D10 points of weapon?s hit points.</td>{{/rollBetween() roll 61 75}}
{{#rollBetween() roll 76 85}}<td>Wide open; foe automatically hits with normal hit.</td>{{/rollBetween() roll 76 85}}
{{#rollBetween() roll 86 90}}<td>Wide open; foe automatically hits with special hit.</td>{{/rollBetween() roll 86 90}}
{{#rollBetween() roll 91 93}}<td>Wide open; foe automatically hits with critical hit</td>{{/rollBetween() roll 91 93}}
{{#rollBetween() roll 94 98}}<td>Blow it; roll twice more on this table (cumulative if this result is rolled again)</td>{{/rollBetween() roll 94 98}}
{{#rollBetween() roll 99 100}}<td>Blow it; roll twice more on this table (cumulative if this result is rolled again)</td>{{/rollBetween() roll 99 100}}
{{/rollTotal() table 1}}
{{#rollTotal() table 2}}
{{#rollBetween() roll 1 15}}<td class="template_value">Lose the next attack or other activity.</td>{{/rollBetween() roll 1 15}}
{{#rollBetween() roll 16 25}}<td class="template_value">Lose the next 1D3 combat rounds or other activity.</td>{{/rollBetween() roll 16 25}}
{{#rollBetween() roll 26 40}}<td class="template_value">Fall down.</td>{{/rollBetween() roll 26 40}}
{{#rollBetween() roll 41 55}}<td class="template_value">Vision obscured; lose 30% on all appropriate skills for 1D3 combat rounds</td>{{/rollBetween() roll 41 55}}
{{#rollBetween() roll 56 65}}<td class="template_value">Drop weapon; which slides or bounces 1D6?1 meters away.</td>{{/rollBetween() roll 56 65}}
{{#rollBetween() roll 66 80}}<td class="template_value">Do 1D6 damage to weapon?s hit points or break if the weapon has no hit points.</td>{{/rollBetween() roll 66 80}}
{{#rollBetween() roll 81 85}}<td class="template_value">Break weapon.</td>{{/rollBetween() roll 81 85}}
{{#rollBetween() roll 86 90}}<td class="template_value">Hit nearest ally for normal damage, or Drop weapon; which slides or bounces 1D6?1 meters away. if no ally nearby.</td>{{/rollBetween() roll 86 90}}
{{#rollBetween() roll 91 95}}<td class="template_value">Hit nearest ally for special damage, orDo 1D6 damage to weapon?s hit points or break if the weapon has no hit points, if no ally nearby.</td>{{/rollBetween() roll 91 95}}
{{#rollBetween() roll 96 98}}<td class="template_value">Hit nearest ally for critical damage, or Break weapon, if no ally nearby</td>{{/rollBetween() roll 96 98}}
{{#rollTotal() roll 99}}<td class="template_value">Blow it; roll twice more on this table (cumulative if this result is rolled again)</td>{{/rollTotal() roll 99}}
{{#rollTotal() roll 100}}<td class="template_value">Blow it; roll twice more on this table (cumulative if this result is rolled again)</td>{{/rollTotal() roll 100}}
{{/rollTotal() table 2}}
{{#rollTotal() table 3}}
{{#rollBetween() roll 1 25}}<td class="template_value">Lose the next combat round (or this one if no action has yet been taken).</td>{{/rollBetween() roll 1 25}}
{{#rollBetween() roll 26 30}}<td class="template_value">Lose the next 1D3 combat rounds (this includes this one if no action has yet been taken).</td>{{/rollBetween() roll 26 30}}
{{#rollBetween() roll 31 50}}<td class="template_value">Fall down.</td>{{/rollBetween() roll 31 50}}
{{#rollBetween() roll 51 60}}<td class="template_value">Fall down and twist ankle; lose 1 meter/DEX rank of movement for 1D10 full turns (and all combat turns within them).</td>{{/rollBetween() roll 51 60}}
{{#rollBetween() roll 61 75}}<td class="template_value">Vision obscured; lose 30% on all appropriate skills for 1D3 combat rounds.</td>{{/rollBetween() roll 61 75}}
{{#rollBetween() roll 76 85}}<td class="template_value">Miss and strain something; lose 1 hit point (in the attacking limb if hit locations are being used)</td>{{/rollBetween() roll 76 85}}
{{#rollBetween() roll 86 90}}<td class="template_value">Hit nearest ally for normal damage, or Miss and strain something; lose 1 hit point (in the attacking limb if hit locations are being used), if no ally nearby</td>{{/rollBetween() roll 86 90}}
{{#rollBetween() roll 91 94}}<td class="template_value">Hit nearest ally for special damage, or Miss and strain something; lose 1 hit point (in the attacking limb if hit locations are being used), if no ally nearby.</td>{{/rollBetween() roll 91 94}}
{{#rollBetween() roll 95 98}}<td class="template_value">Hit hard surface; do normal damage to self (in the attacking limb if hit locations are being used)..</td>{{/rollBetween() roll 95 98}}
{{#rollBetween() roll 96 98}}<td class="template_value">Hit nearest ally for critical damage, or Break weapon, if no ally nearby</td>{{/rollBetween() roll 96 98}}
{{#rollTotal() roll 99}}<td class="template_value">Blow it; roll twice more on this table (cumulative if this result is rolled again)</td>{{/rollTotal() roll 99}}
{{#rollTotal() roll 100}}<td class="template_value">Blow it; roll twice more on this table (cumulative if this result is rolled again)</td>{{/rollTotal() roll 100}}
{{/rollTotal() table 3}}
</tr>
</table>
</rolltemplate>
<!--old templates end-->